Sweden-Number/graphics/d3dlight.c

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/* Direct3D Light
(c) 1998 Lionel ULMER
This files contains the implementation of Direct3DLight. */
#include "config.h"
#include "wintypes.h"
#include "winerror.h"
#include "wine/obj_base.h"
#include "heap.h"
#include "ddraw.h"
#include "d3d.h"
#include "debug.h"
#include "d3d_private.h"
#ifdef HAVE_MESAGL
static IDirect3DLight_VTable light_vtable;
enum {
D3D_1,
D3D_2
};
/*******************************************************************************
* Light static functions
*/
static const float zero_value[] = {
0.0, 0.0, 0.0, 0.0
};
static void update(LPDIRECT3DLIGHT this) {
switch (this->light.dltType) {
case D3DLIGHT_POINT: /* 1 */
TRACE(ddraw, "Activating POINT\n");
break;
case D3DLIGHT_SPOT: /* 2 */
TRACE(ddraw, "Activating SPOT\n");
break;
case D3DLIGHT_DIRECTIONAL: { /* 3 */
float direction[4];
TRACE(ddraw, "Activating DIRECTIONAL\n");
TRACE(ddraw, " direction : %f %f %f\n",
this->light.dvDirection.x.x,
this->light.dvDirection.y.y,
this->light.dvDirection.z.z);
_dump_colorvalue(" color ", this->light.dcvColor);
glLightfv(this->light_num,
GL_AMBIENT,
(float *) zero_value);
glLightfv(this->light_num,
GL_DIFFUSE,
(float *) &(this->light.dcvColor));
direction[0] = -this->light.dvDirection.x.x;
direction[1] = -this->light.dvDirection.y.y;
direction[2] = -this->light.dvDirection.z.z;
direction[3] = 0.0; /* This is a directional light */
glLightfv(this->light_num,
GL_POSITION,
(float *) direction);
} break;
case D3DLIGHT_PARALLELPOINT: /* 4 */
TRACE(ddraw, "Activating PARRALLEL-POINT\n");
break;
default:
TRACE(ddraw, "Not a know Light Type\n");
break;
}
}
static void activate(LPDIRECT3DLIGHT this) {
update(this);
/* If was not active, activate it */
if (this->is_active == 0) {
glEnable(this->light_num);
this->is_active = 1;
}
return ;
}
/*******************************************************************************
* Light Creation functions
*/
LPDIRECT3DLIGHT d3dlight_create(LPDIRECT3D2 d3d)
{
LPDIRECT3DLIGHT mat;
mat = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DLight));
mat->ref = 1;
mat->lpvtbl = &light_vtable;
mat->d3d.d3d2 = d3d;
mat->type = D3D_2;
mat->next = NULL;
mat->prev = NULL;
mat->activate = activate;
mat->is_active = 0;
return mat;
}
LPDIRECT3DLIGHT d3dlight_create_dx3(LPDIRECT3D d3d)
{
LPDIRECT3DLIGHT mat;
mat = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DLight));
mat->ref = 1;
mat->lpvtbl = &light_vtable;
mat->d3d.d3d = d3d;
mat->type = D3D_1;
mat->next = NULL;
mat->prev = NULL;
mat->activate = activate;
mat->is_active = 0;
return mat;
}
/*******************************************************************************
* IDirect3DLight methods
*/
static HRESULT WINAPI IDirect3DLight_QueryInterface(LPDIRECT3DLIGHT this,
REFIID riid,
LPVOID* ppvObj)
{
char xrefiid[50];
WINE_StringFromCLSID((LPCLSID)riid,xrefiid);
FIXME(ddraw, "(%p)->(%s,%p): stub\n", this, xrefiid,ppvObj);
return S_OK;
}
static ULONG WINAPI IDirect3DLight_AddRef(LPDIRECT3DLIGHT this)
{
TRACE(ddraw, "(%p)->()incrementing from %lu.\n", this, this->ref );
return ++(this->ref);
}
static ULONG WINAPI IDirect3DLight_Release(LPDIRECT3DLIGHT this)
{
FIXME( ddraw, "(%p)->() decrementing from %lu.\n", this, this->ref );
if (!--(this->ref)) {
HeapFree(GetProcessHeap(),0,this);
return 0;
}
return this->ref;
}
/*** IDirect3DLight methods ***/
static void dump_light(LPD3DLIGHT light)
{
fprintf(stderr, " dwSize : %ld\n", light->dwSize);
}
static HRESULT WINAPI IDirect3DLight_GetLight(LPDIRECT3DLIGHT this,
LPD3DLIGHT lpLight)
{
TRACE(ddraw, "(%p)->(%p)\n", this, lpLight);
if (TRACE_ON(ddraw))
dump_light(lpLight);
/* Copies the light structure */
switch (this->type) {
case D3D_1:
*((LPD3DLIGHT)lpLight) = *((LPD3DLIGHT) &(this->light));
break;
case D3D_2:
*((LPD3DLIGHT2)lpLight) = *((LPD3DLIGHT2) &(this->light));
break;
}
return DD_OK;
}
static HRESULT WINAPI IDirect3DLight_SetLight(LPDIRECT3DLIGHT this,
LPD3DLIGHT lpLight)
{
TRACE(ddraw, "(%p)->(%p)\n", this, lpLight);
if (TRACE_ON(ddraw))
dump_light(lpLight);
/* Stores the light */
switch (this->type) {
case D3D_1:
*((LPD3DLIGHT) &(this->light)) = *((LPD3DLIGHT)lpLight);
break;
case D3D_2:
*((LPD3DLIGHT2) &(this->light)) = *((LPD3DLIGHT2)lpLight);
break;
}
if (this->is_active)
update(this);
return DD_OK;
}
static HRESULT WINAPI IDirect3DLight_Initialize(LPDIRECT3DLIGHT this,
LPDIRECT3D lpDirect3D)
{
TRACE(ddraw, "(%p)->(%p)\n", this, lpDirect3D);
return DDERR_ALREADYINITIALIZED;
}
/*******************************************************************************
* IDirect3DLight VTable
*/
static IDirect3DLight_VTable light_vtable = {
/*** IUnknown methods ***/
IDirect3DLight_QueryInterface,
IDirect3DLight_AddRef,
IDirect3DLight_Release,
/*** IDirect3DLight methods ***/
IDirect3DLight_Initialize,
IDirect3DLight_SetLight,
IDirect3DLight_GetLight
};
#else /* HAVE_MESAGL */
/* These function should never be called if MesaGL is not present */
LPDIRECT3DLIGHT d3dlight_create_dx3(LPDIRECT3D d3d) {
ERR(ddraw, "Should not be called...\n");
return NULL;
}
LPDIRECT3DLIGHT d3dlight_create(LPDIRECT3D2 d3d) {
ERR(ddraw, "Should not be called...\n");
return NULL;
}
#endif /* HAVE_MESAGL */