397 lines
10 KiB
C
397 lines
10 KiB
C
/* Direct3D Viewport
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(c) 1998 Lionel ULMER
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This files contains the implementation of Direct3DViewport2. */
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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 "heap.h"
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#include "ddraw.h"
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#include "d3d.h"
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#include "debugtools.h"
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#include "x11drv.h"
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#include "d3d_private.h"
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#include "mesa_private.h"
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DEFAULT_DEBUG_CHANNEL(ddraw);
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#ifdef HAVE_OPENGL
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#define D3DVPRIVATE(x) mesa_d3dv_private*dvpriv=((mesa_d3dv_private*)x->private)
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#define D3DLPRIVATE(x) mesa_d3dl_private*dlpriv=((mesa_d3dl_private*)x->private)
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static ICOM_VTABLE(IDirect3DViewport2) viewport2_vtable;
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/*******************************************************************************
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* Viewport1/2 static functions
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*/
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static void activate(IDirect3DViewport2Impl* This) {
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IDirect3DLightImpl* l;
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/* Activate all the lights associated with this context */
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l = This->lights;
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while (l != NULL) {
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l->activate(l);
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l = l->next;
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}
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}
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/*******************************************************************************
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* Viewport1/2 Creation functions
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*/
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LPDIRECT3DVIEWPORT2 d3dviewport2_create(IDirect3D2Impl* d3d2)
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{
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IDirect3DViewport2Impl* vp;
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vp = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DViewport2Impl));
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vp->private = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(mesa_d3dv_private));
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vp->ref = 1;
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ICOM_VTBL(vp) = &viewport2_vtable;
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vp->d3d.d3d2 = d3d2;
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vp->use_d3d2 = 1;
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vp->device.active_device2 = NULL;
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vp->activate = activate;
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vp->lights = NULL;
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((mesa_d3dv_private *) vp->private)->nextlight = GL_LIGHT0;
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return (LPDIRECT3DVIEWPORT2)vp;
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}
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LPDIRECT3DVIEWPORT d3dviewport_create(IDirect3DImpl* d3d1)
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{
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IDirect3DViewport2Impl* vp;
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vp = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DViewport2Impl));
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vp->private = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(mesa_d3dv_private));
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vp->ref = 1;
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ICOM_VTBL(vp) = &viewport2_vtable;
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vp->d3d.d3d1 = d3d1;
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vp->use_d3d2 = 0;
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vp->device.active_device1 = NULL;
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vp->activate = activate;
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vp->lights = NULL;
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((mesa_d3dv_private *) vp->private)->nextlight = GL_LIGHT0;
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return (LPDIRECT3DVIEWPORT) vp;
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}
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/*******************************************************************************
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* IDirect3DViewport2 methods
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*/
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HRESULT WINAPI IDirect3DViewport2Impl_QueryInterface(LPDIRECT3DVIEWPORT2 iface,
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REFIID riid,
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LPVOID* ppvObj)
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{
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ICOM_THIS(IDirect3DViewport2Impl,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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ULONG WINAPI IDirect3DViewport2Impl_AddRef(LPDIRECT3DVIEWPORT2 iface)
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{
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ICOM_THIS(IDirect3DViewport2Impl,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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ULONG WINAPI IDirect3DViewport2Impl_Release(LPDIRECT3DVIEWPORT2 iface)
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{
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ICOM_THIS(IDirect3DViewport2Impl,iface);
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FIXME("(%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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/*** IDirect3DViewport methods ***/
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HRESULT WINAPI IDirect3DViewport2Impl_Initialize(LPDIRECT3DVIEWPORT2 iface,
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LPDIRECT3D d3d)
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{
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ICOM_THIS(IDirect3DViewport2Impl,iface);
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FIXME("(%p)->(%p): stub\n", This, d3d);
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return DD_OK;
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}
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HRESULT WINAPI IDirect3DViewport2Impl_GetViewport(LPDIRECT3DVIEWPORT2 iface,
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LPD3DVIEWPORT lpvp)
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{
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ICOM_THIS(IDirect3DViewport2Impl,iface);
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FIXME("(%p)->(%p): stub\n", This, lpvp);
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if (This->use_vp2 != 0)
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return DDERR_INVALIDPARAMS;
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*lpvp = This->viewport.vp1;
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return DD_OK;
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}
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HRESULT WINAPI IDirect3DViewport2Impl_SetViewport(LPDIRECT3DVIEWPORT2 iface,
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LPD3DVIEWPORT lpvp)
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{
