Sweden-Number/dlls/ddraw/light.c

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/* Direct3D Light
* Copyright (c) 1998 / 2002 Lionel ULMER
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* Copyright (c) 2006 Stefan DÖSINGER
*
* This file contains the implementation of Direct3DLight.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "ddraw_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
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/*****************************************************************************
* light_update
*
* Updates the Direct3DDevice7 lighting parameters
*
*****************************************************************************/
static void light_update(IDirect3DLightImpl *light)
{
IDirect3DDeviceImpl *device;
TRACE("light %p.\n", light);
if (!light->active_viewport || !light->active_viewport->active_device) return;
device = light->active_viewport->active_device;
IDirect3DDevice7_SetLight((IDirect3DDevice7 *)device, light->dwLightIndex, &light->light7);
}
/*****************************************************************************
* light_activate
*
* Uses the Direct3DDevice7::LightEnable method to active the light
*
*****************************************************************************/
void light_activate(IDirect3DLightImpl *light)
{
IDirect3DDeviceImpl *device;
TRACE("light %p.\n", light);
if (!light->active_viewport || !light->active_viewport->active_device) return;
device = light->active_viewport->active_device;
light_update(light);
if (!(light->light.dwFlags & D3DLIGHT_ACTIVE))
{
IDirect3DDevice7_LightEnable((IDirect3DDevice7 *)device, light->dwLightIndex, TRUE);
light->light.dwFlags |= D3DLIGHT_ACTIVE;
}
}
/*****************************************************************************
*
* light_deactivate
*
* Uses the Direct3DDevice7::LightEnable method to deactivate the light
*
*****************************************************************************/
void light_deactivate(IDirect3DLightImpl *light)
{
IDirect3DDeviceImpl *device;
TRACE("light %p.\n", light);
if (!light->active_viewport || !light->active_viewport->active_device) return;
device = light->active_viewport->active_device;
/* If was not active, activate it */
if (light->light.dwFlags & D3DLIGHT_ACTIVE)
{
IDirect3DDevice7_LightEnable((IDirect3DDevice7 *)device, light->dwLightIndex, FALSE);
light->light.dwFlags &= ~D3DLIGHT_ACTIVE;
}
}
/*****************************************************************************
* IUnknown Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DLight::QueryInterface
*
* Queries the object for different interfaces. Unimplemented for this
* object at the moment
*
* Params:
* riid: Interface id asked for
* obj: Address to return the resulting pointer at.
*
* Returns:
* E_NOINTERFACE, because it's a stub
*****************************************************************************/
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static HRESULT WINAPI IDirect3DLightImpl_QueryInterface(IDirect3DLight *iface, REFIID riid, void **object)
{
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FIXME("iface %p, riid %s, object %p stub!\n", iface, debugstr_guid(riid), object);
*object = NULL;
return E_NOINTERFACE;
}
/*****************************************************************************
* IDirect3DLight::AddRef
*
* Increases the refcount by 1
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI
IDirect3DLightImpl_AddRef(IDirect3DLight *iface)
{
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IDirect3DLightImpl *This = (IDirect3DLightImpl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
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TRACE("%p increasing refcount to %u.\n", This, ref);
return ref;
}
/*****************************************************************************
* IDirect3DLight::Release
*
* Reduces the refcount by one. If the refcount falls to 0, the object
* is destroyed
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI
IDirect3DLightImpl_Release(IDirect3DLight *iface)
{
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IDirect3DLightImpl *This = (IDirect3DLightImpl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
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TRACE("%p decreasing refcount to %u.\n", This, ref);
if (!ref) {
HeapFree(GetProcessHeap(), 0, This);
return 0;
}
return ref;
}
/*****************************************************************************
* IDirect3DLight Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DLight::Initialize
*
* Initializes the interface. This implementation is a no-op, because
* initialization takes place at creation time
*
* Params:
* Direct3D: Pointer to an IDirect3D interface.
