/* 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" #include <stdarg.h> #define NONAMELESSUNION #define NONAMELESSSTRUCT #include "windef.h" #include "winbase.h" #include "winerror.h" #include "objbase.h" #include "wingdi.h" #include "ddraw.h" #include "d3d.h" #include "wine/debug.h" #include "d3d_private.h" #include "mesa_private.h" WINE_DEFAULT_DEBUG_CHANNEL(ddraw); /* 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); ULONG ref = InterlockedIncrement(&This->ref); TRACE("(%p/%p)->() incrementing from %lu.\n", This, iface, ref - 1); return ref; } ULONG WINAPI Main_IDirect3DLightImpl_1_Release(LPDIRECT3DLIGHT iface) { ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface); ULONG ref = InterlockedDecrement(&This->ref); TRACE("(%p/%p)->() decrementing from %lu.\n", This, iface, ref + 1); if (!ref) { HeapFree(GetProcessHeap(), 0, This); return 0; } return 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); } static const float zero_value[] = { 0.0, 0.0, 0.0, 0.0 }; HRESULT WINAPI Main_IDirect3DLightImpl_1_SetLight(LPDIRECT3DLIGHT iface, LPD3DLIGHT lpLight) { ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface); LPD3DLIGHT7 light7 = &(This->light7); TRACE("(%p/%p)->(%p)\n", This, iface, lpLight); if (TRACE_ON(ddraw)) { TRACE(" Light definition : \n"); dump_light((LPD3DLIGHT2) lpLight); } if ( (lpLight->dltType == 0) || (lpLight->dltType > D3DLIGHT_PARALLELPOINT) ) return DDERR_INVALIDPARAMS; if ( lpLight->dltType == D3DLIGHT_PARALLELPOINT ) FIXME("D3DLIGHT_PARALLELPOINT no supported\n"); /* Translate D3DLIGH2 structure to D3DLIGHT7 */ light7->dltType = lpLight->dltType; light7->dcvDiffuse = lpLight->dcvColor; if ((((LPD3DLIGHT2)lpLight)->dwFlags & D3DLIGHT_NO_SPECULAR) != 0) light7->dcvSpecular = lpLight->dcvColor; else light7->dcvSpecular = *(const D3DCOLORVALUE*)zero_value; 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; 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; } /******************************************************************************* * Light static functions */ static void update(IDirect3DLightImpl* This) { IDirect3DDeviceImpl* device; if (!This->active_viewport||!This->active_viewport->active_device) return; device = This->active_viewport->active_device; IDirect3DDevice7_SetLight(ICOM_INTERFACE(device,IDirect3DDevice7),This->dwLightIndex,&(This->light7)); } static void activate(IDirect3DLightImpl* This) { IDirect3DLightGLImpl *glThis = (IDirect3DLightGLImpl *) This; TRACE("(%p)\n", 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; TRACE("(%p)\n", 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; ULONG ref = InterlockedDecrement(&This->ref); TRACE("(%p/%p)->() decrementing from %lu.\n", This, iface, ref + 1); if (!ref) { ((IDirect3DGLImpl *) This->d3d->d3d_private)->light_released(This->d3d, glThis->light_num); HeapFree(GetProcessHeap(), 0, This); return 0; } return ref; } #if !defined(__STRICT_ANSI__) && defined(__GNUC__) # define XCAST(fun) (typeof(VTABLE_IDirect3DLight.fun)) #else # define XCAST(fun) (void*) #endif IDirect3DLightVtbl VTABLE_IDirect3DLight = { 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, IDirectDrawImpl *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; object->active_viewport = NULL; 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; }