/* Direct3D Light * Copyright (c) 1998 / 2002 Lionel ULMER * Copyright (c) 2006 Stefan DÖSINGER * * This file contains the implementation of Direct3DLight. * * 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 "config.h" #include "wine/port.h" #include "wine/debug.h" #include #include #include #include #define COBJMACROS #include "windef.h" #include "winbase.h" #include "winerror.h" #include "wingdi.h" #include "wine/exception.h" #include "ddraw.h" #include "d3d.h" #include "ddraw_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d7); /***************************************************************************** * IUnknown Methods. *****************************************************************************/ /***************************************************************************** * 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 IDirect3DLightImpl_QueryInterface(IDirect3DLight *iface, REFIID riid, void **obp) { ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface); FIXME("(%p)->(%s,%p): stub!\n", This, debugstr_guid(riid), obp); *obp = NULL; return E_NOINTERFACE; } /***************************************************************************** * IDirect3DLight::AddRef * * Increases the refcount by 1 * * Returns: * The new refcount * *****************************************************************************/ static ULONG WINAPI IDirect3DLightImpl_AddRef(IDirect3DLight *iface) { ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface); ULONG ref = InterlockedIncrement(&This->ref); TRACE("(%p)->() incrementing from %u.\n", This, ref - 1); return ref; } /***************************************************************************** * IDirect3DLight::Release * * Reduces the refcount by one. If the refcount falls to 0, the object * is destroyed * * Returns: * The new refcount * *****************************************************************************/ static ULONG WINAPI IDirect3DLightImpl_Release(IDirect3DLight *iface) { ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface); ULONG ref = InterlockedDecrement(&This->ref); TRACE("(%p)->() decrementing from %u.\n", This, ref + 1); if (!ref) { HeapFree(GetProcessHeap(), 0, This); 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 IDirect3DLightImpl_Initialize(IDirect3DLight *iface, IDirect3D *lpDirect3D) { ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface); IDirectDrawImpl *d3d = ICOM_OBJECT(IDirectDrawImpl, IDirect3D, lpDirect3D); TRACE("(%p)->(%p) no-op...\n", This, d3d); return D3D_OK; } /***************************************************************************** * IDirect3DLight::SetLight * * Assigns a lighting value to this object * * Params: * Light: Lighting parametes to set * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Light is NULL * *****************************************************************************/ static void dump_light(const D3DLIGHT2 *light) { DPRINTF(" - dwSize : %d\n", light->dwSize); } static const float zero_value[] = { 0.0, 0.0, 0.0, 0.0 }; static HRESULT WINAPI IDirect3DLightImpl_SetLight(IDirect3DLight *iface, D3DLIGHT *lpLight) { ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface); LPD3DLIGHT7 light7 = &(This->light7); TRACE("(%p)->(%p)\n", This, lpLight); if (TRACE_ON(d3d7)) { TRACE(" Light definition :\n"); dump_light((LPD3DLIGHT2) lpLight); } if ( (lpLight->dltType == 0) || (lpLight->dltType > D3DLIGHT_PARALLELPOINT) ) return DDERR_INVALIDPARAMS; if ( lpLight->dltType == D3DLIGHT_PARALLELPOINT ) FIXME("D3DLIGHT_PARALLELPOINT no supported\n"); /* Translate D3DLIGH2 structure to D3DLIGHT7 */ light7->dltType = lpLight->dltType; light7->dcvDiffuse = lpLight->dcvColor; if ((((LPD3DLIGHT2)lpLight)->dwFlags & D3DLIGHT_NO_SPECULAR) != 0) light7->dcvSpecular = lpLight->dcvColor; else light7->dcvSpecular = *(const D3DCOLORVALUE*)zero_value; light7->dcvAmbient = lpLight->dcvColor; light7->dvPosition = lpLight->dvPosition; light7->dvDirection = lpLight->dvDirection; light7->dvRange = lpLight->dvRange; light7->dvFalloff = lpLight->dvFalloff; light7->dvAttenuation0 = lpLight->dvAttenuation0; light7->dvAttenuation1 = lpLight->dvAttenuation1; light7->dvAttenuation2 = lpLight->dvAttenuation2; light7->dvTheta = lpLight->dvTheta; light7->dvPhi = lpLight->dvPhi; EnterCriticalSection(&ddraw_cs); memcpy(&This->light, lpLight, lpLight->dwSize); if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) { This->update(This); } LeaveCriticalSection(&ddraw_cs); 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 IDirect3DLightImpl_GetLight(IDirect3DLight *iface, D3DLIGHT *lpLight) { ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface); TRACE("(%p/%p)->(%p)\n", This, iface, lpLight); if (TRACE_ON(d3d7)) { TRACE(" Returning light definition :\n"); dump_light(&This->light); } EnterCriticalSection(&ddraw_cs); memcpy(lpLight, &This->light, lpLight->dwSize); LeaveCriticalSection(&ddraw_cs); return DD_OK; } /***************************************************************************** * light_update * * Updates the Direct3DDevice7 lighting parameters * *****************************************************************************/ void light_update(IDirect3DLightImpl* This) { IDirect3DDeviceImpl* device; TRACE("(%p)\n", This); if (!This->active_viewport || !This->active_viewport->active_device) return; device = This->active_viewport->active_device; IDirect3DDevice7_SetLight(ICOM_INTERFACE(device,IDirect3DDevice7), This->dwLightIndex, &(This->light7)); } /***************************************************************************** * light_activate * * Uses the Direct3DDevice7::LightEnable method to active the light * *****************************************************************************/ void light_activate(IDirect3DLightImpl* This) { IDirect3DDeviceImpl* device; TRACE("(%p)\n", This); if (!This->active_viewport || !This->active_viewport->active_device) return; device = This->active_viewport->active_device; light_update(This); /* If was not active, activate it */ if ((This->light.dwFlags & D3DLIGHT_ACTIVE) == 0) { IDirect3DDevice7_LightEnable(ICOM_INTERFACE(device,IDirect3DDevice7), This->dwLightIndex, TRUE); This->light.dwFlags |= D3DLIGHT_ACTIVE; } } /***************************************************************************** * * light_desactivate * * Uses the Direct3DDevice7::LightEnable method to deactivate the light * *****************************************************************************/ void light_desactivate(IDirect3DLightImpl* This) { IDirect3DDeviceImpl* device; TRACE("(%p)\n", This); if (!This->active_viewport || !This->active_viewport->active_device) return; device = This->active_viewport->active_device; /* If was not active, activate it */ if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) { IDirect3DDevice7_LightEnable(ICOM_INTERFACE(device,IDirect3DDevice7), This->dwLightIndex, FALSE); This->light.dwFlags &= ~D3DLIGHT_ACTIVE; } } const IDirect3DLightVtbl IDirect3DLight_Vtbl = { /*** IUnknown Methods ***/ IDirect3DLightImpl_QueryInterface, IDirect3DLightImpl_AddRef, IDirect3DLightImpl_Release, /*** IDirect3DLight Methods ***/ IDirect3DLightImpl_Initialize, IDirect3DLightImpl_SetLight, IDirect3DLightImpl_GetLight };