/* Direct3D Viewport * Copyright (c) 1998 Lionel ULMER * Copyright (c) 2006-2007 Stefan DÖSINGER * * This file contains the implementation of Direct3DViewport2. * * 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 "ddraw_private.h" WINE_DEFAULT_DEBUG_CHANNEL(ddraw); /***************************************************************************** * Helper functions *****************************************************************************/ static void update_clip_space(IDirect3DDeviceImpl *device, struct wined3d_vec3 *scale, struct wined3d_vec3 *offset) { D3DMATRIX clip_space = { scale->x, 0.0f, 0.0f, 0.0f, 0.0f, scale->y, 0.0f, 0.0f, 0.0f, 0.0f, scale->z, 0.0f, offset->x, offset->y, offset->z, 1.0f, }; D3DMATRIX projection; HRESULT hr; multiply_matrix(&projection, &clip_space, &device->legacy_projection); hr = wined3d_device_set_transform(device->wined3d_device, WINED3D_TS_PROJECTION, (struct wined3d_matrix *)&projection); if (SUCCEEDED(hr)) device->legacy_clipspace = clip_space; } /***************************************************************************** * viewport_activate * * activates the viewport using IDirect3DDevice7::SetViewport * *****************************************************************************/ void viewport_activate(IDirect3DViewportImpl *This, BOOL ignore_lights) { struct wined3d_vec3 scale, offset; D3DVIEWPORT7 vp; if (!ignore_lights) { IDirect3DLightImpl *light; /* Activate all the lights associated with this context */ LIST_FOR_EACH_ENTRY(light, &This->light_list, IDirect3DLightImpl, entry) { light_activate(light); } } /* And copy the values in the structure used by the device */ if (This->use_vp2) { vp.dwX = This->viewports.vp2.dwX; vp.dwY = This->viewports.vp2.dwY; vp.dwHeight = This->viewports.vp2.dwHeight; vp.dwWidth = This->viewports.vp2.dwWidth; vp.dvMinZ = 0.0f; vp.dvMaxZ = 1.0f; scale.x = 2.0f / This->viewports.vp2.dvClipWidth; scale.y = 2.0f / This->viewports.vp2.dvClipHeight; scale.z = 1.0f / (This->viewports.vp2.dvMaxZ - This->viewports.vp2.dvMinZ); offset.x = -2.0f * This->viewports.vp2.dvClipX / This->viewports.vp2.dvClipWidth - 1.0f; offset.y = -2.0f * This->viewports.vp2.dvClipY / This->viewports.vp2.dvClipHeight + 1.0f; offset.z = -This->viewports.vp2.dvMinZ / (This->viewports.vp2.dvMaxZ - This->viewports.vp2.dvMinZ); } else { vp.dwX = This->viewports.vp1.dwX; vp.dwY = This->viewports.vp1.dwY; vp.dwHeight = This->viewports.vp1.dwHeight; vp.dwWidth = This->viewports.vp1.dwWidth; vp.dvMinZ = 0.0f; vp.dvMaxZ = 1.0f; scale.x = 2.0f * This->viewports.vp1.dvScaleX / This->viewports.vp1.dwWidth; scale.y = 2.0f * This->viewports.vp1.dvScaleY / This->viewports.vp1.dwHeight; scale.z = 1.0f; offset.x = 0.0f; offset.y = 0.0f; offset.z = 0.0f; } update_clip_space(This->active_device, &scale, &offset); IDirect3DDevice7_SetViewport(&This->active_device->IDirect3DDevice7_iface, &vp); } /***************************************************************************** * _dump_D3DVIEWPORT, _dump_D3DVIEWPORT2 * * Writes viewport information to TRACE * *****************************************************************************/ static void _dump_D3DVIEWPORT(const D3DVIEWPORT *lpvp) { TRACE(" - dwSize = %d dwX = %d dwY = %d\n", lpvp->dwSize, lpvp->dwX, lpvp->dwY); TRACE(" - dwWidth = %d dwHeight = %d\n", lpvp->dwWidth, lpvp->dwHeight); TRACE(" - dvScaleX = %f dvScaleY = %f\n", lpvp->dvScaleX, lpvp->dvScaleY); TRACE(" - dvMaxX = %f dvMaxY = %f\n", lpvp->dvMaxX, lpvp->dvMaxY); TRACE(" - dvMinZ = %f dvMaxZ = %f\n", lpvp->dvMinZ, lpvp->dvMaxZ); } static void _dump_D3DVIEWPORT2(const D3DVIEWPORT2 *lpvp) { TRACE(" - dwSize = %d dwX = %d dwY = %d\n", lpvp->dwSize, lpvp->dwX, lpvp->dwY); TRACE(" - dwWidth = %d dwHeight = %d\n", lpvp->dwWidth, lpvp->dwHeight); TRACE(" - dvClipX = %f dvClipY = %f\n", lpvp->dvClipX, lpvp->dvClipY); TRACE(" - dvClipWidth = %f dvClipHeight = %f\n", lpvp->dvClipWidth, lpvp->dvClipHeight); TRACE(" - dvMinZ = %f dvMaxZ = %f\n", lpvp->dvMinZ, lpvp->dvMaxZ); } static inline IDirect3DViewportImpl *impl_from_IDirect3DViewport3(IDirect3DViewport3 *iface) { return CONTAINING_RECORD(iface, IDirect3DViewportImpl, IDirect3DViewport3_iface); } /***************************************************************************** * IUnknown Methods. *****************************************************************************/ /***************************************************************************** * IDirect3DViewport3::QueryInterface * * A normal QueryInterface. Can query all interface versions and the * IUnknown interface. The VTables of the different versions * are equal * * Params: * refiid: Interface id queried for * obj: Address to write the interface pointer to * * Returns: * S_OK on success. * E_NOINTERFACE if the requested interface wasn't found * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_QueryInterface(IDirect3DViewport3 *iface, REFIID riid, void **object) { TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object); if (IsEqualGUID(&IID_IDirect3DViewport3, riid) || IsEqualGUID(&IID_IDirect3DViewport2, riid) || IsEqualGUID(&IID_IDirect3DViewport, riid) || IsEqualGUID(&IID_IUnknown, riid)) { IDirect3DViewport3_AddRef(iface); *object = iface; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); *object = NULL; return E_NOINTERFACE; } /***************************************************************************** * IDirect3DViewport3::AddRef * * Increases the refcount. * * Returns: * The new refcount * *****************************************************************************/ static ULONG WINAPI IDirect3DViewportImpl_AddRef(IDirect3DViewport3 *iface) { IDirect3DViewportImpl *This = impl_from_IDirect3DViewport3(iface); ULONG ref = InterlockedIncrement(&This->ref); TRACE("%p increasing refcount to %u.\n", This, ref); return ref; } /***************************************************************************** * IDirect3DViewport3::Release * * Reduces the refcount. If it falls to 0, the interface is released * * Returns: * The new refcount * *****************************************************************************/ static ULONG WINAPI IDirect3DViewportImpl_Release(IDirect3DViewport3 *iface) { IDirect3DViewportImpl *This = impl_from_IDirect3DViewport3(iface); ULONG ref = InterlockedDecrement(&This->ref); TRACE("%p decreasing refcount to %u.\n", This, ref); if (!ref) { HeapFree(GetProcessHeap(), 0, This); return 0; } return ref; } /***************************************************************************** * IDirect3DViewport Methods. *****************************************************************************/ /***************************************************************************** * IDirect3DViewport3::Initialize * * No-op initialization. * * Params: * Direct3D: The direct3D device this viewport is assigned to * * Returns: * DDERR_ALREADYINITIALIZED * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_Initialize(IDirect3DViewport3 *iface, IDirect3D *Direct3D) { TRACE("iface %p, d3d %p.\n", iface, Direct3D); return DDERR_ALREADYINITIALIZED; } /***************************************************************************** * IDirect3DViewport3::GetViewport * * Returns the viewport data assigned to this viewport interface * * Params: * Data: Address to store the data * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Data is NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_GetViewport(IDirect3DViewport3 *iface, D3DVIEWPORT *lpData) { IDirect3DViewportImpl *This = impl_from_IDirect3DViewport3(iface); DWORD dwSize; TRACE("iface %p, data %p.