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/* 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 "config.h"
#include "wine/port.h"
#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->dwLightIndex, &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) return;
device = light->active_viewport->active_device;
light_update(light);
if (!(light->light.dwFlags & D3DLIGHT_ACTIVE))
{
IDirect3DDevice7_LightEnable(&device->IDirect3DDevice7_iface, light->dwLightIndex, TRUE);
light->light.dwFlags |= D3DLIGHT_ACTIVE;
}
}
/*****************************************************************************
*
* 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) return;
device = light->active_viewport->active_device;
if (light->light.dwFlags & D3DLIGHT_ACTIVE)
{
IDirect3DDevice7_LightEnable(&device->IDirect3DDevice7_iface, light->dwLightIndex, FALSE);
light->light.dwFlags &= ~D3DLIGHT_ACTIVE;
}
}
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)
{
HeapFree(GetProcessHeap(), 0, 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 = data->dcvColor;
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 (!(light->light.dwFlags & D3DLIGHT_ACTIVE) && flags & D3DLIGHT_ACTIVE)
light_activate(light);
else if (light->light.dwFlags & D3DLIGHT_ACTIVE && !(flags & D3DLIGHT_ACTIVE))
light_deactivate(light);
else if (flags & D3DLIGHT_ACTIVE)
light_update(light);
light->light.dwFlags = flags;
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);
}