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https://github.com/reactos/wine.git
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5ff007747f
- some basic code for Direct3D and Direct3DExecuteBuffer (DX 3.0) - added stretching to Blt function
351 lines
8.7 KiB
C
351 lines
8.7 KiB
C
/* Direct3D Viewport
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(c) 1998 Lionel ULMER
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This files contains the implementation of Direct3DViewport2. */
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#include "config.h"
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#include "windows.h"
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#include "wintypes.h"
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#include "winerror.h"
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#include "interfaces.h"
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#include "heap.h"
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#include "ddraw.h"
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#include "d3d.h"
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#include "debug.h"
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#include "d3d_private.h"
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#ifdef HAVE_MESAGL
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static IDirect3DViewport2_VTable viewport2_vtable;
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/*******************************************************************************
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* Viewport1/2 static functions
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*/
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static void activate(LPDIRECT3DVIEWPORT2 this) {
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LPDIRECT3DLIGHT l;
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/* Activate all the lights associated with this context */
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l = this->lights;
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while (l != NULL) {
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l->activate(l);
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l = l->next;
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}
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}
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/*******************************************************************************
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* Viewport1/2 Creation functions
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*/
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LPDIRECT3DVIEWPORT2 d3dviewport2_create(LPDIRECT3D2 d3d)
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{
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LPDIRECT3DVIEWPORT2 vp;
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vp = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DViewport2));
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vp->ref = 1;
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vp->lpvtbl = &viewport2_vtable;
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vp->d3d.d3d2 = d3d;
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vp->use_d3d2 = 1;
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vp->device.active_device2 = NULL;
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vp->activate = activate;
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vp->lights = NULL;
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vp->nextlight = GL_LIGHT0;
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return vp;
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}
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LPDIRECT3DVIEWPORT d3dviewport_create(LPDIRECT3D d3d)
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{
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LPDIRECT3DVIEWPORT2 vp;
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vp = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DViewport2));
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vp->ref = 1;
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vp->lpvtbl = &viewport2_vtable;
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vp->d3d.d3d1 = d3d;
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vp->use_d3d2 = 0;
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vp->device.active_device1 = NULL;
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vp->activate = activate;
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vp->lights = NULL;
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vp->nextlight = GL_LIGHT0;
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return (LPDIRECT3DVIEWPORT) vp;
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}
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/*******************************************************************************
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* IDirect3DViewport2 methods
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*/
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static HRESULT WINAPI IDirect3DViewport2_QueryInterface(LPDIRECT3DVIEWPORT2 this,
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REFIID riid,
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LPVOID* ppvObj)
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{
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char xrefiid[50];
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WINE_StringFromCLSID((LPCLSID)riid,xrefiid);
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FIXME(ddraw, "(%p)->(%s,%p): stub\n", this, xrefiid,ppvObj);
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return S_OK;
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}
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static ULONG WINAPI IDirect3DViewport2_AddRef(LPDIRECT3DVIEWPORT2 this)
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{
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TRACE(ddraw, "(%p)->()incrementing from %lu.\n", this, this->ref );
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return ++(this->ref);
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}
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static ULONG WINAPI IDirect3DViewport2_Release(LPDIRECT3DVIEWPORT2 this)
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{
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FIXME( ddraw, "(%p)->() decrementing from %lu.\n", this, this->ref );
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if (!--(this->ref)) {
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HeapFree(GetProcessHeap(),0,this);
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return 0;
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}
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return this->ref;
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}
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/*** IDirect3DViewport methods ***/
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static HRESULT WINAPI IDirect3DViewport2_Initialize(LPDIRECT3DVIEWPORT2 this,
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LPDIRECT3D d3d)
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{
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FIXME(ddraw, "(%p)->(%p): stub\n", this, d3d);
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DViewport2_GetViewport(LPDIRECT3DVIEWPORT2 this,
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LPD3DVIEWPORT lpvp)
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{
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FIXME(ddraw, "(%p)->(%p): stub\n", this, lpvp);
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if (this->use_vp2 != 0)
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return DDERR_INVALIDPARAMS;
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*lpvp = this->viewport.vp1;
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DViewport2_SetViewport(LPDIRECT3DVIEWPORT2 this,
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LPD3DVIEWPORT lpvp)
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{
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FIXME(ddraw, "(%p)->(%p): stub\n", this, lpvp);
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this->use_vp2 = 0;
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this->viewport.vp1 = *lpvp;
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DViewport2_TransformVertices(LPDIRECT3DVIEWPORT2 this,
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DWORD dwVertexCount,
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LPD3DTRANSFORMDATA lpData,
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DWORD dwFlags,
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LPDWORD lpOffScreen)
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{
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FIXME(ddraw, "(%p)->(%8ld,%p,%08lx,%p): stub\n",
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this, dwVertexCount, lpData, dwFlags, lpOffScreen);
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DViewport2_LightElements(LPDIRECT3DVIEWPORT2 this,
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DWORD dwElementCount,
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LPD3DLIGHTDATA lpData)
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{
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FIXME(ddraw, "(%p)->(%8ld,%p): stub\n", this, dwElementCount, lpData);
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DViewport2_SetBackground(LPDIRECT3DVIEWPORT2 this,
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D3DMATERIALHANDLE hMat)
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{
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FIXME(ddraw, "(%p)->(%08x): stub\n", this, hMat);
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DViewport2_GetBackground(LPDIRECT3DVIEWPORT2 this,
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LPD3DMATERIALHANDLE lphMat,
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LPBOOL lpValid)