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ICOM_THIS(IDirect3DViewport2Impl,iface);
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FIXME("(%p)->(%p): stub\n", This, lpvp);
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This->use_vp2 = 0;
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This->viewport.vp1 = *lpvp;
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TRACE("dwSize = %ld dwX = %ld dwY = %ld\n",
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lpvp->dwSize, lpvp->dwX, lpvp->dwY);
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TRACE("dwWidth = %ld dwHeight = %ld\n",
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lpvp->dwWidth, lpvp->dwHeight);
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TRACE("dvScaleX = %f dvScaleY = %f\n",
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lpvp->dvScaleX, lpvp->dvScaleY);
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TRACE("dvMaxX = %f dvMaxY = %f\n",
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lpvp->dvMaxX, lpvp->dvMaxY);
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TRACE("dvMinZ = %f dvMaxZ = %f\n",
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lpvp->dvMinZ, lpvp->dvMaxZ);
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return DD_OK;
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}
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HRESULT WINAPI IDirect3DViewport2Impl_TransformVertices(LPDIRECT3DVIEWPORT2 iface,
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DWORD dwVertexCount,
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LPD3DTRANSFORMDATA lpData,
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DWORD dwFlags,
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LPDWORD lpOffScreen)
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{
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ICOM_THIS(IDirect3DViewport2Impl,iface);
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FIXME("(%p)->(%8ld,%p,%08lx,%p): stub\n",
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This, dwVertexCount, lpData, dwFlags, lpOffScreen);
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return DD_OK;
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}
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HRESULT WINAPI IDirect3DViewport2Impl_LightElements(LPDIRECT3DVIEWPORT2 iface,
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DWORD dwElementCount,
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LPD3DLIGHTDATA lpData)
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{
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ICOM_THIS(IDirect3DViewport2Impl,iface);
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FIXME("(%p)->(%8ld,%p): stub\n", This, dwElementCount, lpData);
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return DD_OK;
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}
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HRESULT WINAPI IDirect3DViewport2Impl_SetBackground(LPDIRECT3DVIEWPORT2 iface,
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D3DMATERIALHANDLE hMat)
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{
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ICOM_THIS(IDirect3DViewport2Impl,iface);
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FIXME("(%p)->(%08lx): stub\n", This, (DWORD) hMat);
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return DD_OK;
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}
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HRESULT WINAPI IDirect3DViewport2Impl_GetBackground(LPDIRECT3DVIEWPORT2 iface,
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LPD3DMATERIALHANDLE lphMat,
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LPBOOL lpValid)
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{
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ICOM_THIS(IDirect3DViewport2Impl,iface);
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FIXME("(%p)->(%p,%p): stub\n", This, lphMat, lpValid);
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return DD_OK;
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}
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HRESULT WINAPI IDirect3DViewport2Impl_SetBackgroundDepth(LPDIRECT3DVIEWPORT2 iface,
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LPDIRECTDRAWSURFACE lpDDSurface)
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{
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ICOM_THIS(IDirect3DViewport2Impl,iface);
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FIXME("(%p)->(%p): stub\n", This, lpDDSurface);
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return DD_OK;
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}
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HRESULT WINAPI IDirect3DViewport2Impl_GetBackgroundDepth(LPDIRECT3DVIEWPORT2 iface,
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LPDIRECTDRAWSURFACE* lplpDDSurface,
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LPBOOL lpValid)
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{
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ICOM_THIS(IDirect3DViewport2Impl,iface);
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FIXME("(%p)->(%p,%p): stub\n", This, lplpDDSurface, lpValid);
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return DD_OK;
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}
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HRESULT WINAPI IDirect3DViewport2Impl_Clear(LPDIRECT3DVIEWPORT2 iface,
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DWORD dwCount,
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LPD3DRECT lpRects,
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DWORD dwFlags)
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{
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ICOM_THIS(IDirect3DViewport2Impl,iface);
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GLboolean ztest;
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FIXME("(%p)->(%8ld,%p,%08lx): stub\n", This, dwCount, lpRects, dwFlags);
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/* For the moment, ignore the rectangles */
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if (This->device.active_device1 != NULL) {
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/* Get the rendering context */
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if (This->use_d3d2)
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This->device.active_device2->set_context(This->device.active_device2);
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else
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This->device.active_device1->set_context(This->device.active_device1);
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}
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/* Clears the screen */
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ENTER_GL();
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glGetBooleanv(GL_DEPTH_TEST, &ztest);
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glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDepthMask(ztest);
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LEAVE_GL();
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return DD_OK;
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}
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HRESULT WINAPI IDirect3DViewport2Impl_AddLight(LPDIRECT3DVIEWPORT2 iface,
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LPDIRECT3DLIGHT lpLight)
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{
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ICOM_THIS(IDirect3DViewport2Impl,iface);
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IDirect3DLightImpl* ilpLight=(IDirect3DLightImpl*)lpLight;
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FIXME("(%p)->(%p): stub\n", This, ilpLight);
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/* Add the light in the 'linked' chain */
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ilpLight->next = This->lights;
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This->lights = ilpLight;
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/* If active, activate the light */
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if (This->device.active_device1 != NULL) {
