f2caf20858ea49140557991d9faad775be0ccef6
[reactos.git] / dll / directx / wine / ddraw / viewport.c
1 /* Direct3D Viewport
2 * Copyright (c) 1998 Lionel ULMER
3 * Copyright (c) 2006-2007 Stefan DÖSINGER
4 *
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
9 *
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
14 *
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
18 */
19
20 #include "config.h"
21 #include "wine/port.h"
22
23 #include "ddraw_private.h"
24
25 WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
26
27 /*****************************************************************************
28 * Helper functions
29 *****************************************************************************/
30
31 static void update_clip_space(struct d3d_device *device,
32 struct wined3d_vec3 *scale, struct wined3d_vec3 *offset)
33 {
34 D3DMATRIX clip_space =
35 {
36 scale->x, 0.0f, 0.0f, 0.0f,
37 0.0f, scale->y, 0.0f, 0.0f,
38 0.0f, 0.0f, scale->z, 0.0f,
39 offset->x, offset->y, offset->z, 1.0f,
40 };
41 D3DMATRIX projection;
42
43 multiply_matrix(&projection, &clip_space, &device->legacy_projection);
44 wined3d_device_set_transform(device->wined3d_device,
45 WINED3D_TS_PROJECTION, (struct wined3d_matrix *)&projection);
46 device->legacy_clipspace = clip_space;
47 }
48
49 /*****************************************************************************
50 * viewport_activate
51 *
52 * activates the viewport using IDirect3DDevice7::SetViewport
53 *
54 *****************************************************************************/
55 void viewport_activate(struct d3d_viewport *This, BOOL ignore_lights)
56 {
57 struct wined3d_vec3 scale, offset;
58 D3DVIEWPORT7 vp;
59
60 if (!ignore_lights)
61 {
62 struct d3d_light *light;
63
64 /* Activate all the lights associated with this context */
65 LIST_FOR_EACH_ENTRY(light, &This->light_list, struct d3d_light, entry)
66 {
67 light_activate(light);
68 }
69 }
70
71 /* And copy the values in the structure used by the device */
72 if (This->use_vp2)
73 {
74 vp.dwX = This->viewports.vp2.dwX;
75 vp.dwY = This->viewports.vp2.dwY;
76 vp.dwHeight = This->viewports.vp2.dwHeight;
77 vp.dwWidth = This->viewports.vp2.dwWidth;
78 vp.dvMinZ = 0.0f;
79 vp.dvMaxZ = 1.0f;
80
81 scale.x = 2.0f / This->viewports.vp2.dvClipWidth;
82 scale.y = 2.0f / This->viewports.vp2.dvClipHeight;
83 scale.z = 1.0f / (This->viewports.vp2.dvMaxZ - This->viewports.vp2.dvMinZ);
84 offset.x = -2.0f * This->viewports.vp2.dvClipX / This->viewports.vp2.dvClipWidth - 1.0f;
85 offset.y = -2.0f * This->viewports.vp2.dvClipY / This->viewports.vp2.dvClipHeight + 1.0f;
86 offset.z = -This->viewports.vp2.dvMinZ / (This->viewports.vp2.dvMaxZ - This->viewports.vp2.dvMinZ);
87 }
88 else
89 {
90 vp.dwX = This->viewports.vp1.dwX;
91 vp.dwY = This->viewports.vp1.dwY;
92 vp.dwHeight = This->viewports.vp1.dwHeight;
93 vp.dwWidth = This->viewports.vp1.dwWidth;
94 vp.dvMinZ = 0.0f;
95 vp.dvMaxZ = 1.0f;
96
97 scale.x = 2.0f * This->viewports.vp1.dvScaleX / This->viewports.vp1.dwWidth;
98 scale.y = 2.0f * This->viewports.vp1.dvScaleY / This->viewports.vp1.dwHeight;
99 scale.z = 1.0f;
100 offset.x = 0.0f;
101 offset.y = 0.0f;
102 offset.z = 0.0f;
103 }
104
105 update_clip_space(This->active_device, &scale, &offset);
106 IDirect3DDevice7_SetViewport(&This->active_device->IDirect3DDevice7_iface, &vp);
107 }
108
109 /*****************************************************************************
110 * _dump_D3DVIEWPORT, _dump_D3DVIEWPORT2
111 *
112 * Writes viewport information to TRACE
113 *
114 *****************************************************************************/
115 static void _dump_D3DVIEWPORT(const D3DVIEWPORT *lpvp)
116 {
117 TRACE(" - dwSize = %d dwX = %d dwY = %d\n",
118 lpvp->dwSize, lpvp->dwX, lpvp->dwY);
119 TRACE(" - dwWidth = %d dwHeight = %d\n",
120 lpvp->dwWidth, lpvp->dwHeight);