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{
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FIXME(ddraw, "(%p)->(%p,%p): stub\n", this, lphMat, lpValid);
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DViewport2_SetBackgroundDepth(LPDIRECT3DVIEWPORT2 this,
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LPDIRECTDRAWSURFACE lpDDSurface)
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{
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FIXME(ddraw, "(%p)->(%p): stub\n", this, lpDDSurface);
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DViewport2_GetBackgroundDepth(LPDIRECT3DVIEWPORT2 this,
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LPDIRECTDRAWSURFACE* lplpDDSurface,
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LPBOOL lpValid)
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{
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FIXME(ddraw, "(%p)->(%p,%p): stub\n", this, lplpDDSurface, lpValid);
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DViewport2_Clear(LPDIRECT3DVIEWPORT2 this,
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DWORD dwCount,
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LPD3DRECT lpRects,
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DWORD dwFlags)
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{
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FIXME(ddraw, "(%p)->(%8ld,%p,%08lx): stub\n", this, dwCount, lpRects, dwFlags);
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/* For the moment, ignore the rectangles */
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if (this->device.active_device1 != NULL) {
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/* Get the rendering context */
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if (this->use_d3d2)
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this->device.active_device2->set_context(this->device.active_device2);
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else
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this->device.active_device1->set_context(this->device.active_device1);
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/* Clears the screen */
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glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DViewport2_AddLight(LPDIRECT3DVIEWPORT2 this,
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LPDIRECT3DLIGHT lpLight)
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{
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FIXME(ddraw, "(%p)->(%p): stub\n", this, lpLight);
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/* Add the light in the 'linked' chain */
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lpLight->next = this->lights;
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this->lights = lpLight;
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/* If active, activate the light */
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if (this->device.active_device1 != NULL) {
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/* Get the rendering context */
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if (this->use_d3d2)
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this->device.active_device2->set_context(this->device.active_device2);
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else
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this->device.active_device1->set_context(this->device.active_device1);
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/* Activate the light */
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lpLight->light_num = this->nextlight++;
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lpLight->activate(lpLight);
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}
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DViewport2_DeleteLight(LPDIRECT3DVIEWPORT2 this,
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LPDIRECT3DLIGHT lpLight)
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{
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FIXME(ddraw, "(%p)->(%p): stub\n", this, lpLight);
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DViewport2_NextLight(LPDIRECT3DVIEWPORT2 this,
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LPDIRECT3DLIGHT lpLight,
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LPDIRECT3DLIGHT* lplpLight,
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DWORD dwFlags)
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{
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FIXME(ddraw, "(%p)->(%p,%p,%08lx): stub\n", this, lpLight, lplpLight, dwFlags);
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return DD_OK;
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}
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/*** IDirect3DViewport2 methods ***/
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static HRESULT WINAPI IDirect3DViewport2_GetViewport2(LPDIRECT3DVIEWPORT2 this,
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LPD3DVIEWPORT2 lpViewport2)
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{
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TRACE(ddraw, "(%p)->(%p)\n", this, lpViewport2);
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if (this->use_vp2 != 1)
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return DDERR_INVALIDPARAMS;
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*lpViewport2 = this->viewport.vp2;
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DViewport2_SetViewport2(LPDIRECT3DVIEWPORT2 this,
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LPD3DVIEWPORT2 lpViewport2)
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{
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TRACE(ddraw, "(%p)->(%p)\n", this, lpViewport2);
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TRACE(ddraw, "dwSize = %ld dwX = %ld dwY = %ld\n",
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lpViewport2->dwSize, lpViewport2->dwX, lpViewport2->dwY);
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TRACE(ddraw, "dwWidth = %ld dwHeight = %ld\n",
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lpViewport2->dwWidth, lpViewport2->dwHeight);
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TRACE(ddraw, "dvClipX = %f dvClipY = %f\n",
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lpViewport2->dvClipX, lpViewport2->dvClipY);
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TRACE(ddraw, "dvClipWidth = %f dvClipHeight = %f\n",
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lpViewport2->dvClipWidth, lpViewport2->dvClipHeight);
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TRACE(ddraw, "dvMinZ = %f dvMaxZ = %f\n",
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lpViewport2->dvMinZ, lpViewport2->dvMaxZ);
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this->viewport.vp2 = *lpViewport2;
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this->use_vp2 = 1;
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return DD_OK;
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}
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/*******************************************************************************
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* IDirect3DViewport1/2 VTable
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*/
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static IDirect3DViewport2_VTable viewport2_vtable = {
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/*** IUnknown methods ***/
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IDirect3DViewport2_QueryInterface,
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IDirect3DViewport2_AddRef,
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IDirect3DViewport2_Release,
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/*** IDirect3DViewport methods ***/
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IDirect3DViewport2_Initialize,
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IDirect3DViewport2_GetViewport,
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IDirect3DViewport2_SetViewport,
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IDirect3DViewport2_TransformVertices,
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IDirect3DViewport2_LightElements,
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IDirect3DViewport2_SetBackground,
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IDirect3DViewport2_GetBackground,
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IDirect3DViewport2_SetBackgroundDepth,
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IDirect3DViewport2_GetBackgroundDepth,
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IDirect3DViewport2_Clear,
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IDirect3DViewport2_AddLight,
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IDirect3DViewport2_DeleteLight,
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IDirect3DViewport2_NextLight,
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/*** IDirect3DViewport2 methods ***/
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IDirect3DViewport2_GetViewport2,
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IDirect3DViewport2_SetViewport2
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};
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#else /* HAVE_MESAGL */
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LPDIRECT3DVIEWPORT d3dviewport_create(LPDIRECT3D d3d) {
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ERR(ddraw, "Should not be called...\n");
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return NULL;
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}
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LPDIRECT3DVIEWPORT2 d3dviewport2_create(LPDIRECT3D2 d3d) {
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ERR(ddraw, "Should not be called...\n");
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return NULL;
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}
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#endif /* HAVE_MESAGL */
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