253 lines
7.7 KiB
C
253 lines
7.7 KiB
C
/* Direct3D Light
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* Copyright (c) 1998 / 2002 Lionel ULMER
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*
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* This file contains the implementation of Direct3DLight.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include <stdarg.h>
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#define NONAMELESSUNION
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#define NONAMELESSSTRUCT
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#include "windef.h"
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#include "winbase.h"
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#include "winerror.h"
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#include "objbase.h"
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#include "wingdi.h"
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#include "ddraw.h"
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#include "d3d.h"
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#include "wine/debug.h"
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#include "d3d_private.h"
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#include "mesa_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
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/* First, the 'main' interface... */
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HRESULT WINAPI
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Main_IDirect3DLightImpl_1_QueryInterface(LPDIRECT3DLIGHT iface,
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REFIID riid,
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LPVOID* obp)
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{
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ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
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FIXME("(%p/%p)->(%s,%p): stub!\n", This, iface, debugstr_guid(riid), obp);
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return DD_OK;
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}
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ULONG WINAPI
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Main_IDirect3DLightImpl_1_AddRef(LPDIRECT3DLIGHT iface)
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{
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ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
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TRACE("(%p/%p)->() incrementing from %lu.\n", This, iface, This->ref);
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return ++(This->ref);
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}
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ULONG WINAPI
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Main_IDirect3DLightImpl_1_Release(LPDIRECT3DLIGHT iface)
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{
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ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
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TRACE("(%p/%p)->() decrementing from %lu.\n", This, iface, This->ref);
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if (!--(This->ref)) {
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HeapFree(GetProcessHeap(), 0, This);
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return 0;
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}
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return This->ref;
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}
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HRESULT WINAPI
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Main_IDirect3DLightImpl_1_Initialize(LPDIRECT3DLIGHT iface,
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LPDIRECT3D lpDirect3D)
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{
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ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
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TRACE("(%p/%p)->(%p) no-op...\n", This, iface, lpDirect3D);
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return DD_OK;
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}
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/*** IDirect3DLight methods ***/
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static void dump_light(LPD3DLIGHT2 light)
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{
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DPRINTF(" - dwSize : %ld\n", light->dwSize);
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}
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static const float zero_value[] = {
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0.0, 0.0, 0.0, 0.0
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};
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HRESULT WINAPI
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Main_IDirect3DLightImpl_1_SetLight(LPDIRECT3DLIGHT iface,
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LPD3DLIGHT lpLight)
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{
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ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
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LPD3DLIGHT7 light7 = &(This->light7);
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TRACE("(%p/%p)->(%p)\n", This, iface, lpLight);
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if (TRACE_ON(ddraw)) {
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TRACE(" Light definition : \n");
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dump_light((LPD3DLIGHT2) lpLight);
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}
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if ( (lpLight->dltType == 0) || (lpLight->dltType > D3DLIGHT_PARALLELPOINT) )
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return DDERR_INVALIDPARAMS;
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if ( lpLight->dltType == D3DLIGHT_PARALLELPOINT )
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FIXME("D3DLIGHT_PARALLELPOINT no supported\n");
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/* Translate D3DLIGH2 structure to D3DLIGHT7 */
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light7->dltType = lpLight->dltType;
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light7->dcvDiffuse = lpLight->dcvColor;
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if ((((LPD3DLIGHT2)lpLight)->dwFlags & D3DLIGHT_NO_SPECULAR) != 0)
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light7->dcvSpecular = lpLight->dcvColor;
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else
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light7->dcvSpecular = *(D3DCOLORVALUE*)zero_value;
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light7->dcvAmbient = lpLight->dcvColor;
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light7->dvPosition = lpLight->dvPosition;
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light7->dvDirection = lpLight->dvDirection;
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light7->dvRange = lpLight->dvRange;
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light7->dvFalloff = lpLight->dvFalloff;
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light7->dvAttenuation0 = lpLight->dvAttenuation0;
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light7->dvAttenuation1 = lpLight->dvAttenuation1;
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light7->dvAttenuation2 = lpLight->dvAttenuation2;
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light7->dvTheta = lpLight->dvTheta;
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light7->dvPhi = lpLight->dvPhi;
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memcpy(&This->light, lpLight, lpLight->dwSize);
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if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
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This->update(This);
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}
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return DD_OK;
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}
