/* 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 "windef.h" #include "winerror.h" #include "wine/obj_base.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); 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; } /******************************************************************************* * Light static functions */ static const float zero_value[] = { 0.0, 0.0, 0.0, 0.0 }; 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; }