Sweden-Number/dlls/ddraw/viewport.c

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/* Direct3D Viewport
* Copyright (c) 1998 Lionel ULMER
* Copyright (c) 2006 Stefan D<EFBFBD>SINGER
*
* This file contains the implementation of Direct3DViewport2.
*
* 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 <assert.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#define COBJMACROS
#define NONAMELESSUNION
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#include "windef.h"
#include "winbase.h"
#include "winerror.h"
#include "wingdi.h"
#include "wine/exception.h"
#include "ddraw.h"
#include "d3d.h"
#include "ddraw_private.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
/*****************************************************************************
* Helper functions
*****************************************************************************/
/*****************************************************************************
* viewport_activate
*
* activates the viewport using IDirect3DDevice7::SetViewport
*
*****************************************************************************/
void viewport_activate(IDirect3DViewportImpl* This) {
IDirect3DLightImpl* light;
D3DVIEWPORT7 vp;
/* Activate all the lights associated with this context */
light = This->lights;
while (light != NULL) {
light->activate(light);
light = light->next;
}
/* And copy the values in the structure used by the device */
if (This->use_vp2) {
vp.dwX = This->viewports.vp2.dwX;
vp.dwY = This->viewports.vp2.dwY;
vp.dwHeight = This->viewports.vp2.dwHeight;
vp.dwWidth = This->viewports.vp2.dwWidth;
vp.dvMinZ = This->viewports.vp2.dvMinZ;
vp.dvMaxZ = This->viewports.vp2.dvMaxZ;
} else {
vp.dwX = This->viewports.vp1.dwX;
vp.dwY = This->viewports.vp1.dwY;
vp.dwHeight = This->viewports.vp1.dwHeight;
vp.dwWidth = This->viewports.vp1.dwWidth;
vp.dvMinZ = This->viewports.vp1.dvMinZ;
vp.dvMaxZ = This->viewports.vp1.dvMaxZ;
}
/* And also set the viewport */
IDirect3DDevice7_SetViewport(ICOM_INTERFACE(This->active_device, IDirect3DDevice7), &vp);
}
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/*****************************************************************************
* _dump_D3DVIEWPORT, _dump_D3DVIEWPORT2
*
* Writes viewport information to TRACE
*
*****************************************************************************/
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static void _dump_D3DVIEWPORT(const D3DVIEWPORT *lpvp)
{
TRACE(" - dwSize = %d dwX = %d dwY = %d\n",
lpvp->dwSize, lpvp->dwX, lpvp->dwY);
TRACE(" - dwWidth = %d dwHeight = %d\n",
lpvp->dwWidth, lpvp->dwHeight);
TRACE(" - dvScaleX = %f dvScaleY = %f\n",
lpvp->dvScaleX, lpvp->dvScaleY);
TRACE(" - dvMaxX = %f dvMaxY = %f\n",
lpvp->dvMaxX, lpvp->dvMaxY);
TRACE(" - dvMinZ = %f dvMaxZ = %f\n",
lpvp->dvMinZ, lpvp->dvMaxZ);
}
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static void _dump_D3DVIEWPORT2(const D3DVIEWPORT2 *lpvp)
{
TRACE(" - dwSize = %d dwX = %d dwY = %d\n",
lpvp->dwSize, lpvp->dwX, lpvp->dwY);
TRACE(" - dwWidth = %d dwHeight = %d\n",
lpvp->dwWidth, lpvp->dwHeight);
TRACE(" - dvClipX = %f dvClipY = %f\n",
lpvp->dvClipX, lpvp->dvClipY);
TRACE(" - dvClipWidth = %f dvClipHeight = %f\n",
lpvp->dvClipWidth, lpvp->dvClipHeight);
TRACE(" - dvMinZ = %f dvMaxZ = %f\n",
lpvp->dvMinZ, lpvp->dvMaxZ);
}
/*****************************************************************************
* IUnknown Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DViewport3::QueryInterface
*
* A normal QueryInterface. Can query all interface versions and the
* IUnknown interface. The VTables of the different versions
* are equal
*
* Params:
* refiid: Interface id queried for
* obj: Address to write the interface pointer to
*
* Returns:
* S_OK on success.
