Sweden-Number/dlls/ddraw/d3dlight.c

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/* Direct3D Light
* Copyright (c) 1998 / 2002 Lionel ULMER
*
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
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#include "windef.h"
#include "winerror.h"
#include "objbase.h"
#include "ddraw.h"
#include "d3d.h"
#include "wine/debug.h"
#include "d3d_private.h"
#include "mesa_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
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/* First, the 'main' interface... */
HRESULT WINAPI
Main_IDirect3DLightImpl_1_QueryInterface(LPDIRECT3DLIGHT iface,
REFIID riid,
LPVOID* obp)
{
ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
FIXME("(%p/%p)->(%s,%p): stub!\n", This, iface, debugstr_guid(riid), obp);
return DD_OK;
}
ULONG WINAPI
Main_IDirect3DLightImpl_1_AddRef(LPDIRECT3DLIGHT iface)
{
ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
TRACE("(%p/%p)->() incrementing from %lu.\n", This, iface, This->ref);
return ++(This->ref);
}
ULONG WINAPI
Main_IDirect3DLightImpl_1_Release(LPDIRECT3DLIGHT iface)
{
ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
TRACE("(%p/%p)->() decrementing from %lu.\n", This, iface, This->ref);
if (!--(This->ref)) {
HeapFree(GetProcessHeap(), 0, This);
return 0;
}
return This->ref;
}
HRESULT WINAPI
Main_IDirect3DLightImpl_1_Initialize(LPDIRECT3DLIGHT iface,
LPDIRECT3D lpDirect3D)
{
ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
TRACE("(%p/%p)->(%p) no-op...\n", This, iface, lpDirect3D);
return DD_OK;
}
/*** IDirect3DLight methods ***/
static void dump_light(LPD3DLIGHT2 light)
{
DPRINTF(" - dwSize : %ld\n", light->dwSize);
}
HRESULT WINAPI
Main_IDirect3DLightImpl_1_SetLight(LPDIRECT3DLIGHT iface,
LPD3DLIGHT lpLight)
{
ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
TRACE("(%p/%p)->(%p)\n", This, iface, lpLight);
if (TRACE_ON(ddraw)) {
TRACE(" Light definition : \n");
dump_light((LPD3DLIGHT2) lpLight);
}
memcpy(&This->light, lpLight, lpLight->dwSize);
if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
This->update(This);
}
return DD_OK;
}
HRESULT WINAPI
Main_IDirect3DLightImpl_1_GetLight(LPDIRECT3DLIGHT iface,
LPD3DLIGHT lpLight)
{
ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
TRACE("(%p/%p)->(%p)\n", This, iface, lpLight);
if (TRACE_ON(ddraw)) {
TRACE(" Returning light definition : \n");
dump_light(&This->light);
}
memcpy(lpLight, &This->light, lpLight->dwSize);
return DD_OK;
}
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/*******************************************************************************
* Light static functions
*/
static const float zero_value[] = {
0.0, 0.0, 0.0, 0.0
};
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static void update(IDirect3DLightImpl* This) {
IDirect3DLightGLImpl *glThis = (IDirect3DLightGLImpl *) This;
ENTER_GL();
switch (glThis->parent.light.dltType) {
case D3DLIGHT_POINT: /* 1 */
TRACE("Activating POINT\n");
break;
case D3DLIGHT_SPOT: /* 2 */
TRACE("Activating SPOT\n");
break;
case D3DLIGHT_DIRECTIONAL: { /* 3 */
float direction[4];
TRACE("Activating DIRECTIONAL\n");
TRACE(" direction : %f %f %f\n",
glThis->parent.light.dvDirection.u1.x,
glThis->parent.light.dvDirection.u2.y,
glThis->parent.light.dvDirection.u3.z);
_dump_colorvalue(" color ", glThis->parent.light.dcvColor);
glLightfv(glThis->light_num, GL_AMBIENT, (float *) zero_value);
glLightfv(glThis->light_num, GL_DIFFUSE, (float *) &(glThis->parent.light.dcvColor));
direction[0] = -glThis->parent.light.dvDirection.u1.x;
direction[1] = -glThis->parent.light.dvDirection.u2.y;
direction[2] = -glThis->parent.light.dvDirection.u3.z;
direction[3] = 0.0; /* This is a directional light */
glLightfv(glThis->light_num, GL_POSITION, (float *) direction);
} break;
case D3DLIGHT_PARALLELPOINT: /* 4 */
TRACE("Activating PARRALLEL-POINT\n");
break;
default:
WARN("Not a known Light Type: %d\n", glThis->parent.light.dltType);
break;
}
LEAVE_GL();
}
static void activate(IDirect3DLightImpl* This) {
IDirect3DLightGLImpl *glThis = (IDirect3DLightGLImpl *) This;
ENTER_GL();
update(This);
/* If was not active, activate it */
if ((glThis->parent.light.dwFlags & D3DLIGHT_ACTIVE) == 0) {
glEnable(glThis->light_num);
glThis->parent.light.dwFlags |= D3DLIGHT_ACTIVE;
}
LEAVE_GL();
}
static void desactivate(IDirect3DLightImpl* This) {
IDirect3DLightGLImpl *glThis = (IDirect3DLightGLImpl *) This;
ENTER_GL();
/* If was not active, activate it */
if ((glThis->parent.light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
glDisable(glThis->light_num);
glThis->parent.light.dwFlags &= ~D3DLIGHT_ACTIVE;
}
LEAVE_GL();
}
ULONG WINAPI
GL_IDirect3DLightImpl_1_Release(LPDIRECT3DLIGHT iface)
{
ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
IDirect3DLightGLImpl *glThis = (IDirect3DLightGLImpl *) This;
TRACE("(%p/%p)->() decrementing from %lu.\n", This, iface, This->ref);
if (!--(This->ref)) {
((IDirect3DGLImpl *) This->d3d)->light_released(This->d3d, glThis->light_num);
HeapFree(GetProcessHeap(), 0, This);
return 0;
}
return This->ref;
}
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
# define XCAST(fun) (typeof(VTABLE_IDirect3DLight.fun))
#else
# define XCAST(fun) (void*)
#endif
ICOM_VTABLE(IDirect3DLight) VTABLE_IDirect3DLight =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
XCAST(QueryInterface) Main_IDirect3DLightImpl_1_QueryInterface,
XCAST(AddRef) Main_IDirect3DLightImpl_1_AddRef,
XCAST(Release) GL_IDirect3DLightImpl_1_Release,
XCAST(Initialize) Main_IDirect3DLightImpl_1_Initialize,
XCAST(SetLight) Main_IDirect3DLightImpl_1_SetLight,
XCAST(GetLight) Main_IDirect3DLightImpl_1_GetLight,
};
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
#undef XCAST
#endif
HRESULT d3dlight_create(IDirect3DLightImpl **obj, IDirect3DImpl *d3d, GLenum light_num)
{
IDirect3DLightImpl *object;
IDirect3DLightGLImpl *gl_object;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DLightGLImpl));
if (object == NULL) return DDERR_OUTOFMEMORY;
gl_object = (IDirect3DLightGLImpl *) object;
object->ref = 1;
object->d3d = d3d;
object->next = NULL;
object->activate = activate;
object->desactivate = desactivate;
object->update = update;
gl_object->light_num = light_num;
ICOM_INIT_INTERFACE(object, IDirect3DLight, VTABLE_IDirect3DLight);
*obj = object;
TRACE(" creating implementation at %p.\n", *obj);
return D3D_OK;
}