\n", iface, lpData); wined3d_mutex_lock(); dwSize = lpData->dwSize; memset(lpData, 0, dwSize); if (!This->use_vp2) memcpy(lpData, &(This->viewports.vp1), dwSize); else { D3DVIEWPORT vp1; vp1.dwSize = sizeof(vp1); vp1.dwX = This->viewports.vp2.dwX; vp1.dwY = This->viewports.vp2.dwY; vp1.dwWidth = This->viewports.vp2.dwWidth; vp1.dwHeight = This->viewports.vp2.dwHeight; vp1.dvMaxX = 0.0; vp1.dvMaxY = 0.0; vp1.dvScaleX = 0.0; vp1.dvScaleY = 0.0; vp1.dvMinZ = This->viewports.vp2.dvMinZ; vp1.dvMaxZ = This->viewports.vp2.dvMaxZ; memcpy(lpData, &vp1, dwSize); } if (TRACE_ON(ddraw)) { TRACE(" returning D3DVIEWPORT :\n"); _dump_D3DVIEWPORT(lpData); } wined3d_mutex_unlock(); return DD_OK; } /***************************************************************************** * IDirect3DViewport3::SetViewport * * Sets the viewport information for this interface * * Params: * lpData: Viewport to set * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Data is NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_SetViewport(IDirect3DViewport3 *iface, D3DVIEWPORT *lpData) { IDirect3DViewportImpl *This = impl_from_IDirect3DViewport3(iface); IDirect3DViewport3 *current_viewport; TRACE("iface %p, data %p.\n", iface, lpData); if (TRACE_ON(ddraw)) { TRACE(" getting D3DVIEWPORT :\n"); _dump_D3DVIEWPORT(lpData); } wined3d_mutex_lock(); This->use_vp2 = 0; memset(&(This->viewports.vp1), 0, sizeof(This->viewports.vp1)); memcpy(&(This->viewports.vp1), lpData, lpData->dwSize); /* Tests on two games show that these values are never used properly so override them with proper ones :-) */ This->viewports.vp1.dvMinZ = 0.0; This->viewports.vp1.dvMaxZ = 1.0; if (This->active_device) { IDirect3DDevice3 *d3d_device3 = &This->active_device->IDirect3DDevice3_iface; IDirect3DDevice3_GetCurrentViewport(d3d_device3, ¤t_viewport); if (current_viewport) { if (current_viewport == iface) viewport_activate(This, FALSE); IDirect3DViewport3_Release(current_viewport); } } wined3d_mutex_unlock(); return DD_OK; } /***************************************************************************** * IDirect3DViewport3::TransformVertices * * Transforms vertices by the transformation matrix. * * This function is pretty similar to IDirect3DVertexBuffer7::ProcessVertices, * so it's tempting to forward it to there. However, there are some * tiny differences. First, the lpOffscreen flag that is reported back, * then there is the homogeneous vertex that is generated. Also there's a lack * of FVFs, but still a custom stride. Last, the d3d1 - d3d3 viewport has some * settings (scale) that d3d7 and wined3d do not have. All in all wrapping to * ProcessVertices doesn't pay of in terms of wrapper code needed and code * reused. * * Params: * dwVertexCount: The number of vertices to be transformed * lpData: Pointer to the vertex data * dwFlags: D3DTRANSFORM_CLIPPED or D3DTRANSFORM_UNCLIPPED * lpOffScreen: Set to the clipping plane clipping the vertex, if only one * vertex is transformed and clipping is on. 0 otherwise * * Returns: * D3D_OK on success * D3DERR_VIEWPORTHASNODEVICE if the viewport is not assigned to a device * DDERR_INVALIDPARAMS if no clipping flag is specified * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_TransformVertices(IDirect3DViewport3 *iface, DWORD dwVertexCount, D3DTRANSFORMDATA *lpData, DWORD dwFlags, DWORD *lpOffScreen) { IDirect3DViewportImpl *This = impl_from_IDirect3DViewport3(iface); D3DMATRIX view_mat, world_mat, mat; float *in; float *out; float x, y, z, w; unsigned int i; D3DVIEWPORT vp = This->viewports.vp1; D3DHVERTEX *outH; TRACE("iface %p, vertex_count %u, vertex_data %p, flags %#x, clip_plane %p.\n", iface, dwVertexCount, lpData, dwFlags, lpOffScreen); /* Tests on windows show that Windows crashes when this occurs, * so don't return the (intuitive) return value if(!This->active_device) { WARN("No device active, returning D3DERR_VIEWPORTHASNODEVICE\n"); return D3DERR_VIEWPORTHASNODEVICE; } */ if(!