121 TRACE(" - dvScaleX = %f dvScaleY = %f\n",
122 lpvp->dvScaleX, lpvp->dvScaleY);
123 TRACE(" - dvMaxX = %f dvMaxY = %f\n",
124 lpvp->dvMaxX, lpvp->dvMaxY);
125 TRACE(" - dvMinZ = %f dvMaxZ = %f\n",
126 lpvp->dvMinZ, lpvp->dvMaxZ);
127 }
128
129 static void _dump_D3DVIEWPORT2(const D3DVIEWPORT2 *lpvp)
130 {
131 TRACE(" - dwSize = %d dwX = %d dwY = %d\n",
132 lpvp->dwSize, lpvp->dwX, lpvp->dwY);
133 TRACE(" - dwWidth = %d dwHeight = %d\n",
134 lpvp->dwWidth, lpvp->dwHeight);
135 TRACE(" - dvClipX = %f dvClipY = %f\n",
136 lpvp->dvClipX, lpvp->dvClipY);
137 TRACE(" - dvClipWidth = %f dvClipHeight = %f\n",
138 lpvp->dvClipWidth, lpvp->dvClipHeight);
139 TRACE(" - dvMinZ = %f dvMaxZ = %f\n",
140 lpvp->dvMinZ, lpvp->dvMaxZ);
141 }
142
143 static inline struct d3d_viewport *impl_from_IDirect3DViewport3(IDirect3DViewport3 *iface)
144 {
145 return CONTAINING_RECORD(iface, struct d3d_viewport, IDirect3DViewport3_iface);
146 }
147
148 /*****************************************************************************
149 * IUnknown Methods.
150 *****************************************************************************/
151
152 /*****************************************************************************
153 * IDirect3DViewport3::QueryInterface
154 *
155 * A normal QueryInterface. Can query all interface versions and the
156 * IUnknown interface. The VTables of the different versions
157 * are equal
158 *
159 * Params:
160 * refiid: Interface id queried for
161 * obj: Address to write the interface pointer to
162 *
163 * Returns:
164 * S_OK on success.
165 * E_NOINTERFACE if the requested interface wasn't found
166 *
167 *****************************************************************************/
168 static HRESULT WINAPI d3d_viewport_QueryInterface(IDirect3DViewport3 *iface, REFIID riid, void **object)
169 {
170 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
171
172 if (IsEqualGUID(&IID_IDirect3DViewport3, riid)
173 || IsEqualGUID(&IID_IDirect3DViewport2, riid)
174 || IsEqualGUID(&IID_IDirect3DViewport, riid)
175 || IsEqualGUID(&IID_IUnknown, riid))
176 {
177 IDirect3DViewport3_AddRef(iface);
178 *object = iface;
179 return S_OK;
180 }
181
182 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
183
184 *object = NULL;
185 return E_NOINTERFACE;
186 }
187
188 /*****************************************************************************
189 * IDirect3DViewport3::AddRef
190 *
191 * Increases the refcount.
192 *
193 * Returns:
194 * The new refcount
195 *
196 *****************************************************************************/
197 static ULONG WINAPI d3d_viewport_AddRef(IDirect3DViewport3 *iface)
198 {
199 struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
200 ULONG ref = InterlockedIncrement(&viewport->ref);
201
202 TRACE("%p increasing refcount to %u.\n", viewport, ref);
203
204 return ref;
205 }
206
207 /*****************************************************************************
208 * IDirect3DViewport3::Release
209 *
210 * Reduces the refcount. If it falls to 0, the interface is released
211 *
212 * Returns:
213 * The new refcount
214 *
215 *****************************************************************************/
216 static ULONG WINAPI d3d_viewport_Release(IDirect3DViewport3 *iface)
217 {
218 struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
219 ULONG ref = InterlockedDecrement(&viewport->ref);
220
221 TRACE("%p decreasing refcount to %u.\n", viewport, ref);
222
223 if (!ref)
224 heap_free(viewport);
225
226 return ref;
227 }
228
229 /*****************************************************************************
230 * IDirect3DViewport Methods.
231 *****************************************************************************/
232
233 /*****************************************************************************
234 * IDirect3DViewport3::Initialize
235 *
236 * No-op initialization.
