/* Direct3D Light (c) 1998 Lionel ULMER This files contains the implementation of Direct3DLight. */ #include "config.h" #include "windows.h" #include "wintypes.h" #include "winerror.h" #include "interfaces.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 */