* E_NOINTERFACE if the requested interface wasn't found
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_QueryInterface(IDirect3DViewport3 *iface,
REFIID riid,
void **obp)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
TRACE("(%p)->(%s,%p)\n", This, debugstr_guid(riid), obp);
*obp = NULL;
if ( IsEqualGUID(&IID_IUnknown, riid) ||
IsEqualGUID(&IID_IDirect3DViewport, riid) ||
IsEqualGUID(&IID_IDirect3DViewport2, riid) ||
IsEqualGUID(&IID_IDirect3DViewport3, riid) ) {
IDirect3DViewport3_AddRef(ICOM_INTERFACE(This, IDirect3DViewport3));
*obp = ICOM_INTERFACE(This, IDirect3DViewport3);
TRACE(" Creating IDirect3DViewport1/2/3 interface %p\n", *obp);
return S_OK;
}
FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid));
return E_NOINTERFACE;
}
/*****************************************************************************
* IDirect3DViewport3::AddRef
*
* Increases the refcount.
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI
IDirect3DViewportImpl_AddRef(IDirect3DViewport3 *iface)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p)->() incrementing from %u.\n", This, ref - 1);
return ref;
}
/*****************************************************************************
* IDirect3DViewport3::Release
*
* Reduces the refcount. If it falls to 0, the interface is released
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI
IDirect3DViewportImpl_Release(IDirect3DViewport3 *iface)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("(%p)->() decrementing from %u.\n", This, ref + 1);
if (!ref) {
HeapFree(GetProcessHeap(), 0, This);
return 0;
}
return ref;
}
/*****************************************************************************
* IDirect3DViewport Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DViewport3::Initialize
*
* No-op initialization.
*
* Params:
* Direct3D: The direct3D device this viewport is assigned to
*
* Returns:
* DDERR_ALREADYINITIALIZED
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_Initialize(IDirect3DViewport3 *iface,
IDirect3D *Direct3D)
{
TRACE("(%p)->(%p) no-op...\n", iface, Direct3D);
return DDERR_ALREADYINITIALIZED;
}
/*****************************************************************************
* IDirect3DViewport3::GetViewport
*
* Returns the viewport data assigned to this viewport interface
*
* Params:
* Data: Address to store the data
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if Data is NULL
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_GetViewport(IDirect3DViewport3 *iface,
D3DVIEWPORT *lpData)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
DWORD dwSize;
TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
EnterCriticalSection(&ddraw_cs);
if (This->use_vp2 != 0) {
ERR(" Requesting to get a D3DVIEWPORT struct where a D3DVIEWPORT2 was set !\n");
LeaveCriticalSection(&ddraw_cs);
return DDERR_INVALIDPARAMS;
}
dwSize = lpData->dwSize;
memset(lpData, 0, dwSize);
memcpy(lpData, &(This->viewports.vp1), dwSize);
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if (TRACE_ON(d3d7)) {
TRACE(" returning D3DVIEWPORT :\n");
_dump_D3DVIEWPORT(lpData);
}
LeaveCriticalSection(&ddraw_cs);
return DD_OK;
}
/*****************************************************************************
* IDirect3DViewport3::SetViewport
*
* Sets the viewport information for this interface
*
* Params:
* lpData: Viewport to set
*
* Returns:
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* D3D_OK on success
* DDERR_INVALIDPARAMS if Data is NULL
*
*****************************************************************************/
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static HRESULT WINAPI
IDirect3DViewportImpl_SetViewport(IDirect3DViewport3 *iface,
D3DVIEWPORT *lpData)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
LPDIRECT3DVIEWPORT3 current_viewport;
TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
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if (TRACE_ON(d3d7)) {
TRACE(" getting D3DVIEWPORT :\n");
_dump_D3DVIEWPORT(lpData);
}
EnterCriticalSection(&ddraw_cs);
This->use_vp2 = 0;
memset(&(This->viewports.vp1), 0, sizeof(This->viewports.vp1));
memcpy(&(This->viewports.vp1), lpData, lpData->dwSize);
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/* Tests on two games show that these values are never used properly so override
them with proper ones :-)
*/
This->viewports.vp1.dvMinZ = 0.0;
This->viewports.vp1.dvMaxZ = 1.0;
if (This->active_device) {
IDirect3DDevice3_GetCurrentViewport(ICOM_INTERFACE(This->active_device, IDirect3DDevice3), &current_viewport);
if (ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, current_viewport) == This)
This->activate(This);
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if(current_viewport) IDirect3DViewport3_Release(current_viewport);
}
LeaveCriticalSection(&ddraw_cs);
return DD_OK;
}
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/*****************************************************************************
* IDirect3DViewport3::TransformVertices
*
* Transforms vertices by the transformation matrix.