(dwFlags & (D3DTRANSFORM_UNCLIPPED | D3DTRANSFORM_CLIPPED))) { WARN("No clipping flag passed, returning DDERR_INVALIDPARAMS\n"); return DDERR_INVALIDPARAMS; } wined3d_mutex_lock(); wined3d_device_get_transform(This->active_device->wined3d_device, D3DTRANSFORMSTATE_VIEW, (struct wined3d_matrix *)&view_mat); wined3d_device_get_transform(This->active_device->wined3d_device, WINED3D_TS_WORLD_MATRIX(0), (struct wined3d_matrix *)&world_mat); multiply_matrix(&mat, &view_mat, &world_mat); multiply_matrix(&mat, &This->active_device->legacy_projection, &mat); in = lpData->lpIn; out = lpData->lpOut; outH = lpData->lpHOut; for(i = 0; i < dwVertexCount; i++) { x = (in[0] * mat._11) + (in[1] * mat._21) + (in[2] * mat._31) + (1.0 * mat._41); y = (in[0] * mat._12) + (in[1] * mat._22) + (in[2] * mat._32) + (1.0 * mat._42); z = (in[0] * mat._13) + (in[1] * mat._23) + (in[2] * mat._33) + (1.0 * mat._43); w = (in[0] * mat._14) + (in[1] * mat._24) + (in[2] * mat._34) + (1.0 * mat._44); if(dwFlags & D3DTRANSFORM_CLIPPED) { /* If clipping is enabled, Windows assumes that outH is * a valid pointer */ outH[i].u1.hx = x; outH[i].u2.hy = y; outH[i].u3.hz = z; outH[i].dwFlags = 0; if(x * vp.dvScaleX > ((float) vp.dwWidth * 0.5)) outH[i].dwFlags |= D3DCLIP_RIGHT; if(x * vp.dvScaleX <= -((float) vp.dwWidth) * 0.5) outH[i].dwFlags |= D3DCLIP_LEFT; if(y * vp.dvScaleY > ((float) vp.dwHeight * 0.5)) outH[i].dwFlags |= D3DCLIP_TOP; if(y * vp.dvScaleY <= -((float) vp.dwHeight) * 0.5) outH[i].dwFlags |= D3DCLIP_BOTTOM; if(z < 0.0) outH[i].dwFlags |= D3DCLIP_FRONT; if(z > 1.0) outH[i].dwFlags |= D3DCLIP_BACK; if(outH[i].dwFlags) { /* Looks like native just drops the vertex, leaves whatever data * it has in the output buffer and goes on with the next vertex. * The exact scheme hasn't been figured out yet, but windows * definitely writes something there. */ out[0] = x; out[1] = y; out[2] = z; out[3] = w; in = (float *) ((char *) in + lpData->dwInSize); out = (float *) ((char *) out + lpData->dwOutSize); continue; } } w = 1 / w; x *= w; y *= w; z *= w; out[0] = vp.dwWidth / 2 + vp.dwX + x * vp.dvScaleX; out[1] = vp.dwHeight / 2 + vp.dwY - y * vp.dvScaleY; out[2] = z; out[3] = w; in = (float *) ((char *) in + lpData->dwInSize); out = (float *) ((char *) out + lpData->dwOutSize); } /* According to the d3d test, the offscreen flag is set only * if exactly one vertex is transformed. Its not documented, * but the test shows that the lpOffscreen flag is set to the * flag combination of clipping planes that clips the vertex. * * If clipping is requested, Windows assumes that the offscreen * param is a valid pointer. */ if(dwVertexCount == 1 && dwFlags & D3DTRANSFORM_CLIPPED) { *lpOffScreen = outH[0].dwFlags; } else if(*lpOffScreen) { *lpOffScreen = 0; } wined3d_mutex_unlock(); TRACE("All done\n"); return DD_OK; } /***************************************************************************** * IDirect3DViewport3::LightElements * * The DirectX 5.0 sdk says that it's not implemented * * Params: * ? * * Returns: * DDERR_UNSUPPORTED * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_LightElements(IDirect3DViewport3 *iface, DWORD dwElementCount, LPD3DLIGHTDATA lpData) { TRACE("iface %p, element_count %u, data %p.\n", iface, dwElementCount, lpData); return DDERR_UNSUPPORTED; } /***************************************************************************** * IDirect3DViewport3::SetBackground * * Sets tje background material * * Params: * hMat: Handle from a IDirect3DMaterial interface * * Returns: * D3D_OK on success * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_SetBackground(IDirect3DViewport3 *iface, D3DMATERIALHANDLE hMat) { IDirect3DViewportImpl *This = impl_from_IDirect3DViewport3(iface); IDirect3DMaterialImpl *m; TRACE("iface %p, material %#x.\n", iface, hMat); wined3d_mutex_lock(); if (!hMat) { This->background = NULL; TRACE("Setting background to NULL\n"); wined3d_mutex_unlock(); return D3D_OK; } m = ddraw_get_object(&This->ddraw->d3ddevice->handle_table, hMat - 1, DDRAW_HANDLE_MATERIAL); if (!m) { WARN("Invalid material handle.\n"); wined3d_mutex_unlock(); return DDERR_INVALIDPARAMS; } TRACE("Setting background color : %.8e %.8e %.8e %.8e.