237 *
238 * Params:
239 * Direct3D: The direct3D device this viewport is assigned to
240 *
241 * Returns:
242 * DDERR_ALREADYINITIALIZED
243 *
244 *****************************************************************************/
245 static HRESULT WINAPI d3d_viewport_Initialize(IDirect3DViewport3 *iface, IDirect3D *d3d)
246 {
247 TRACE("iface %p, d3d %p.\n", iface, d3d);
248
249 return DDERR_ALREADYINITIALIZED;
250 }
251
252 static HRESULT WINAPI d3d_viewport_GetViewport(IDirect3DViewport3 *iface, D3DVIEWPORT *vp)
253 {
254 struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
255 DWORD size;
256
257 TRACE("iface %p, vp %p.\n", iface, vp);
258
259 if (!vp)
260 return DDERR_INVALIDPARAMS;
261
262 wined3d_mutex_lock();
263
264 size = vp->dwSize;
265 if (!viewport->use_vp2)
266 {
267 memcpy(vp, &viewport->viewports.vp1, size);
268 }
269 else
270 {
271 D3DVIEWPORT vp1;
272
273 vp1.dwSize = sizeof(vp1);
274 vp1.dwX = viewport->viewports.vp2.dwX;
275 vp1.dwY = viewport->viewports.vp2.dwY;
276 vp1.dwWidth = viewport->viewports.vp2.dwWidth;
277 vp1.dwHeight = viewport->viewports.vp2.dwHeight;
278 vp1.dvMaxX = 0.0;
279 vp1.dvMaxY = 0.0;
280 vp1.dvScaleX = 0.0;
281 vp1.dvScaleY = 0.0;
282 vp1.dvMinZ = viewport->viewports.vp2.dvMinZ;
283 vp1.dvMaxZ = viewport->viewports.vp2.dvMaxZ;
284 memcpy(vp, &vp1, size);
285 }
286
287 if (TRACE_ON(ddraw))
288 {
289 TRACE(" returning D3DVIEWPORT :\n");
290 _dump_D3DVIEWPORT(vp);
291 }
292
293 wined3d_mutex_unlock();
294
295 return D3D_OK;
296 }
297
298 static HRESULT WINAPI d3d_viewport_SetViewport(IDirect3DViewport3 *iface, D3DVIEWPORT *vp)
299 {
300 struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
301 struct d3d_device *device = viewport->active_device;
302 struct wined3d_sub_resource_desc rt_desc;
303 struct wined3d_rendertarget_view *rtv;
304 IDirect3DViewport3 *current_viewport;
305 struct ddraw_surface *surface;
306
307 TRACE("iface %p, vp %p.\n", iface, vp);
308
309 if (!vp)
310 return DDERR_INVALIDPARAMS;
311
312 if (TRACE_ON(ddraw))
313 {
314 TRACE(" getting D3DVIEWPORT :\n");
315 _dump_D3DVIEWPORT(vp);
316 }
317
318 if (!device)
319 {
320 WARN("Viewport not bound to a device, returning D3DERR_VIEWPORTHASNODEVICE.\n");
321 return D3DERR_VIEWPORTHASNODEVICE;
322 }
323
324 wined3d_mutex_lock();
325
326 if (device->version > 1)
327 {
328 if (!(rtv = wined3d_device_get_rendertarget_view(device->wined3d_device, 0)))
329 {
330 wined3d_mutex_unlock();
331 return DDERR_INVALIDCAPS;
332 }
333 surface = wined3d_rendertarget_view_get_sub_resource_parent(rtv);
334 wined3d_texture_get_sub_resource_desc(surface->wined3d_texture, surface->sub_resource_idx, &rt_desc);
335
336 if (vp->dwX > rt_desc.width || vp->dwWidth > rt_desc.width - vp->dwX
337 || vp->dwY > rt_desc.height || vp->dwHeight > rt_desc.height - vp->dwY)
338 {
339 WARN("Invalid viewport, returning DDERR_INVALIDPARAMS.\n");
340 wined3d_mutex_unlock();
341 return DDERR_INVALIDPARAMS;
342 }
343 }
344
345 viewport->use_vp2 = 0;
346 memset(&viewport->viewports.vp1, 0, sizeof(viewport->viewports.vp1));
347 memcpy(&viewport->viewports.vp1, vp, vp->dwSize);
348
349 /* Empirical testing on a couple of d3d1 games showed that these values
350 * should be ignored. */
351 viewport->viewports.vp1.dvMinZ = 0.0;
352 viewport->viewports.vp1.dvMaxZ = 1.0;
353
354 if (SUCCEEDED(IDirect3DDevice3_GetCurrentViewport(&device->IDirect3DDevice3_iface, &current_viewport)))
355 {
356 if (current_viewport == iface)
357 viewport_activate(viewport, FALSE);
358 IDirect3DViewport3_Release(current_viewport);
359 }
360
361 wined3d_mutex_unlock();
362
363 return D3D_OK;
364 }
365
366 /*****************************************************************************
367 * IDirect3DViewport3::TransformVertices
368 *
369 * Transforms vertices by the transformation matrix.