*
* Params:
* dwVertexCount: The number of vertices to be transformed
* lpData: Pointer to the vertex data
* dwFlags: D3DTRANSFORM_CLIPPED or D3DTRANSFORM_UNCLIPPED
* lpOffScreen: Is set to nonzero if all vertices are off-screen
*
* Returns:
* D3D_OK because it's a stub
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_TransformVertices(IDirect3DViewport3 *iface,
DWORD dwVertexCount,
D3DTRANSFORMDATA *lpData,
DWORD dwFlags,
DWORD *lpOffScreen)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
FIXME("(%p)->(%08x,%p,%08x,%p): stub!\n", This, dwVertexCount, lpData, dwFlags, lpOffScreen);
if (lpOffScreen)
*lpOffScreen = 0;
return DD_OK;
}
/*****************************************************************************
* IDirect3DViewport3::LightElements
*
* The DirectX 5.0 sdk says that it's not implemented
*
* Params:
* ?
*
* Returns:
* DDERR_UNSUPPORTED
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_LightElements(IDirect3DViewport3 *iface,
DWORD dwElementCount,
LPD3DLIGHTDATA lpData)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
TRACE("(%p)->(%08x,%p): Unimplemented!\n", This, dwElementCount, lpData);
return DDERR_UNSUPPORTED;
}
/*****************************************************************************
* IDirect3DViewport3::SetBackground
*
* Sets tje background material
*
* Params:
* hMat: Handle from a IDirect3DMaterial interface
*
* Returns:
* D3D_OK on success
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_SetBackground(IDirect3DViewport3 *iface,
D3DMATERIALHANDLE hMat)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
TRACE("(%p)->(%d)\n", This, (DWORD) hMat);
EnterCriticalSection(&ddraw_cs);
if(hMat && hMat > This->ddraw->d3ddevice->numHandles)
{
WARN("Specified Handle %d out of range\n", hMat);
LeaveCriticalSection(&ddraw_cs);
return DDERR_INVALIDPARAMS;
}
else if(hMat && This->ddraw->d3ddevice->Handles[hMat - 1].type != DDrawHandle_Material)
{
WARN("Handle %d is not a material handle\n", hMat);
LeaveCriticalSection(&ddraw_cs);
return DDERR_INVALIDPARAMS;
}
if(hMat)
{
This->background = (IDirect3DMaterialImpl *) This->ddraw->d3ddevice->Handles[hMat - 1].ptr;
TRACE(" setting background color : %f %f %f %f\n",
This->background->mat.u.diffuse.u1.r,
This->background->mat.u.diffuse.u2.g,
This->background->mat.u.diffuse.u3.b,
This->background->mat.u.diffuse.u4.a);
}
else
{
This->background = NULL;
TRACE("Setting background to NULL\n");
}
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
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/*****************************************************************************
* IDirect3DViewport3::GetBackground
*
* Returns the material handle assigned to the background of the viewport
*
* Params:
* lphMat: Address to store the handle
* lpValid: is set to FALSE if no background is set, TRUE if one is set
*
* Returns:
* D3D_OK
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_GetBackground(IDirect3DViewport3 *iface,
D3DMATERIALHANDLE *lphMat,
BOOL *lpValid)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
TRACE("(%p)->(%p,%p)\n", This, lphMat, lpValid);
EnterCriticalSection(&ddraw_cs);
if(lpValid)
{
*lpValid = This->background != NULL;
}
if(lphMat)
{
if(This->background)
{
*lphMat = This->background->Handle;
}
else
{
*lphMat = 0;
}
}
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
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/*****************************************************************************
* IDirect3DViewport3::SetBackgroundDepth
*
* Sets a surface that represents the background depth. It's contents are
* used to set the depth buffer in IDirect3DViewport3::Clear
*
* Params:
* lpDDSurface: Surface to set
*
* Returns: D3D_OK, because it's a stub
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_SetBackgroundDepth(IDirect3DViewport3 *iface,
IDirectDrawSurface *lpDDSurface)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