*
* Returns:
* D3D_OK
*
*****************************************************************************/
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static HRESULT WINAPI IDirect3DLightImpl_Initialize(IDirect3DLight *iface, IDirect3D *d3d)
{
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TRACE("iface %p, d3d %p.\n", iface, d3d);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DLight::SetLight
*
* Assigns a lighting value to this object
*
* Params:
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* Light: Lighting parameter to set
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if Light is NULL
*
*****************************************************************************/
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static void dump_light(const D3DLIGHT2 *light)
{
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TRACE(" - dwSize : %d\n", light->dwSize);
}
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static const float zero_value[] = {
0.0, 0.0, 0.0, 0.0
};
static HRESULT WINAPI
IDirect3DLightImpl_SetLight(IDirect3DLight *iface,
D3DLIGHT *lpLight)
{
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IDirect3DLightImpl *This = (IDirect3DLightImpl *)iface;
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LPD3DLIGHT7 light7 = &(This->light7);
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TRACE("iface %p, light %p.\n", iface, lpLight);
if (TRACE_ON(ddraw))
{
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TRACE(" Light definition :\n");
dump_light((LPD3DLIGHT2) lpLight);
}
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if ( (lpLight->dltType == 0) || (lpLight->dltType > D3DLIGHT_PARALLELPOINT) )
return DDERR_INVALIDPARAMS;
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if ( lpLight->dltType == D3DLIGHT_PARALLELPOINT )
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FIXME("D3DLIGHT_PARALLELPOINT no supported\n");
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/* Translate D3DLIGH2 structure to D3DLIGHT7 */
light7->dltType = lpLight->dltType;
light7->dcvDiffuse = lpLight->dcvColor;
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if ((((LPD3DLIGHT2)lpLight)->dwFlags & D3DLIGHT_NO_SPECULAR) != 0)
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light7->dcvSpecular = lpLight->dcvColor;
else
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light7->dcvSpecular = *(const D3DCOLORVALUE*)zero_value;
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light7->dcvAmbient = lpLight->dcvColor;
light7->dvPosition = lpLight->dvPosition;
light7->dvDirection = lpLight->dvDirection;
light7->dvRange = lpLight->dvRange;
light7->dvFalloff = lpLight->dvFalloff;
light7->dvAttenuation0 = lpLight->dvAttenuation0;
light7->dvAttenuation1 = lpLight->dvAttenuation1;
light7->dvAttenuation2 = lpLight->dvAttenuation2;
light7->dvTheta = lpLight->dvTheta;
light7->dvPhi = lpLight->dvPhi;
EnterCriticalSection(&ddraw_cs);
memcpy(&This->light, lpLight, lpLight->dwSize);
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if (This->light.dwFlags & D3DLIGHT_ACTIVE)
light_update(This);
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DLight::GetLight
*
* Returns the parameters currently assigned to the IDirect3DLight object
*
* Params:
* Light: Pointer to an D3DLIGHT structure to store the parameters
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if Light is NULL
*****************************************************************************/
static HRESULT WINAPI
IDirect3DLightImpl_GetLight(IDirect3DLight *iface,
D3DLIGHT *lpLight)
{
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IDirect3DLightImpl *This = (IDirect3DLightImpl *)iface;
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TRACE("iface %p, light %p.\n", iface, lpLight);
if (TRACE_ON(ddraw))
{
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TRACE(" Returning light definition :\n");
dump_light(&This->light);
}
EnterCriticalSection(&ddraw_cs);
memcpy(lpLight, &This->light, lpLight->dwSize);
LeaveCriticalSection(&ddraw_cs);
return DD_OK;
}
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static const struct IDirect3DLightVtbl d3d_light_vtbl =
{
/*** IUnknown Methods ***/
IDirect3DLightImpl_QueryInterface,
IDirect3DLightImpl_AddRef,
IDirect3DLightImpl_Release,
/*** IDirect3DLight Methods ***/
IDirect3DLightImpl_Initialize,
IDirect3DLightImpl_SetLight,
IDirect3DLightImpl_GetLight
};
void d3d_light_init(IDirect3DLightImpl *light, IDirectDrawImpl *ddraw)
{
light->lpVtbl = &d3d_light_vtbl;
light->ref = 1;
light->ddraw = ddraw;
}