370 *
371 * This function is pretty similar to IDirect3DVertexBuffer7::ProcessVertices,
372 * so it's tempting to forward it to there. However, there are some
373 * tiny differences. First, the lpOffscreen flag that is reported back,
374 * then there is the homogeneous vertex that is generated. Also there's a lack
375 * of FVFs, but still a custom stride. Last, the d3d1 - d3d3 viewport has some
376 * settings (scale) that d3d7 and wined3d do not have. All in all wrapping to
377 * ProcessVertices doesn't pay of in terms of wrapper code needed and code
378 * reused.
379 *
380 * Params:
381 * dwVertexCount: The number of vertices to be transformed
382 * data: Pointer to the vertex input / output data.
383 * dwFlags: D3DTRANSFORM_CLIPPED or D3DTRANSFORM_UNCLIPPED
384 * offscreen: Logical AND of the planes that clipped the vertices if clipping
385 * is on. 0 if clipping is off.
386 *
387 * Returns:
388 * D3D_OK on success
389 * D3DERR_VIEWPORTHASNODEVICE if the viewport is not assigned to a device
390 * DDERR_INVALIDPARAMS if no clipping flag is specified
391 *
392 *****************************************************************************/
393 struct transform_vertices_vertex
394 {
395 float x, y, z, w; /* w is unused in input data. */
396 struct
397 {
398 DWORD p[4];
399 } payload;
400 };
401
402 static HRESULT WINAPI d3d_viewport_TransformVertices(IDirect3DViewport3 *iface,
403 DWORD dwVertexCount, D3DTRANSFORMDATA *data, DWORD dwFlags, DWORD *offscreen)
404 {
405 struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
406 D3DVIEWPORT vp = viewport->viewports.vp1;
407 D3DMATRIX view_mat, world_mat, proj_mat, mat;
408 struct transform_vertices_vertex *in, *out;
409 float x, y, z, w;
410 unsigned int i;
411 D3DHVERTEX *outH;
412 struct d3d_device *device = viewport->active_device;
413 BOOL activate = device->current_viewport != viewport;
414
415 TRACE("iface %p, vertex_count %u, data %p, flags %#x, offscreen %p.\n",
416 iface, dwVertexCount, data, dwFlags, offscreen);
417
418 /* Tests on windows show that Windows crashes when this occurs,
419 * so don't return the (intuitive) return value
420 if (!device)
421 {
422 WARN("No device active, returning D3DERR_VIEWPORTHASNODEVICE\n");
423 return D3DERR_VIEWPORTHASNODEVICE;
424 }
425 */
426
427 if (!data || data->dwSize != sizeof(*data))
428 {
429 WARN("Transform data is NULL or size is incorrect, returning DDERR_INVALIDPARAMS\n");
430 return DDERR_INVALIDPARAMS;
431 }
432 if (!(dwFlags & (D3DTRANSFORM_UNCLIPPED | D3DTRANSFORM_CLIPPED)))
433 {
434 WARN("No clipping flag passed, returning DDERR_INVALIDPARAMS\n");
435 return DDERR_INVALIDPARAMS;
436 }
437
438 wined3d_mutex_lock();
439 if (activate)
440 viewport_activate(viewport, TRUE);
441
442 wined3d_device_get_transform(device->wined3d_device,
443 D3DTRANSFORMSTATE_VIEW, (struct wined3d_matrix *)&view_mat);
444 wined3d_device_get_transform(device->wined3d_device,
445 WINED3D_TS_WORLD_MATRIX(0), (struct wined3d_matrix *)&world_mat);
446 wined3d_device_get_transform(device->wined3d_device,
447 WINED3D_TS_PROJECTION, (struct wined3d_matrix *)&proj_mat);
448 multiply_matrix(&mat, &view_mat, &world_mat);
449 multiply_matrix(&mat, &proj_mat, &mat);
450
451 /* The pointer is not tested against NULL on Windows. */
452 if (dwFlags & D3DTRANSFORM_CLIPPED)
453 *offscreen = ~0U;
454 else
455 *offscreen = 0;
456
457 outH = data->lpHOut;
458 for(i = 0; i < dwVertexCount; i++)
459 {
460 in = (struct transform_vertices_vertex *)((char *)data->lpIn + data->dwInSize * i);
461 out = (struct transform_vertices_vertex *)((char *)data->lpOut + data->dwOutSize * i);
462
463 x = (in->x * mat._11) + (in->y * mat._21) + (in->z * mat._31) + mat._41;
464 y = (in->x * mat._12) + (in->y * mat._22) + (in->z * mat._32) + mat._42;
465 z = (in->x * mat._13) + (in->y * mat._23) + (in->z * mat._33) + mat._43;
466 w = (in->x * mat._14) + (in->y * mat._24) + (in->z * mat._34) + mat._44;
467
468 if(dwFlags & D3DTRANSFORM_CLIPPED)
469 {
470 /* If clipping is enabled, Windows assumes that outH is
471 * a valid pointer. */
472 outH[i].u1.hx = (x - device->legacy_clipspace._41 * w) / device->legacy_clipspace._11;
473 outH[i].u2.hy = (y - device->legacy_clipspace._42 * w) / device->legacy_clipspace._22;
474 outH[i].u3.hz = (z - device->legacy_clipspace._43 * w) / device->legacy_clipspace._33;
475
476 outH[i].dwFlags = 0;
477 if (x > w)
478 outH[i].dwFlags |= D3DCLIP_RIGHT;
479 if (x < -w)
480 outH[i].dwFlags |= D3DCLIP_LEFT;
481 if (y > w)
482 outH[i].dwFlags |= D3DCLIP_TOP;
483 if (y < -w)
484 outH[i].dwFlags |= D3DCLIP_BOTTOM;
485 if (z < 0.0f)
486 outH[i].dwFlags |= D3DCLIP_FRONT;
487 if (z > w)
488 outH[i].dwFlags |= D3DCLIP_BACK;
489
490 *offscreen &= outH[i].dwFlags;
491
492 if(outH[i].dwFlags)
493 {
494 /* Looks like native just drops the vertex, leaves whatever data
495 * it has in the output buffer and goes on with the next vertex.