FIXME("(%p)->(%p): stub!\n", This, lpDDSurface);
return D3D_OK;
}
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/*****************************************************************************
* IDirect3DViewport3::GetBackgroundDepth
*
* Returns the surface that represents the depth field
*
* Params:
* lplpDDSurface: Address to store the interface pointer
* lpValid: Set to TRUE if a depth is asigned, FALSE otherwise
*
* Returns:
* D3D_OK, because it's a stub
* (DDERR_INVALIDPARAMS if DDSurface of Valid is NULL)
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_GetBackgroundDepth(IDirect3DViewport3 *iface,
IDirectDrawSurface **lplpDDSurface,
LPBOOL lpValid)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
FIXME("(%p)->(%p,%p): stub!\n", This, lplpDDSurface, lpValid);
return DD_OK;
}
/*****************************************************************************
* IDirect3DViewport3::Clear
*
* Clears the render target and / or the z buffer
*
* Params:
* dwCount: The amount of rectangles to clear. If 0, the whole buffer is
* cleared
* lpRects: Pointer to the array of rectangles. If NULL, Count must be 0
* dwFlags: D3DCLEAR_ZBUFFER and / or D3DCLEAR_TARGET
*
* Returns:
* D3D_OK on success
* D3DERR_VIEWPORTHASNODEVICE if there's no active device
* The return value of IDirect3DDevice7::Clear
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
DWORD dwCount,
D3DRECT *lpRects,
DWORD dwFlags)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
DWORD color = 0x00000000;
HRESULT hr;
TRACE("(%p/%p)->(%08x,%p,%08x)\n", This, iface, dwCount, lpRects, dwFlags);
if (This->active_device == NULL) {
ERR(" Trying to clear a viewport not attached to a device !\n");
return D3DERR_VIEWPORTHASNODEVICE;
}
EnterCriticalSection(&ddraw_cs);
if (dwFlags & D3DCLEAR_TARGET) {
if (This->background == NULL) {
ERR(" Trying to clear the color buffer without background material !\n");
} else {
color =
((int) ((This->background->mat.u.diffuse.u1.r) * 255) << 16) |
((int) ((This->background->mat.u.diffuse.u2.g) * 255) << 8) |
((int) ((This->background->mat.u.diffuse.u3.b) * 255) << 0) |
((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24);
}
}
hr = IDirect3DDevice7_Clear(ICOM_INTERFACE(This->active_device, IDirect3DDevice7),
dwCount,
lpRects,
dwFlags & (D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET),
color,
1.0,
0x00000000);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
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/*****************************************************************************
* IDirect3DViewport3::AddLight
*
* Adds an light to the viewport
*
* Params:
* lpDirect3DLight: Interface of the light to add
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if Direct3DLight is NULL
* DDERR_INVALIDPARAMS if there are 8 lights or more
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
IDirect3DLight *lpDirect3DLight)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
IDirect3DLightImpl *lpDirect3DLightImpl = ICOM_OBJECT(IDirect3DLightImpl, IDirect3DLight, lpDirect3DLight);
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DWORD i = 0;
DWORD map = This->map_lights;
TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
EnterCriticalSection(&ddraw_cs);
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if (This->num_lights >= 8)
{
LeaveCriticalSection(&ddraw_cs);
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return DDERR_INVALIDPARAMS;
}
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/* Find a light number and update both light and viewports objects accordingly */
while(map&1) {
map>>=1;
i++;
}
lpDirect3DLightImpl->dwLightIndex = i;
This->num_lights++;
This->map_lights |= 1<<i;
/* Add the light in the 'linked' chain */
lpDirect3DLightImpl->next = This->lights;
This->lights = lpDirect3DLightImpl;
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/* Attach the light to the viewport */