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HRESULT WINAPI
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Main_IDirect3DLightImpl_1_GetLight(LPDIRECT3DLIGHT iface,
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LPD3DLIGHT lpLight)
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{
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ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
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TRACE("(%p/%p)->(%p)\n", This, iface, lpLight);
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if (TRACE_ON(ddraw)) {
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TRACE(" Returning light definition : \n");
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dump_light(&This->light);
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}
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memcpy(lpLight, &This->light, lpLight->dwSize);
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return DD_OK;
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}
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/*******************************************************************************
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* Light static functions
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*/
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static void update(IDirect3DLightImpl* This) {
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IDirect3DDeviceImpl* device;
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if (!This->active_viewport||!This->active_viewport->active_device)
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return;
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device = This->active_viewport->active_device;
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IDirect3DDevice7_SetLight(ICOM_INTERFACE(device,IDirect3DDevice7),This->dwLightIndex,&(This->light7));
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}
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static void activate(IDirect3DLightImpl* This) {
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IDirect3DLightGLImpl *glThis = (IDirect3DLightGLImpl *) This;
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TRACE("(%p)\n", This);
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ENTER_GL();
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update(This);
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/* If was not active, activate it */
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if ((glThis->parent.light.dwFlags & D3DLIGHT_ACTIVE) == 0) {
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glEnable(glThis->light_num);
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glThis->parent.light.dwFlags |= D3DLIGHT_ACTIVE;
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}
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LEAVE_GL();
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}
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static void desactivate(IDirect3DLightImpl* This) {
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IDirect3DLightGLImpl *glThis = (IDirect3DLightGLImpl *) This;
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TRACE("(%p)\n", This);
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ENTER_GL();
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/* If was not active, activate it */
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if ((glThis->parent.light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
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glDisable(glThis->light_num);
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glThis->parent.light.dwFlags &= ~D3DLIGHT_ACTIVE;
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}
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LEAVE_GL();
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}
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ULONG WINAPI
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GL_IDirect3DLightImpl_1_Release(LPDIRECT3DLIGHT iface)
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{
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ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
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IDirect3DLightGLImpl *glThis = (IDirect3DLightGLImpl *) This;
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TRACE("(%p/%p)->() decrementing from %lu.\n", This, iface, This->ref);
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if (!--(This->ref)) {
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((IDirect3DGLImpl *) This->d3d->d3d_private)->light_released(This->d3d, glThis->light_num);
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HeapFree(GetProcessHeap(), 0, This);
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return 0;
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}
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return This->ref;
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}
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#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
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# define XCAST(fun) (typeof(VTABLE_IDirect3DLight.fun))
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#else
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# define XCAST(fun) (void*)
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#endif
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IDirect3DLightVtbl VTABLE_IDirect3DLight =
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{
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XCAST(QueryInterface) Main_IDirect3DLightImpl_1_QueryInterface,
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XCAST(AddRef) Main_IDirect3DLightImpl_1_AddRef,
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XCAST(Release) GL_IDirect3DLightImpl_1_Release,
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XCAST(Initialize) Main_IDirect3DLightImpl_1_Initialize,
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XCAST(SetLight) Main_IDirect3DLightImpl_1_SetLight,
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XCAST(GetLight) Main_IDirect3DLightImpl_1_GetLight,
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};
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#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
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#undef XCAST
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#endif
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HRESULT d3dlight_create(IDirect3DLightImpl **obj, IDirectDrawImpl *d3d, GLenum light_num)
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{
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IDirect3DLightImpl *object;
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IDirect3DLightGLImpl *gl_object;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DLightGLImpl));
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if (object == NULL) return DDERR_OUTOFMEMORY;
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gl_object = (IDirect3DLightGLImpl *) object;
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object->ref = 1;
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object->d3d = d3d;
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object->next = NULL;
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object->activate = activate;
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object->desactivate = desactivate;
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object->update = update;
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object->active_viewport = NULL;
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gl_object->light_num = light_num;
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ICOM_INIT_INTERFACE(object, IDirect3DLight, VTABLE_IDirect3DLight);
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*obj = object;
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TRACE(" creating implementation at %p.\n", *obj);
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return D3D_OK;
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}
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