496 * The exact scheme hasn't been figured out yet, but windows
497 * definitely writes something there.
498 */
499 out->x = x;
500 out->y = y;
501 out->z = z;
502 out->w = w;
503 continue;
504 }
505 }
506
507 w = 1 / w;
508 x *= w; y *= w; z *= w;
509
510 out->x = (x + 1.0f) * vp.dwWidth * 0.5 + vp.dwX;
511 out->y = (-y + 1.0f) * vp.dwHeight * 0.5 + vp.dwY;
512 out->z = z;
513 out->w = w;
514 out->payload = in->payload;
515 }
516
517 if (activate && device->current_viewport)
518 viewport_activate(device->current_viewport, TRUE);
519
520 wined3d_mutex_unlock();
521
522 TRACE("All done\n");
523 return DD_OK;
524 }
525
526 /*****************************************************************************
527 * IDirect3DViewport3::LightElements
528 *
529 * The DirectX 5.0 sdk says that it's not implemented
530 *
531 * Params:
532 * ?
533 *
534 * Returns:
535 * DDERR_UNSUPPORTED
536 *
537 *****************************************************************************/
538 static HRESULT WINAPI d3d_viewport_LightElements(IDirect3DViewport3 *iface,
539 DWORD element_count, D3DLIGHTDATA *data)
540 {
541 TRACE("iface %p, element_count %u, data %p.\n", iface, element_count, data);
542
543 return DDERR_UNSUPPORTED;
544 }
545
546 static HRESULT WINAPI d3d_viewport_SetBackground(IDirect3DViewport3 *iface, D3DMATERIALHANDLE material)
547 {
548 struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
549 struct d3d_material *m;
550
551 TRACE("iface %p, material %#x.\n", iface, material);
552
553 wined3d_mutex_lock();
554
555 if (!(m = ddraw_get_object(&viewport->ddraw->d3ddevice->handle_table, material - 1, DDRAW_HANDLE_MATERIAL)))
556 {
557 WARN("Invalid material handle %#x.\n", material);
558 wined3d_mutex_unlock();
559 return DDERR_INVALIDPARAMS;
560 }
561
562 TRACE("Setting background color : %.8e %.8e %.8e %.8e.\n",
563 m->mat.u.diffuse.u1.r, m->mat.u.diffuse.u2.g,
564 m->mat.u.diffuse.u3.b, m->mat.u.diffuse.u4.a);
565 viewport->background = m;
566
567 wined3d_mutex_unlock();
568
569 return D3D_OK;
570 }
571
572 /*****************************************************************************
573 * IDirect3DViewport3::GetBackground
574 *
575 * Returns the material handle assigned to the background of the viewport
576 *
577 * Params:
578 * lphMat: Address to store the handle
579 * lpValid: is set to FALSE if no background is set, TRUE if one is set
580 *
581 * Returns:
582 * D3D_OK
583 *
584 *****************************************************************************/
585 static HRESULT WINAPI d3d_viewport_GetBackground(IDirect3DViewport3 *iface,
586 D3DMATERIALHANDLE *material, BOOL *valid)
587 {
588 struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
589
590 TRACE("iface %p, material %p, valid %p.\n", iface, material, valid);
591
592 wined3d_mutex_lock();
593 if (valid)
594 *valid = !!viewport->background;
595 if (material)
596 *material = viewport->background ? viewport->background->Handle : 0;
597 wined3d_mutex_unlock();
598
599 return D3D_OK;
600 }
601
602 /*****************************************************************************
603 * IDirect3DViewport3::SetBackgroundDepth
604 *
605 * Sets a surface that represents the background depth. Its contents are
606 * used to set the depth buffer in IDirect3DViewport3::Clear
607 *
608 * Params:
609 * lpDDSurface: Surface to set
610 *
611 * Returns: D3D_OK, because it's a stub
612 *
613 *****************************************************************************/
614 static HRESULT WINAPI d3d_viewport_SetBackgroundDepth(IDirect3DViewport3 *iface, IDirectDrawSurface *surface)
615 {
616 FIXME("iface %p, surface %p stub!\n", iface, surface);
617
618 return D3D_OK;
619 }
620
621 /*****************************************************************************
622 * IDirect3DViewport3::GetBackgroundDepth
623 *
624 * Returns the surface that represents the depth field
625 *
626 * Params:
627 * lplpDDSurface: Address to store the interface pointer
628 * lpValid: Set to TRUE if a depth is assigned, FALSE otherwise