lpDirect3DLightImpl->active_viewport = This;
/* If active, activate the light */
if (This->active_device != NULL) {
lpDirect3DLightImpl->activate(lpDirect3DLightImpl);
}
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::DeleteLight
*
* Deletes a light from the viewports' light list
*
* Params:
* lpDirect3DLight: Light to delete
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if the light wasn't found
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_DeleteLight(IDirect3DViewport3 *iface,
IDirect3DLight *lpDirect3DLight)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
IDirect3DLightImpl *lpDirect3DLightImpl = ICOM_OBJECT(IDirect3DLightImpl, IDirect3DLight, lpDirect3DLight);
IDirect3DLightImpl *cur_light, *prev_light = NULL;
TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
EnterCriticalSection(&ddraw_cs);
cur_light = This->lights;
while (cur_light != NULL) {
if (cur_light == lpDirect3DLightImpl) {
lpDirect3DLightImpl->desactivate(lpDirect3DLightImpl);
if (prev_light == NULL) This->lights = cur_light->next;
else prev_light->next = cur_light->next;
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/* Detach the light to the viewport */
cur_light->active_viewport = NULL;
This->num_lights--;
This->map_lights &= ~(1<<lpDirect3DLightImpl->dwLightIndex);
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
prev_light = cur_light;
cur_light = cur_light->next;
}
LeaveCriticalSection(&ddraw_cs);
return DDERR_INVALIDPARAMS;
}
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/*****************************************************************************
* IDirect3DViewport::NextLight
*
* Enumerates the lights associated with the viewport
*
* Params:
* lpDirect3DLight: Light to start with
* lplpDirect3DLight: Address to store the successor to
*
* Returns:
* D3D_OK, because it's a stub
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_NextLight(IDirect3DViewport3 *iface,
IDirect3DLight *lpDirect3DLight,
IDirect3DLight **lplpDirect3DLight,
DWORD dwFlags)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
FIXME("(%p)->(%p,%p,%08x): stub!\n", This, lpDirect3DLight, lplpDirect3DLight, dwFlags);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport2 Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DViewport3::GetViewport2
*
* Returns the currently set viewport in a D3DVIEWPORT2 structure.
* Similar to IDirect3DViewport3::GetViewport
*
* Params:
* lpData: Pointer to the structure to fill
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if the viewport was set with
* IDirect3DViewport3::SetViewport
* DDERR_INVALIDPARAMS if Data is NULL
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_GetViewport2(IDirect3DViewport3 *iface,
D3DVIEWPORT2 *lpData)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
DWORD dwSize;
TRACE("(%p)->(%p)\n", This, lpData);
EnterCriticalSection(&ddraw_cs);
if (This->use_vp2 != 1) {
ERR(" Requesting to get a D3DVIEWPORT2 struct where a D3DVIEWPORT was set !\n");
LeaveCriticalSection(&ddraw_cs);
return DDERR_INVALIDPARAMS;
}
dwSize = lpData->dwSize;
memset(lpData, 0, dwSize);
memcpy(lpData, &(This->viewports.vp2), dwSize);
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if (TRACE_ON(d3d7)) {
TRACE(" returning D3DVIEWPORT2 :\n");
_dump_D3DVIEWPORT2(lpData);
}
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::SetViewport2
*
* Sets the viewport from a D3DVIEWPORT2 structure
*
* Params:
* lpData: Viewport to set
*
* Returns:
* D3D_OK on success
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_SetViewport2(IDirect3DViewport3 *iface,
D3DVIEWPORT2 *lpData)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
LPDIRECT3DVIEWPORT3 current_viewport;
TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
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if (TRACE_ON(d3d7)) {
TRACE(" getting D3DVIEWPORT2 :\n");
_dump_D3DVIEWPORT2(lpData);
