/* Direct3D Light * Copyright (c) 1998 / 2002 Lionel ULMER * Copyright (c) 2006 Stefan DÖSINGER * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "ddraw_private.h" WINE_DEFAULT_DEBUG_CHANNEL(ddraw); /***************************************************************************** * light_update * * Updates the Direct3DDevice7 lighting parameters * *****************************************************************************/ static void light_update(struct d3d_light *light) { struct d3d_device *device; TRACE("light %p.\n", light); if (!light->active_viewport || !light->active_viewport->active_device) return; device = light->active_viewport->active_device; IDirect3DDevice7_SetLight(&device->IDirect3DDevice7_iface, light->active_light_index, &light->light7); } /***************************************************************************** * light_activate * * Uses the Direct3DDevice7::LightEnable method to active the light * *****************************************************************************/ void light_activate(struct d3d_light *light) { struct d3d_device *device; TRACE("light %p.\n", light); if (!light->active_viewport || !light->active_viewport->active_device || light->active_viewport->active_device->current_viewport != light->active_viewport) return; device = light->active_viewport->active_device; if (light->light.dwFlags & D3DLIGHT_ACTIVE) { viewport_alloc_active_light_index(light); light_update(light); IDirect3DDevice7_LightEnable(&device->IDirect3DDevice7_iface, light->active_light_index, TRUE); } } /***************************************************************************** * * light_deactivate * * Uses the Direct3DDevice7::LightEnable method to deactivate the light * *****************************************************************************/ void light_deactivate(struct d3d_light *light) { struct d3d_device *device; TRACE("light %p.\n", light); if (!light->active_viewport || !light->active_viewport->active_device || light->active_viewport->active_device->current_viewport != light->active_viewport) { assert(!light->active_light_index); return; } device = light->active_viewport->active_device; if (light->active_light_index) { IDirect3DDevice7_LightEnable(&device->IDirect3DDevice7_iface, light->active_light_index, FALSE); viewport_free_active_light_index(light); } } static inline struct d3d_light *impl_from_IDirect3DLight(IDirect3DLight *iface) { return CONTAINING_RECORD(iface, struct d3d_light, IDirect3DLight_iface); } /***************************************************************************** * IDirect3DLight::QueryInterface * * Queries the object for different interfaces. Unimplemented for this * object at the moment * * Params: * riid: Interface id asked for * obj: Address to return the resulting pointer at. * * Returns: * E_NOINTERFACE, because it's a stub *****************************************************************************/ static HRESULT WINAPI d3d_light_QueryInterface(IDirect3DLight *iface, REFIID riid, void **object) { FIXME("iface %p, riid %s, object %p stub!\n", iface, debugstr_guid(riid), object); *object = NULL; return E_NOINTERFACE; } static ULONG WINAPI d3d_light_AddRef(IDirect3DLight *iface) { struct d3d_light *light = impl_from_IDirect3DLight(iface); ULONG ref = InterlockedIncrement(&light->ref); TRACE("%p increasing refcount to %u.\n", light, ref); return ref; } static ULONG WINAPI d3d_light_Release(IDirect3DLight *iface) { struct d3d_light *light = impl_from_IDirect3DLight(iface); ULONG ref = InterlockedDecrement(&light->ref); TRACE("%p decreasing refcount to %u.\n", light, ref); if (!ref) { heap_free(light); return 0; } return ref; } /***************************************************************************** * IDirect3DLight Methods. *****************************************************************************/ /***************************************************************************** * IDirect3DLight::Initialize * * Initializes the interface. This implementation is a no-op, because * initialization takes place at creation time * * Params: * Direct3D: Pointer to an IDirect3D interface. * * Returns: * D3D_OK * *****************************************************************************/ static HRESULT WINAPI d3d_light_Initialize(IDirect3DLight *iface, IDirect3D *d3d) { TRACE("iface %p, d3d %p.\n", iface, d3d); return D3D_OK; } static HRESULT WINAPI d3d_light_SetLight(IDirect3DLight *iface, D3DLIGHT *data) { static const D3DCOLORVALUE zero_value = {{0.0f}, {0.0f}, {0.0f}, {0.0f}}; struct d3d_light *light = impl_from_IDirect3DLight(iface); DWORD flags = data->dwSize >= sizeof(D3DLIGHT2) ? ((D3DLIGHT2 *)data)->dwFlags : D3DLIGHT_ACTIVE; D3DLIGHT7 *light7 = &light->light7; TRACE("iface %p, data %p.\n", iface, data); if ((!data->dltType) || (data->dltType > D3DLIGHT_PARALLELPOINT)) return DDERR_INVALIDPARAMS; /* Translate D3DLIGHT2 structure to D3DLIGHT7. */ light7->dltType = data->dltType; light7->dcvDiffuse = data->dcvColor; if (flags & D3DLIGHT_NO_SPECULAR) light7->dcvSpecular = zero_value; else light7->dcvSpecular = data->dcvColor; light7->dcvAmbient = zero_value; light7->dvPosition = data->dvPosition; light7->dvDirection = data->dvDirection; light7->dvRange = data->dvRange; light7->dvFalloff = data->dvFalloff; light7->dvAttenuation0 = data->dvAttenuation0; light7->dvAttenuation1 = data->dvAttenuation1; light7->dvAttenuation2 = data->dvAttenuation2; light7->dvTheta = data->dvTheta; light7->dvPhi = data->dvPhi; wined3d_mutex_lock(); memcpy(&light->light, data, sizeof(*data)); if (!(flags & D3DLIGHT_ACTIVE)) light_deactivate(light); light->light.dwFlags = flags; light_activate(light); wined3d_mutex_unlock(); return D3D_OK; } /***************************************************************************** * IDirect3DLight::GetLight * * Returns the parameters currently assigned to the IDirect3DLight object * * Params: * Light: Pointer to an D3DLIGHT structure to store the parameters * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Light is NULL *****************************************************************************/ static HRESULT WINAPI d3d_light_GetLight(IDirect3DLight *iface, D3DLIGHT *lpLight) { struct d3d_light *light = impl_from_IDirect3DLight(iface); TRACE("iface %p, light %p.\n", iface, lpLight); wined3d_mutex_lock(); memcpy(lpLight, &light->light, lpLight->dwSize); wined3d_mutex_unlock(); return DD_OK; } static const struct IDirect3DLightVtbl d3d_light_vtbl = { /*** IUnknown Methods ***/ d3d_light_QueryInterface, d3d_light_AddRef, d3d_light_Release, /*** IDirect3DLight Methods ***/ d3d_light_Initialize, d3d_light_SetLight, d3d_light_GetLight }; void d3d_light_init(struct d3d_light *light, struct ddraw *ddraw) { light->IDirect3DLight_iface.lpVtbl = &d3d_light_vtbl; light->ref = 1; light->ddraw = ddraw; } struct d3d_light *unsafe_impl_from_IDirect3DLight(IDirect3DLight *iface) { if (!iface) return NULL; assert(iface->lpVtbl == &d3d_light_vtbl); return impl_from_IDirect3DLight(iface); }