629 *
630 * Returns:
631 * D3D_OK, because it's a stub
632 * (DDERR_INVALIDPARAMS if DDSurface of Valid is NULL)
633 *
634 *****************************************************************************/
635 static HRESULT WINAPI d3d_viewport_GetBackgroundDepth(IDirect3DViewport3 *iface,
636 IDirectDrawSurface **surface, BOOL *valid)
637 {
638 FIXME("iface %p, surface %p, valid %p stub!\n", iface, surface, valid);
639
640 return DD_OK;
641 }
642
643 /*****************************************************************************
644 * IDirect3DViewport3::Clear
645 *
646 * Clears the render target and / or the z buffer
647 *
648 * Params:
649 * dwCount: The amount of rectangles to clear. If 0, the whole buffer is
650 * cleared
651 * lpRects: Pointer to the array of rectangles. If NULL, Count must be 0
652 * dwFlags: D3DCLEAR_ZBUFFER and / or D3DCLEAR_TARGET
653 *
654 * Returns:
655 * D3D_OK on success
656 * D3DERR_VIEWPORTHASNODEVICE if there's no active device
657 * The return value of IDirect3DDevice7::Clear
658 *
659 *****************************************************************************/
660 static HRESULT WINAPI d3d_viewport_Clear(IDirect3DViewport3 *iface,
661 DWORD rect_count, D3DRECT *rects, DWORD flags)
662 {
663 struct d3d_viewport *This = impl_from_IDirect3DViewport3(iface);
664 DWORD color = 0x00000000;
665 HRESULT hr;
666 IDirect3DViewport3 *current_viewport;
667 IDirect3DDevice3 *d3d_device3;
668
669 TRACE("iface %p, rect_count %u, rects %p, flags %#x.\n", iface, rect_count, rects, flags);
670
671 if (!rects || !rect_count)
672 {
673 WARN("rect_count = %u, rects = %p, ignoring clear\n", rect_count, rects);
674 return D3D_OK;
675 }
676
677 if (This->active_device == NULL) {
678 ERR(" Trying to clear a viewport not attached to a device!\n");
679 return D3DERR_VIEWPORTHASNODEVICE;
680 }
681 d3d_device3 = &This->active_device->IDirect3DDevice3_iface;
682
683 wined3d_mutex_lock();
684
685 if (flags & D3DCLEAR_TARGET)
686 {
687 if (!This->background)
688 WARN("No background material set.\n");
689 else
690 color = D3DRGBA(This->background->mat.u.diffuse.u1.r,
691 This->background->mat.u.diffuse.u2.g,
692 This->background->mat.u.diffuse.u3.b,
693 This->background->mat.u.diffuse.u4.a);
694 }
695
696 /* Need to temporarily activate the viewport to clear it. The previously
697 * active one will be restored afterwards. */
698 viewport_activate(This, TRUE);
699
700 hr = IDirect3DDevice7_Clear(&This->active_device->IDirect3DDevice7_iface, rect_count, rects,
701 flags & (D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET), color, 1.0, 0x00000000);
702
703 if (SUCCEEDED(IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport)))
704 {
705 struct d3d_viewport *vp = impl_from_IDirect3DViewport3(current_viewport);
706 viewport_activate(vp, TRUE);
707 IDirect3DViewport3_Release(current_viewport);
708 }
709
710 wined3d_mutex_unlock();
711
712 return hr;
713 }
714
715 /*****************************************************************************
716 * IDirect3DViewport3::AddLight
717 *
718 * Adds an light to the viewport
719 *
720 * Params:
721 * lpDirect3DLight: Interface of the light to add
722 *
723 * Returns:
724 * D3D_OK on success
725 * DDERR_INVALIDPARAMS if Direct3DLight is NULL
726 * DDERR_INVALIDPARAMS if there are 8 lights or more
727 *
728 *****************************************************************************/
729 static HRESULT WINAPI d3d_viewport_AddLight(IDirect3DViewport3 *iface, IDirect3DLight *lpDirect3DLight)
730 {
731 struct d3d_viewport *This = impl_from_IDirect3DViewport3(iface);
732 struct d3d_light *light_impl = unsafe_impl_from_IDirect3DLight(lpDirect3DLight);
733 DWORD i = 0;
734 DWORD map = This->map_lights;
735
736 TRACE("iface %p, light %p.\n", iface, lpDirect3DLight);
737
738 wined3d_mutex_lock();
739
740 if (This->num_lights >= 8)
741 {
742 wined3d_mutex_unlock();
743 return DDERR_INVALIDPARAMS;
744 }
745
746 /* Find a light number and update both light and viewports objects accordingly */