\n", m->mat.u.diffuse.u1.r, m->mat.u.diffuse.u2.g, m->mat.u.diffuse.u3.b, m->mat.u.diffuse.u4.a); This->background = m; wined3d_mutex_unlock(); return D3D_OK; } /***************************************************************************** * IDirect3DViewport3::GetBackground * * Returns the material handle assigned to the background of the viewport * * Params: * lphMat: Address to store the handle * lpValid: is set to FALSE if no background is set, TRUE if one is set * * Returns: * D3D_OK * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_GetBackground(IDirect3DViewport3 *iface, D3DMATERIALHANDLE *lphMat, BOOL *lpValid) { IDirect3DViewportImpl *This = impl_from_IDirect3DViewport3(iface); TRACE("iface %p, material %p, valid %p.\n", iface, lphMat, lpValid); wined3d_mutex_lock(); if(lpValid) { *lpValid = This->background != NULL; } if(lphMat) { if(This->background) { *lphMat = This->background->Handle; } else { *lphMat = 0; } } wined3d_mutex_unlock(); return D3D_OK; } /***************************************************************************** * IDirect3DViewport3::SetBackgroundDepth * * Sets a surface that represents the background depth. It's contents are * used to set the depth buffer in IDirect3DViewport3::Clear * * Params: * lpDDSurface: Surface to set * * Returns: D3D_OK, because it's a stub * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_SetBackgroundDepth(IDirect3DViewport3 *iface, IDirectDrawSurface *lpDDSurface) { FIXME("iface %p, surface %p stub!\n", iface, lpDDSurface); return D3D_OK; } /***************************************************************************** * IDirect3DViewport3::GetBackgroundDepth * * Returns the surface that represents the depth field * * Params: * lplpDDSurface: Address to store the interface pointer * lpValid: Set to TRUE if a depth is assigned, FALSE otherwise * * Returns: * D3D_OK, because it's a stub * (DDERR_INVALIDPARAMS if DDSurface of Valid is NULL) * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_GetBackgroundDepth(IDirect3DViewport3 *iface, IDirectDrawSurface **lplpDDSurface, LPBOOL lpValid) { FIXME("iface %p, surface %p, valid %p stub!\n", iface, lplpDDSurface, lpValid); return DD_OK; } /***************************************************************************** * IDirect3DViewport3::Clear * * Clears the render target and / or the z buffer * * Params: * dwCount: The amount of rectangles to clear. If 0, the whole buffer is * cleared * lpRects: Pointer to the array of rectangles. If NULL, Count must be 0 * dwFlags: D3DCLEAR_ZBUFFER and / or D3DCLEAR_TARGET * * Returns: * D3D_OK on success * D3DERR_VIEWPORTHASNODEVICE if there's no active device * The return value of IDirect3DDevice7::Clear * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface, DWORD dwCount, D3DRECT *lpRects, DWORD dwFlags) { IDirect3DViewportImpl *This = impl_from_IDirect3DViewport3(iface); DWORD color = 0x00000000; HRESULT hr; IDirect3DViewport3 *current_viewport; IDirect3DDevice3 *d3d_device3; TRACE("iface %p, rect_count %u, rects %p, flags %#x.\n", iface, dwCount, lpRects, dwFlags); if (This->active_device == NULL) { ERR(" Trying to clear a viewport not attached to a device !\n"); return D3DERR_VIEWPORTHASNODEVICE; } d3d_device3 = &This->active_device->IDirect3DDevice3_iface; wined3d_mutex_lock(); if (dwFlags & D3DCLEAR_TARGET) { if (This->background == NULL) { ERR(" Trying to clear the color buffer without background material !\n"); } else { color = ((int)((This->background->mat.u.diffuse.u1.r) * 255) << 16) | ((int) ((This->background->mat.u.diffuse.u2.g) * 255) << 8) | ((int) ((This->background->mat.u.diffuse.u3.b) * 255) << 0) | ((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24); } } /* Need to temporarily activate viewport to clear it. Previously active one will be restored afterwards. */ viewport_activate(This, TRUE); hr = IDirect3DDevice7_Clear(&This->active_device->IDirect3DDevice7_iface, dwCount, lpRects, dwFlags & (D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET), color, 1.0, 0x00000000); IDirect3DDevice3_GetCurrentViewport(d3d_device3, ¤t_viewport); if(current_viewport) { IDirect3DViewportImpl *vp = impl_from_IDirect3DViewport3(current_viewport); viewport_activate(vp, TRUE); IDirect3DViewport3_Release(current_viewport); } wined3d_mutex_unlock(); return hr; } /***************************************************************************** * IDirect3DViewport3::AddLight * * Adds an light to the viewport * * Params: * lpDirect3DLight: Interface of the light to add * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Direct3DLight is NULL * DDERR_INVALIDPARAMS if there are 8 lights or more * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface, IDirect3DLight *lpDirect3DLight) { IDirect3DViewportImpl *This = impl_from_IDirect3DViewport3(iface); IDirect3DLightImpl *lpDirect3DLightImpl = unsafe_impl_from_IDirect3DLight(lpDirect3DLight); DWORD i = 0; DWORD map = This->map_lights; TRACE("iface %p, light %p.\n", iface, lpDirect3DLight); wined3d_mutex_lock(); if (This->num_lights >= 8) { wined3d_mutex_unlock(); return DDERR_INVALIDPARAMS; } /* Find a light number and update both light and viewports objects accordingly */ while (map & 1) { map >>= 1; ++i; } lpDirect3DLightImpl->dwLightIndex = i; This->num_lights++; This->map_lights |= 1<light_list, &lpDirect3DLightImpl->entry); IDirect3DLight_AddRef(lpDirect3DLight); /* Attach the light to the viewport */ lpDirect3DLightImpl->active_viewport = This; /* If active, activate the light */ if (This->active_device) light_activate(lpDirect3DLightImpl); wined3d_mutex_unlock(); return D3D_OK; } /***************************************************************************** * IDirect3DViewport3::DeleteLight * * Deletes a light from the viewports' light list * * Params: * lpDirect3DLight: Light to delete * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if the light wasn't found * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_DeleteLight(IDirect3DViewport3 *iface, IDirect3DLight *lpDirect3DLight) { IDirect3DViewportImpl *This = impl_from_IDirect3DViewport3(iface); IDirect3DLightImpl *l = unsafe_impl_from_IDirect3DLight(lpDirect3DLight); TRACE("iface %p, light %p.\n", iface, lpDirect3DLight); wined3d_mutex_lock(); if (l->active_viewport != This) { WARN("Light %p active viewport is %p.\n", l, l->active_viewport); wined3d_mutex_unlock(); return DDERR_INVALIDPARAMS; } light_deactivate(l); list_remove(&l->entry); l->active_viewport = NULL; IDirect3DLight_Release(lpDirect3DLight); --This->num_lights; This->map_lights &= ~(1 << l->dwLightIndex); wined3d_mutex_unlock(); return D3D_OK; } /***************************************************************************** * IDirect3DViewport::NextLight * * Enumerates the lights associated with the viewport * * Params: * lpDirect3DLight: Light to start with * lplpDirect3DLight: Address to store the successor to * * Returns: * D3D_OK, because it's a stub * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_NextLight(IDirect3DViewport3 *iface, IDirect3DLight *lpDirect3DLight, IDirect3DLight **lplpDirect3DLight, DWORD dwFlags) { IDirect3DViewportImpl *This = impl_from_IDirect3DViewport3(iface); IDirect3DLightImpl *l = unsafe_impl_from_IDirect3DLight(lpDirect3DLight); struct list *entry; HRESULT hr; TRACE("iface %p, light %p, next_light %p, flags %#x.\n", iface, lpDirect3DLight, lplpDirect3DLight, dwFlags); if (!lplpDirect3DLight) return DDERR_INVALIDPARAMS; wined3d_mutex_lock(); switch (dwFlags) { case D3DNEXT_NEXT: if (!l || l->active_viewport != This) { if (l) WARN("Light %p active viewport is %p.\n", l, l->active_viewport); entry = NULL; } else entry = list_next(&This->light_list, &l->entry); break; case D3DNEXT_HEAD: entry = list_head(&This->light_list); break; case D3DNEXT_TAIL: entry = list_tail(&This->light_list); break; default: entry = NULL; WARN("Invalid flags %#x.