}
EnterCriticalSection(&ddraw_cs);
This->use_vp2 = 1;
memset(&(This->viewports.vp2), 0, sizeof(This->viewports.vp2));
memcpy(&(This->viewports.vp2), lpData, lpData->dwSize);
if (This->active_device) {
IDirect3DDevice3_GetCurrentViewport(ICOM_INTERFACE(This->active_device, IDirect3DDevice3), &current_viewport);
if (ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, current_viewport) == This)
This->activate(This);
IDirect3DViewport3_Release(current_viewport);
}
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3 Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DViewport3::SetBackgroundDepth2
*
* Sets a IDirectDrawSurface4 surface as the background depth surface
*
* Params:
* lpDDS: Surface to set
*
* Returns:
* D3D_OK, because it's stub
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_SetBackgroundDepth2(IDirect3DViewport3 *iface,
IDirectDrawSurface4 *lpDDS)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
FIXME("(%p)->(%p): stub!\n", This, lpDDS);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::GetBackgroundDepth2
*
* Returns the IDirect3DSurface4 interface to the background depth surface
*
* Params:
* lplpDDS: Address to store the interface pointer at
* lpValid: Set to true if a surface is assigned
*
* Returns:
* D3D_OK because it's a stub
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_GetBackgroundDepth2(IDirect3DViewport3 *iface,
IDirectDrawSurface4 **lplpDDS,
BOOL *lpValid)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
FIXME("(%p/%p)->(%p,%p): stub!\n", This, iface, lplpDDS, lpValid);
return D3D_OK;
}
2002-06-01 01:06:46 +02:00
/*****************************************************************************
* IDirect3DViewport3::Clear2
*
* Another clearing method
*
* Params:
* Count: Number of rectangles to clear
* Rects: Rectangle array to clear
* Flags: Some flags :)
* Color: Color to fill the render target with
* Z: Value to fill the depth buffer with
* Stencil: Value to fill the stencil bits with
*
* Returns:
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_Clear2(IDirect3DViewport3 *iface,
DWORD dwCount,
LPD3DRECT lpRects,
DWORD dwFlags,
DWORD dwColor,
D3DVALUE dvZ,
DWORD dwStencil)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
HRESULT hr;
TRACE("(%p)->(%08x,%p,%08x,%08x,%f,%08x)\n", This, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
EnterCriticalSection(&ddraw_cs);
if (This->active_device == NULL) {
ERR(" Trying to clear a viewport not attached to a device !\n");
LeaveCriticalSection(&ddraw_cs);
return D3DERR_VIEWPORTHASNODEVICE;
}
hr = IDirect3DDevice7_Clear(ICOM_INTERFACE(This->active_device, IDirect3DDevice7),
dwCount,
lpRects,
dwFlags,
dwColor,
dvZ,
dwStencil);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
/*****************************************************************************
* The VTable
*****************************************************************************/
2002-06-01 01:06:46 +02:00
const IDirect3DViewport3Vtbl IDirect3DViewport3_Vtbl =
{
/*** IUnknown Methods ***/
IDirect3DViewportImpl_QueryInterface,
IDirect3DViewportImpl_AddRef,
IDirect3DViewportImpl_Release,
/*** IDirect3DViewport Methods */
IDirect3DViewportImpl_Initialize,
IDirect3DViewportImpl_GetViewport,
IDirect3DViewportImpl_SetViewport,
IDirect3DViewportImpl_TransformVertices,
IDirect3DViewportImpl_LightElements,
IDirect3DViewportImpl_SetBackground,
IDirect3DViewportImpl_GetBackground,
IDirect3DViewportImpl_SetBackgroundDepth,
IDirect3DViewportImpl_GetBackgroundDepth,
IDirect3DViewportImpl_Clear,
IDirect3DViewportImpl_AddLight,
IDirect3DViewportImpl_DeleteLight,
IDirect3DViewportImpl_NextLight,
/*** IDirect3DViewport2 Methods ***/
IDirect3DViewportImpl_GetViewport2,
IDirect3DViewportImpl_SetViewport2,
/*** IDirect3DViewport3 Methods ***/
IDirect3DViewportImpl_SetBackgroundDepth2,
IDirect3DViewportImpl_GetBackgroundDepth2,
IDirect3DViewportImpl_Clear2,
};