747 while (map & 1)
748 {
749 map >>= 1;
750 ++i;
751 }
752 light_impl->dwLightIndex = i;
753 This->num_lights++;
754 This->map_lights |= 1<<i;
755
756 /* Add the light in the 'linked' chain */
757 list_add_head(&This->light_list, &light_impl->entry);
758 IDirect3DLight_AddRef(lpDirect3DLight);
759
760 /* Attach the light to the viewport */
761 light_impl->active_viewport = This;
762
763 /* If active, activate the light */
764 if (This->active_device && light_impl->light.dwFlags & D3DLIGHT_ACTIVE)
765 {
766 /* Disable the flag so that light_activate actually does its job. */
767 light_impl->light.dwFlags &= ~D3DLIGHT_ACTIVE;
768 light_activate(light_impl);
769 }
770
771 wined3d_mutex_unlock();
772
773 return D3D_OK;
774 }
775
776 /*****************************************************************************
777 * IDirect3DViewport3::DeleteLight
778 *
779 * Deletes a light from the viewports' light list
780 *
781 * Params:
782 * lpDirect3DLight: Light to delete
783 *
784 * Returns:
785 * D3D_OK on success
786 * DDERR_INVALIDPARAMS if the light wasn't found
787 *
788 *****************************************************************************/
789 static HRESULT WINAPI d3d_viewport_DeleteLight(IDirect3DViewport3 *iface, IDirect3DLight *lpDirect3DLight)
790 {
791 struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
792 struct d3d_light *l = unsafe_impl_from_IDirect3DLight(lpDirect3DLight);
793
794 TRACE("iface %p, light %p.\n", iface, lpDirect3DLight);
795
796 wined3d_mutex_lock();
797
798 if (l->active_viewport != viewport)
799 {
800 WARN("Light %p active viewport is %p.\n", l, l->active_viewport);
801 wined3d_mutex_unlock();
802 return DDERR_INVALIDPARAMS;
803 }
804
805 light_deactivate(l);
806 list_remove(&l->entry);
807 l->active_viewport = NULL;
808 IDirect3DLight_Release(lpDirect3DLight);
809 --viewport->num_lights;
810 viewport->map_lights &= ~(1 << l->dwLightIndex);
811
812 wined3d_mutex_unlock();
813
814 return D3D_OK;
815 }
816
817 /*****************************************************************************
818 * IDirect3DViewport::NextLight
819 *
820 * Enumerates the lights associated with the viewport
821 *
822 * Params:
823 * lpDirect3DLight: Light to start with
824 * lplpDirect3DLight: Address to store the successor to
825 *
826 * Returns:
827 * D3D_OK, because it's a stub
828 *
829 *****************************************************************************/
830 static HRESULT WINAPI d3d_viewport_NextLight(IDirect3DViewport3 *iface,
831 IDirect3DLight *lpDirect3DLight, IDirect3DLight **lplpDirect3DLight, DWORD flags)
832 {
833 struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
834 struct d3d_light *l = unsafe_impl_from_IDirect3DLight(lpDirect3DLight);
835 struct list *entry;
836 HRESULT hr;
837
838 TRACE("iface %p, light %p, next_light %p, flags %#x.\n",
839 iface, lpDirect3DLight, lplpDirect3DLight, flags);
840
841 if (!lplpDirect3DLight)
842 return DDERR_INVALIDPARAMS;
843
844 wined3d_mutex_lock();
845
846 switch (flags)
847 {
848 case D3DNEXT_NEXT:
849 if (!l || l->active_viewport != viewport)
850 {
851 if (l)
852 WARN("Light %p active viewport is %p.\n", l, l->active_viewport);
853 entry = NULL;
854 }
855 else
856 entry = list_next(&viewport->light_list, &l->entry);
857 break;
858
859 case D3DNEXT_HEAD:
860 entry = list_head(&viewport->light_list);
861 break;
862
863 case D3DNEXT_TAIL:
864 entry = list_tail(&viewport->light_list);
865 break;
866
867 default:
868 entry = NULL;
869 WARN("Invalid flags %#x.\n", flags);
870 break;
871 }
872
873 if (entry)
874 {
875 *lplpDirect3DLight = (IDirect3DLight *)LIST_ENTRY(entry, struct d3d_light, entry);
876 IDirect3DLight_AddRef(*lplpDirect3DLight);
877 hr = D3D_OK;
878 }
879 else
880 {
881 *lplpDirect3DLight = NULL;
882 hr = DDERR_INVALIDPARAMS;
883 }
884
885 wined3d_mutex_unlock();
886
887 return hr;
888 }
889
890 /*****************************************************************************
891 * IDirect3DViewport2 Methods.