\n", dwFlags); break; } if (entry) { *lplpDirect3DLight = (IDirect3DLight *)LIST_ENTRY(entry, IDirect3DLightImpl, entry); IDirect3DLight_AddRef(*lplpDirect3DLight); hr = D3D_OK; } else { *lplpDirect3DLight = NULL; hr = DDERR_INVALIDPARAMS; } wined3d_mutex_unlock(); return hr; } /***************************************************************************** * IDirect3DViewport2 Methods. *****************************************************************************/ /***************************************************************************** * IDirect3DViewport3::GetViewport2 * * Returns the currently set viewport in a D3DVIEWPORT2 structure. * Similar to IDirect3DViewport3::GetViewport * * Params: * lpData: Pointer to the structure to fill * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if the viewport was set with * IDirect3DViewport3::SetViewport * DDERR_INVALIDPARAMS if Data is NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_GetViewport2(IDirect3DViewport3 *iface, D3DVIEWPORT2 *lpData) { IDirect3DViewportImpl *This = impl_from_IDirect3DViewport3(iface); DWORD dwSize; TRACE("iface %p, data %p.\n", iface, lpData); wined3d_mutex_lock(); dwSize = lpData->dwSize; memset(lpData, 0, dwSize); if (This->use_vp2) memcpy(lpData, &(This->viewports.vp2), dwSize); else { D3DVIEWPORT2 vp2; vp2.dwSize = sizeof(vp2); vp2.dwX = This->viewports.vp1.dwX; vp2.dwY = This->viewports.vp1.dwY; vp2.dwWidth = This->viewports.vp1.dwWidth; vp2.dwHeight = This->viewports.vp1.dwHeight; vp2.dvClipX = 0.0; vp2.dvClipY = 0.0; vp2.dvClipWidth = 0.0; vp2.dvClipHeight = 0.0; vp2.dvMinZ = This->viewports.vp1.dvMinZ; vp2.dvMaxZ = This->viewports.vp1.dvMaxZ; memcpy(lpData, &vp2, dwSize); } if (TRACE_ON(ddraw)) { TRACE(" returning D3DVIEWPORT2 :\n"); _dump_D3DVIEWPORT2(lpData); } wined3d_mutex_unlock(); return D3D_OK; } /***************************************************************************** * IDirect3DViewport3::SetViewport2 * * Sets the viewport from a D3DVIEWPORT2 structure * * Params: * lpData: Viewport to set * * Returns: * D3D_OK on success * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_SetViewport2(IDirect3DViewport3 *iface, D3DVIEWPORT2 *lpData) { IDirect3DViewportImpl *This = impl_from_IDirect3DViewport3(iface); IDirect3DViewport3 *current_viewport; TRACE("iface %p, data %p.\n", iface, lpData); if (TRACE_ON(ddraw)) { TRACE(" getting D3DVIEWPORT2 :\n"); _dump_D3DVIEWPORT2(lpData); } wined3d_mutex_lock(); This->use_vp2 = 1; memset(&(This->viewports.vp2), 0, sizeof(This->viewports.vp2)); memcpy(&(This->viewports.vp2), lpData, lpData->dwSize); if (This->active_device) { IDirect3DDevice3 *d3d_device3 = &This->active_device->IDirect3DDevice3_iface; IDirect3DDevice3_GetCurrentViewport(d3d_device3, ¤t_viewport); if (current_viewport) { if (current_viewport == iface) viewport_activate(This, FALSE); IDirect3DViewport3_Release(current_viewport); } } wined3d_mutex_unlock(); return D3D_OK; } /***************************************************************************** * IDirect3DViewport3 Methods. *****************************************************************************/ /***************************************************************************** * IDirect3DViewport3::SetBackgroundDepth2 * * Sets a IDirectDrawSurface4 surface as the background depth surface * * Params: * lpDDS: Surface to set * * Returns: * D3D_OK, because it's stub * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_SetBackgroundDepth2(IDirect3DViewport3 *iface, IDirectDrawSurface4 *lpDDS) { FIXME("iface %p, surface %p stub!\n", iface, lpDDS); return D3D_OK; } /***************************************************************************** * IDirect3DViewport3::GetBackgroundDepth2 * * Returns the IDirect3DSurface4 interface to the background depth surface * * Params: * lplpDDS: Address to store the interface pointer at * lpValid: Set to true if a surface is assigned * * Returns: * D3D_OK because it's a stub * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_GetBackgroundDepth2(IDirect3DViewport3 *iface, IDirectDrawSurface4 **lplpDDS, BOOL *lpValid) { FIXME("iface %p, surface %p, valid %p stub!