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D3DVPRIVATE(This);
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D3DLPRIVATE(ilpLight);
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/* Get the rendering context */
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if (This->use_d3d2)
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This->device.active_device2->set_context(This->device.active_device2);
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else
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This->device.active_device1->set_context(This->device.active_device1);
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/* Activate the light */
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dlpriv->light_num = dvpriv->nextlight++;
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ilpLight->activate(ilpLight);
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}
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return DD_OK;
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}
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HRESULT WINAPI IDirect3DViewport2Impl_DeleteLight(LPDIRECT3DVIEWPORT2 iface,
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LPDIRECT3DLIGHT lpLight)
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{
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ICOM_THIS(IDirect3DViewport2Impl,iface);
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FIXME("(%p)->(%p): stub\n", This, lpLight);
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return DD_OK;
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}
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HRESULT WINAPI IDirect3DViewport2Impl_NextLight(LPDIRECT3DVIEWPORT2 iface,
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LPDIRECT3DLIGHT lpLight,
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LPDIRECT3DLIGHT* lplpLight,
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DWORD dwFlags)
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{
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ICOM_THIS(IDirect3DViewport2Impl,iface);
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FIXME("(%p)->(%p,%p,%08lx): stub\n", This, lpLight, lplpLight, dwFlags);
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return DD_OK;
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}
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/*** IDirect3DViewport2 methods ***/
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HRESULT WINAPI IDirect3DViewport2Impl_GetViewport2(LPDIRECT3DVIEWPORT2 iface,
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LPD3DVIEWPORT2 lpViewport2)
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{
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ICOM_THIS(IDirect3DViewport2Impl,iface);
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TRACE("(%p)->(%p)\n", This, lpViewport2);
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if (This->use_vp2 != 1)
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return DDERR_INVALIDPARAMS;
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*lpViewport2 = This->viewport.vp2;
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return DD_OK;
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}
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HRESULT WINAPI IDirect3DViewport2Impl_SetViewport2(LPDIRECT3DVIEWPORT2 iface,
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LPD3DVIEWPORT2 lpViewport2)
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{
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ICOM_THIS(IDirect3DViewport2Impl,iface);
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TRACE("(%p)->(%p)\n", This, lpViewport2);
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TRACE("dwSize = %ld dwX = %ld dwY = %ld\n",
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lpViewport2->dwSize, lpViewport2->dwX, lpViewport2->dwY);
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TRACE("dwWidth = %ld dwHeight = %ld\n",
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lpViewport2->dwWidth, lpViewport2->dwHeight);
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TRACE("dvClipX = %f dvClipY = %f\n",
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lpViewport2->dvClipX, lpViewport2->dvClipY);
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TRACE("dvClipWidth = %f dvClipHeight = %f\n",
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lpViewport2->dvClipWidth, lpViewport2->dvClipHeight);
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TRACE("dvMinZ = %f dvMaxZ = %f\n",
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lpViewport2->dvMinZ, lpViewport2->dvMaxZ);
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This->viewport.vp2 = *lpViewport2;
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This->use_vp2 = 1;
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return DD_OK;
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}
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/*******************************************************************************
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* IDirect3DViewport1/2 VTable
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*/
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static ICOM_VTABLE(IDirect3DViewport2) viewport2_vtable =
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{
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ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
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/*** IUnknown methods ***/
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IDirect3DViewport2Impl_QueryInterface,
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IDirect3DViewport2Impl_AddRef,
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IDirect3DViewport2Impl_Release,
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/*** IDirect3DViewport methods ***/
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IDirect3DViewport2Impl_Initialize,
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IDirect3DViewport2Impl_GetViewport,
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IDirect3DViewport2Impl_SetViewport,
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IDirect3DViewport2Impl_TransformVertices,
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IDirect3DViewport2Impl_LightElements,
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IDirect3DViewport2Impl_SetBackground,
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IDirect3DViewport2Impl_GetBackground,
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IDirect3DViewport2Impl_SetBackgroundDepth,
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IDirect3DViewport2Impl_GetBackgroundDepth,
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IDirect3DViewport2Impl_Clear,
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IDirect3DViewport2Impl_AddLight,
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IDirect3DViewport2Impl_DeleteLight,
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IDirect3DViewport2Impl_NextLight,
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/*** IDirect3DViewport2 methods ***/
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IDirect3DViewport2Impl_GetViewport2,
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IDirect3DViewport2Impl_SetViewport2
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};
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#else /* HAVE_OPENGL */
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LPDIRECT3DVIEWPORT d3dviewport_create(IDirect3DImpl* d3d1) {
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ERR("Should not be called...\n");
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return NULL;
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}
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LPDIRECT3DVIEWPORT2 d3dviewport2_create(IDirect3D2Impl* d3d2) {
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ERR("Should not be called...\n");
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return NULL;
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}
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#endif /* HAVE_OPENGL */
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