268 lines
6.6 KiB
C
268 lines
6.6 KiB
C
/* Direct3D Light
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* Copyright (c) 1998 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 "windef.h"
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#include "winerror.h"
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#include "wine/obj_base.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 "mesa_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
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#define D3DLPRIVATE(x) mesa_d3dl_private*dlpriv=((mesa_d3dl_private*)x->private)
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static ICOM_VTABLE(IDirect3DLight) 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(IDirect3DLightImpl* This) {
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D3DLPRIVATE(This);
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switch (This->light.dltType) {
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case D3DLIGHT_POINT: /* 1 */
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TRACE("Activating POINT\n");
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break;
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case D3DLIGHT_SPOT: /* 2 */
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TRACE("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("Activating DIRECTIONAL\n");
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TRACE(" direction : %f %f %f\n",
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This->light.dvDirection.u1.x,
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This->light.dvDirection.u2.y,
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This->light.dvDirection.u3.z);
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_dump_colorvalue(" color ", This->light.dcvColor);
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glLightfv(dlpriv->light_num, GL_AMBIENT, (float *) zero_value);
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glLightfv(dlpriv->light_num, GL_DIFFUSE, (float *) &(This->light.dcvColor));
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direction[0] = -This->light.dvDirection.u1.x;
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direction[1] = -This->light.dvDirection.u2.y;
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direction[2] = -This->light.dvDirection.u3.z;
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direction[3] = 0.0; /* This is a directional light */
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glLightfv(dlpriv->light_num, GL_POSITION, (float *) direction);
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} break;
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case D3DLIGHT_PARALLELPOINT: /* 4 */
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TRACE("Activating PARRALLEL-POINT\n");
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break;
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default:
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TRACE("Not a known Light Type: %d\n",This->light.dltType);
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break;
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}
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}
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static void activate(IDirect3DLightImpl* This) {
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D3DLPRIVATE(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 (This->is_active == 0) {
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glEnable(dlpriv->light_num);
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This->is_active = 1;
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}
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LEAVE_GL();
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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(IDirect3D2Impl* d3d2)
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{
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IDirect3DLightImpl* light;
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light = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DLightImpl));
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light->private = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(mesa_d3dl_private));
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light->ref = 1;
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ICOM_VTBL(light) = &light_vtable;
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light->d3d.d3d2 = d3d2;
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light->type = D3D_2;
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light->next = NULL;
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light->prev = NULL;
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light->activate = activate;
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light->is_active = 0;
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return (LPDIRECT3DLIGHT)light;
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}
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LPDIRECT3DLIGHT d3dlight_create_dx3(IDirect3DImpl* d3d1)
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{
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IDirect3DLightImpl* light;
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light = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DLightImpl));
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light->private = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(mesa_d3dl_private));
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light->ref = 1;
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ICOM_VTBL(light) = &light_vtable;
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light->d3d.d3d1 = d3d1;
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light->type = D3D_1;
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light->next = NULL;
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light->prev = NULL;
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light->activate = activate;
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light->is_active = 0;
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return (LPDIRECT3DLIGHT)light;
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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 IDirect3DLightImpl_QueryInterface(LPDIRECT3DLIGHT iface,
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REFIID riid,
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LPVOID* ppvObj)
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{
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ICOM_THIS(IDirect3DLightImpl,iface);
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FIXME("(%p)->(%s,%p): stub\n", This, debugstr_guid(riid),ppvObj);
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return S_OK;
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}
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static ULONG WINAPI IDirect3DLightImpl_AddRef(LPDIRECT3DLIGHT iface)
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{
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ICOM_THIS(IDirect3DLightImpl,iface);
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TRACE("(%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 IDirect3DLightImpl_Release(LPDIRECT3DLIGHT iface)
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{
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ICOM_THIS(IDirect3DLightImpl,iface);
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TRACE("(%p)->() decrementing from %lu.\n", This, This->ref );
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if (!--(This->ref)) {
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HeapFree(GetProcessHeap(),0,This->private);
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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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DPRINTF(" dwSize : %ld\n", light->dwSize);
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}
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static HRESULT WINAPI IDirect3DLightImpl_GetLight(LPDIRECT3DLIGHT iface,
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LPD3DLIGHT lpLight)
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{
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ICOM_THIS(IDirect3DLightImpl,iface);
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TRACE("(%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 IDirect3DLightImpl_SetLight(LPDIRECT3DLIGHT iface,
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LPD3DLIGHT lpLight)
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{
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ICOM_THIS(IDirect3DLightImpl,iface);
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TRACE("(%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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ENTER_GL();
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if (This->is_active)
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update(This);
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LEAVE_GL();
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return DD_OK;
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}
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static HRESULT WINAPI IDirect3DLightImpl_Initialize(LPDIRECT3DLIGHT iface,
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LPDIRECT3D lpDirect3D)
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{
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ICOM_THIS(IDirect3DLightImpl,iface);
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TRACE("(%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 ICOM_VTABLE(IDirect3DLight) light_vtable =
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{
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ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
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/*** IUnknown methods ***/
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IDirect3DLightImpl_QueryInterface,
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IDirect3DLightImpl_AddRef,
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IDirect3DLightImpl_Release,
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/*** IDirect3DLight methods ***/
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IDirect3DLightImpl_Initialize,
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IDirect3DLightImpl_SetLight,
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IDirect3DLightImpl_GetLight
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};
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