\n", iface, lplpDDS, lpValid); return D3D_OK; } /***************************************************************************** * IDirect3DViewport3::Clear2 * * Another clearing method * * Params: * Count: Number of rectangles to clear * Rects: Rectangle array to clear * Flags: Some flags :) * Color: Color to fill the render target with * Z: Value to fill the depth buffer with * Stencil: Value to fill the stencil bits with * * Returns: * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_Clear2(IDirect3DViewport3 *iface, DWORD dwCount, LPD3DRECT lpRects, DWORD dwFlags, DWORD dwColor, D3DVALUE dvZ, DWORD dwStencil) { IDirect3DViewportImpl *This = impl_from_IDirect3DViewport3(iface); HRESULT hr; IDirect3DViewport3 *current_viewport; IDirect3DDevice3 *d3d_device3; TRACE("iface %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n", iface, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil); wined3d_mutex_lock(); if (This->active_device == NULL) { ERR(" Trying to clear a viewport not attached to a device !\n"); wined3d_mutex_unlock(); return D3DERR_VIEWPORTHASNODEVICE; } d3d_device3 = &This->active_device->IDirect3DDevice3_iface; /* Need to temporarily activate viewport to clear it. Previously active * one will be restored afterwards. */ viewport_activate(This, TRUE); hr = IDirect3DDevice7_Clear(&This->active_device->IDirect3DDevice7_iface, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil); IDirect3DDevice3_GetCurrentViewport(d3d_device3, ¤t_viewport); if(current_viewport) { IDirect3DViewportImpl *vp = impl_from_IDirect3DViewport3(current_viewport); viewport_activate(vp, TRUE); IDirect3DViewport3_Release(current_viewport); } wined3d_mutex_unlock(); return hr; } /***************************************************************************** * The VTable *****************************************************************************/ static const struct IDirect3DViewport3Vtbl d3d_viewport_vtbl = { /*** IUnknown Methods ***/ IDirect3DViewportImpl_QueryInterface, IDirect3DViewportImpl_AddRef, IDirect3DViewportImpl_Release, /*** IDirect3DViewport Methods */ IDirect3DViewportImpl_Initialize, IDirect3DViewportImpl_GetViewport, IDirect3DViewportImpl_SetViewport, IDirect3DViewportImpl_TransformVertices, IDirect3DViewportImpl_LightElements, IDirect3DViewportImpl_SetBackground, IDirect3DViewportImpl_GetBackground, IDirect3DViewportImpl_SetBackgroundDepth, IDirect3DViewportImpl_GetBackgroundDepth, IDirect3DViewportImpl_Clear, IDirect3DViewportImpl_AddLight, IDirect3DViewportImpl_DeleteLight, IDirect3DViewportImpl_NextLight, /*** IDirect3DViewport2 Methods ***/ IDirect3DViewportImpl_GetViewport2, IDirect3DViewportImpl_SetViewport2, /*** IDirect3DViewport3 Methods ***/ IDirect3DViewportImpl_SetBackgroundDepth2, IDirect3DViewportImpl_GetBackgroundDepth2, IDirect3DViewportImpl_Clear2, }; IDirect3DViewportImpl *unsafe_impl_from_IDirect3DViewport3(IDirect3DViewport3 *iface) { if (!iface) return NULL; assert(iface->lpVtbl == &d3d_viewport_vtbl); return CONTAINING_RECORD(iface, IDirect3DViewportImpl, IDirect3DViewport3_iface); } IDirect3DViewportImpl *unsafe_impl_from_IDirect3DViewport2(IDirect3DViewport2 *iface) { /* IDirect3DViewport and IDirect3DViewport3 use the same iface. */ if (!iface) return NULL; assert(iface->lpVtbl == (IDirect3DViewport2Vtbl *)&d3d_viewport_vtbl); return CONTAINING_RECORD(iface, IDirect3DViewportImpl, IDirect3DViewport3_iface); } IDirect3DViewportImpl *unsafe_impl_from_IDirect3DViewport(IDirect3DViewport *iface) { /* IDirect3DViewport and IDirect3DViewport3 use the same iface. */ if (!iface) return NULL; assert(iface->lpVtbl == (IDirect3DViewportVtbl *)&d3d_viewport_vtbl); return CONTAINING_RECORD(iface, IDirect3DViewportImpl, IDirect3DViewport3_iface); } void d3d_viewport_init(IDirect3DViewportImpl *viewport, IDirectDrawImpl *ddraw) { viewport->IDirect3DViewport3_iface.lpVtbl = &d3d_viewport_vtbl; viewport->ref = 1; viewport->ddraw = ddraw; viewport->use_vp2 = 0xff; list_init(&viewport->light_list); }