260 lines
5.5 KiB
C
260 lines
5.5 KiB
C
/* Direct3D Light
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(c) 1998 Lionel ULMER
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This files contains the implementation of Direct3DLight. */
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#include "config.h"
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#include "wintypes.h"
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#include "winerror.h"
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#include "wine/obj_base.h"
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#include "heap.h"
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#include "ddraw.h"
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#include "d3d.h"
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#include "debug.h"
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#include "d3d_private.h"
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#ifdef HAVE_MESAGL
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static IDirect3DLight_VTable light_vtable;
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enum {
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D3D_1,
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D3D_2
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};
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/*******************************************************************************
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* Light static functions
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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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static void update(LPDIRECT3DLIGHT this) {
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switch (this->light.dltType) {
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case D3DLIGHT_POINT: /* 1 */
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TRACE(ddraw, "Activating POINT\n");
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break;
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case D3DLIGHT_SPOT: /* 2 */
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TRACE(ddraw, "Activating SPOT\n");
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break;
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case D3DLIGHT_DIRECTIONAL: { /* 3 */
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float direction[4];
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TRACE(ddraw, "Activating DIRECTIONAL\n");
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TRACE(ddraw, " direction : %f %f %f\n",
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this->light.dvDirection.x.x,
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this->light.dvDirection.y.y,
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this->light.dvDirection.z.z);
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_dump_colorvalue(" color ", this->light.dcvColor);
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glLightfv(this->light_num,
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GL_AMBIENT,
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(float *) zero_value);
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glLightfv(this->light_num,
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GL_DIFFUSE,
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(float *) &(this->light.dcvColor));
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direction[0] = -this->light.dvDirection.x.x;
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direction[1] = -this->light.dvDirection.y.y;
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direction[2] = -this->light.dvDirection.z.z;
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direction[3] = 0.0; /* This is a directional light */
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glLightfv(this->light_num,
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GL_POSITION,
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(float *) direction);
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} break;
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case D3DLIGHT_PARALLELPOINT: /* 4 */
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TRACE(ddraw, "Activating PARRALLEL-POINT\n");
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break;
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default:
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TRACE(ddraw, "Not a know Light Type\n");
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break;
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}
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}
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static void activate(LPDIRECT3DLIGHT this) {
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update(this);
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/* If was not active, activate it */
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if (this->is_active == 0) {
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glEnable(this->light_num);
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this->is_active = 1;
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}
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return ;
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}
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/*******************************************************************************
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* Light Creation functions
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*/
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LPDIRECT3DLIGHT d3dlight_create(LPDIRECT3D2 d3d)
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{
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LPDIRECT3DLIGHT mat;
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mat = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DLight));
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mat->ref = 1;
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mat->lpvtbl = &light_vtable;
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mat->d3d.d3d2 = d3d;
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mat->type = D3D_2;
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mat->next = NULL;
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mat->prev = NULL;
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mat->activate = activate;
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mat->is_active = 0;
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return mat;
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}
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LPDIRECT3DLIGHT d3dlight_create_dx3(LPDIRECT3D d3d)
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{
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LPDIRECT3DLIGHT mat;
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mat = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DLight));
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mat->ref = 1;
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mat->lpvtbl = &light_vtable;
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mat->d3d.d3d = d3d;
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mat->type = D3D_1;
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mat->next = NULL;
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mat->prev = NULL;
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mat->activate = activate;
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mat->is_active = 0;
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return mat;
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}
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/*******************************************************************************
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* IDirect3DLight methods
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*/
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static HRESULT WINAPI IDirect3DLight_QueryInterface(LPDIRECT3DLIGHT this,
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REFIID riid,
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LPVOID* ppvObj)
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{
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char xrefiid[50];
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WINE_StringFromCLSID((LPCLSID)riid,xrefiid);
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FIXME(ddraw, "(%p)->(%s,%p): stub\n", this, xrefiid,ppvObj);
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return S_OK;
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}
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static ULONG WINAPI IDirect3DLight_AddRef(LPDIRECT3DLIGHT this)
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{
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TRACE(ddraw, "(%p)->()incrementing from %lu.\n", this, this->ref );
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return ++(this->ref);
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}
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static ULONG WINAPI IDirect3DLight_Release(LPDIRECT3DLIGHT this)
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{
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FIXME( ddraw, "(%p)->() decrementing from %lu.\n", this, 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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/*** IDirect3DLight methods ***/
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static void dump_light(LPD3DLIGHT light)
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{
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fprintf(stderr, " dwSize : %ld\n", light->dwSize);
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}
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static HRESULT WINAPI IDirect3DLight_GetLight(LPDIRECT3DLIGHT this,
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LPD3DLIGHT lpLight)
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{
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TRACE(ddraw, "(%p)->(%p)\n", this, lpLight);
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if (TRACE_ON(ddraw))
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dump_light(lpLight);
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/* Copies the light structure */
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switch (this->type) {
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case D3D_1:
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*((LPD3DLIGHT)lpLight) = *((LPD3DLIGHT) &(this->light));
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break;
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case D3D_2:
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*((LPD3DLIGHT2)lpLight) = *((LPD3DLIGHT2) &(this->light));
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break;
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}
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DLight_SetLight(LPDIRECT3DLIGHT this,
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LPD3DLIGHT lpLight)
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{
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TRACE(ddraw, "(%p)->(%p)\n", this, lpLight);
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if (TRACE_ON(ddraw))
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dump_light(lpLight);
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/* Stores the light */
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switch (this->type) {
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case D3D_1:
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*((LPD3DLIGHT) &(this->light)) = *((LPD3DLIGHT)lpLight);
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break;
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case D3D_2:
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*((LPD3DLIGHT2) &(this->light)) = *((LPD3DLIGHT2)lpLight);
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break;
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}
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if (this->is_active)
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update(this);
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DLight_Initialize(LPDIRECT3DLIGHT this,
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LPDIRECT3D lpDirect3D)
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{
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TRACE(ddraw, "(%p)->(%p)\n", this, lpDirect3D);
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return DDERR_ALREADYINITIALIZED;
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}
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/*******************************************************************************
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* IDirect3DLight VTable
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*/
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static IDirect3DLight_VTable light_vtable = {
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/*** IUnknown methods ***/
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IDirect3DLight_QueryInterface,
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IDirect3DLight_AddRef,
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IDirect3DLight_Release,
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/*** IDirect3DLight methods ***/
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IDirect3DLight_Initialize,
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IDirect3DLight_SetLight,
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IDirect3DLight_GetLight
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};
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#else /* HAVE_MESAGL */
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/* These function should never be called if MesaGL is not present */
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LPDIRECT3DLIGHT d3dlight_create_dx3(LPDIRECT3D d3d) {
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ERR(ddraw, "Should not be called...\n");
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return NULL;
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}
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LPDIRECT3DLIGHT d3dlight_create(LPDIRECT3D2 d3d) {
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ERR(ddraw, "Should not be called...\n");
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return NULL;
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}
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#endif /* HAVE_MESAGL */
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