Sweden-Number/graphics/d3dmaterial.c

255 lines
6.1 KiB
C

/* Direct3D Material
(c) 1998 Lionel ULMER
This files contains the implementation of Direct3DMaterial2. */
#include "config.h"
#include "windows.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 "objbase.h"
#include "d3d_private.h"
#ifdef HAVE_MESAGL
static IDirect3DMaterial2_VTable material2_vtable;
static IDirect3DMaterial_VTable material_vtable;
/*******************************************************************************
* Matrial2 static functions
*/
static void activate(LPDIRECT3DMATERIAL2 this) {
TRACE(ddraw, "Activating material %p\n", this);
/* First, set the rendering context */
if (this->use_d3d2)
this->device.active_device2->set_context(this->device.active_device2);
else
this->device.active_device1->set_context(this->device.active_device1);
/* Set the current Material */
_dump_colorvalue("Diffuse", this->mat.a.diffuse);
glMaterialfv(GL_FRONT,
GL_DIFFUSE,
(float *) &(this->mat.a.diffuse));
_dump_colorvalue("Ambient", this->mat.b.ambient);
glMaterialfv(GL_FRONT,
GL_AMBIENT,
(float *) &(this->mat.b.ambient));
_dump_colorvalue("Specular", this->mat.c.specular);
glMaterialfv(GL_FRONT,
GL_SPECULAR,
(float *) &(this->mat.c.specular));
_dump_colorvalue("Emissive", this->mat.d.emissive);
glMaterialfv(GL_FRONT,
GL_EMISSION,
(float *) &(this->mat.d.emissive));
TRACE(ddraw, "Size : %ld\n", this->mat.dwSize);
TRACE(ddraw, "Power : %f\n", this->mat.e.power);
TRACE(ddraw, "Texture handle : %08lx\n", (DWORD)this->mat.hTexture);
return ;
}
/*******************************************************************************
* Matrial2 Creation functions
*/
LPDIRECT3DMATERIAL2 d3dmaterial2_create(LPDIRECT3D2 d3d)
{
LPDIRECT3DMATERIAL2 mat;
mat = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DMaterial2));
mat->ref = 1;
mat->lpvtbl = &material2_vtable;
mat->use_d3d2 = 1;
mat->d3d.d3d2 = d3d;
mat->activate = activate;
return mat;
}
LPDIRECT3DMATERIAL d3dmaterial_create(LPDIRECT3D d3d)
{
LPDIRECT3DMATERIAL2 mat;
mat = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DMaterial2));
mat->ref = 1;
mat->lpvtbl = (LPDIRECT3DMATERIAL2_VTABLE) &material_vtable;
mat->use_d3d2 = 0;
mat->d3d.d3d1 = d3d;
mat->activate = activate;
return (LPDIRECT3DMATERIAL) mat;
}
/*******************************************************************************
* IDirect3DMaterial2 methods
*/
static HRESULT WINAPI IDirect3DMaterial2_QueryInterface(LPDIRECT3DMATERIAL2 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 IDirect3DMaterial2_AddRef(LPDIRECT3DMATERIAL2 this)
{
TRACE(ddraw, "(%p)->()incrementing from %lu.\n", this, this->ref );
return ++(this->ref);
}
static ULONG WINAPI IDirect3DMaterial2_Release(LPDIRECT3DMATERIAL2 this)
{
FIXME( ddraw, "(%p)->() decrementing from %lu.\n", this, this->ref );
if (!--(this->ref)) {
HeapFree(GetProcessHeap(),0,this);
return 0;
}
return this->ref;
}
/*** IDirect3DMaterial2 methods ***/
static void dump_material(LPD3DMATERIAL mat)
{
fprintf(stderr, " dwSize : %ld\n", mat->dwSize);
}
static HRESULT WINAPI IDirect3DMaterial2_GetMaterial(LPDIRECT3DMATERIAL2 this,
LPD3DMATERIAL lpMat)
{
TRACE(ddraw, "(%p)->(%p)\n", this, lpMat);
if (TRACE_ON(ddraw))
dump_material(lpMat);
/* Copies the material structure */
*lpMat = this->mat;
return DD_OK;
}
static HRESULT WINAPI IDirect3DMaterial2_SetMaterial(LPDIRECT3DMATERIAL2 this,
LPD3DMATERIAL lpMat)
{
TRACE(ddraw, "(%p)->(%p)\n", this, lpMat);
if (TRACE_ON(ddraw))
dump_material(lpMat);
/* Stores the material */
this->mat = *lpMat;
return DD_OK;
}
static HRESULT WINAPI IDirect3DMaterial2_GetHandle(LPDIRECT3DMATERIAL2 this,
LPDIRECT3DDEVICE2 lpD3DDevice2,
LPD3DMATERIALHANDLE lpMatHandle)
{
FIXME(ddraw, "(%p)->(%p,%p): stub\n", this, lpD3DDevice2, lpMatHandle);
if (this->use_d3d2)
this->device.active_device2 = lpD3DDevice2;
else
this->device.active_device1 = (LPDIRECT3DDEVICE) lpD3DDevice2;
*lpMatHandle = (DWORD) this; /* lpD3DDevice2->store_material(this); */
return DD_OK;
}
static HRESULT WINAPI IDirect3DMaterial_Reserve(LPDIRECT3DMATERIAL this)
{
FIXME(ddraw, "(%p)->(): stub\n", this);
return DDERR_INVALIDPARAMS;
}
static HRESULT WINAPI IDirect3DMaterial_Unreserve(LPDIRECT3DMATERIAL this)
{
FIXME(ddraw, "(%p)->(): stub\n", this);
return DDERR_INVALIDPARAMS;
}
static HRESULT WINAPI IDirect3DMaterial_Initialize(LPDIRECT3DMATERIAL this,
LPDIRECT3D lpDirect3D)
{
TRACE(ddraw, "(%p)->(%p)\n", this, lpDirect3D);
return DDERR_ALREADYINITIALIZED;
}
/*******************************************************************************
* IDirect3DMaterial VTable
*/
static IDirect3DMaterial_VTable material_vtable = {
/*** IUnknown methods ***/
IDirect3DMaterial2_QueryInterface,
IDirect3DMaterial2_AddRef,
IDirect3DMaterial2_Release,
/*** IDirect3DMaterial methods ***/
IDirect3DMaterial_Initialize,
IDirect3DMaterial2_SetMaterial,
IDirect3DMaterial2_GetMaterial,
IDirect3DMaterial2_GetHandle,
IDirect3DMaterial_Reserve,
IDirect3DMaterial_Unreserve
};
/*******************************************************************************
* IDirect3DMaterial2 VTable
*/
static IDirect3DMaterial2_VTable material2_vtable = {
/*** IUnknown methods ***/
IDirect3DMaterial2_QueryInterface,
IDirect3DMaterial2_AddRef,
IDirect3DMaterial2_Release,
/*** IDirect3DMaterial methods ***/
IDirect3DMaterial2_SetMaterial,
IDirect3DMaterial2_GetMaterial,
IDirect3DMaterial2_GetHandle
};
#else /* HAVE_MESAGL */
LPDIRECT3DMATERIAL d3dmaterial_create(LPDIRECT3D d3d) {
ERR(ddraw, "Should not be called...\n");
return NULL;
}
LPDIRECT3DMATERIAL2 d3dmaterial2_create(LPDIRECT3D2 d3d) {
ERR(ddraw, "Should not be called...\n");
return NULL;
}
#endif /* HAVE_MESAGL */