892 *****************************************************************************/
893
894 static HRESULT WINAPI d3d_viewport_GetViewport2(IDirect3DViewport3 *iface, D3DVIEWPORT2 *vp)
895 {
896 struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
897 DWORD size;
898
899 TRACE("iface %p, vp %p.\n", iface, vp);
900
901 if (!vp)
902 return DDERR_INVALIDPARAMS;
903
904 wined3d_mutex_lock();
905 size = vp->dwSize;
906 if (viewport->use_vp2)
907 {
908 memcpy(vp, &viewport->viewports.vp2, size);
909 }
910 else
911 {
912 D3DVIEWPORT2 vp2;
913
914 vp2.dwSize = sizeof(vp2);
915 vp2.dwX = viewport->viewports.vp1.dwX;
916 vp2.dwY = viewport->viewports.vp1.dwY;
917 vp2.dwWidth = viewport->viewports.vp1.dwWidth;
918 vp2.dwHeight = viewport->viewports.vp1.dwHeight;
919 vp2.dvClipX = 0.0;
920 vp2.dvClipY = 0.0;
921 vp2.dvClipWidth = 0.0;
922 vp2.dvClipHeight = 0.0;
923 vp2.dvMinZ = viewport->viewports.vp1.dvMinZ;
924 vp2.dvMaxZ = viewport->viewports.vp1.dvMaxZ;
925 memcpy(vp, &vp2, size);
926 }
927
928 if (TRACE_ON(ddraw))
929 {
930 TRACE(" returning D3DVIEWPORT2 :\n");
931 _dump_D3DVIEWPORT2(vp);
932 }
933
934 wined3d_mutex_unlock();
935
936 return D3D_OK;
937 }
938
939 static HRESULT WINAPI d3d_viewport_SetViewport2(IDirect3DViewport3 *iface, D3DVIEWPORT2 *vp)
940 {
941 struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
942 struct d3d_device *device = viewport->active_device;
943 struct wined3d_sub_resource_desc rt_desc;
944 struct wined3d_rendertarget_view *rtv;
945 IDirect3DViewport3 *current_viewport;
946 struct ddraw_surface *surface;
947
948 TRACE("iface %p, vp %p.\n", iface, vp);
949
950 if (!vp)
951 return DDERR_INVALIDPARAMS;
952
953 if (TRACE_ON(ddraw))
954 {
955 TRACE(" getting D3DVIEWPORT2 :\n");
956 _dump_D3DVIEWPORT2(vp);
957 }
958
959 if (!device)
960 {
961 WARN("Viewport not bound to a device, returning D3DERR_VIEWPORTHASNODEVICE.\n");
962 return D3DERR_VIEWPORTHASNODEVICE;
963 }
964
965 wined3d_mutex_lock();
966
967 if (device->version > 1)
968 {
969 if (!(rtv = wined3d_device_get_rendertarget_view(device->wined3d_device, 0)))
970 {
971 wined3d_mutex_unlock();
972 return DDERR_INVALIDCAPS;
973 }
974 surface = wined3d_rendertarget_view_get_sub_resource_parent(rtv);
975 wined3d_texture_get_sub_resource_desc(surface->wined3d_texture, surface->sub_resource_idx, &rt_desc);
976
977 if (vp->dwX > rt_desc.width || vp->dwWidth > rt_desc.width - vp->dwX
978 || vp->dwY > rt_desc.height || vp->dwHeight > rt_desc.height - vp->dwY)
979 {
980 WARN("Invalid viewport, returning DDERR_INVALIDPARAMS.\n");
981 wined3d_mutex_unlock();
982 return DDERR_INVALIDPARAMS;
983 }
984 }
985
986 viewport->use_vp2 = 1;
987 memset(&viewport->viewports.vp2, 0, sizeof(viewport->viewports.vp2));
988 memcpy(&viewport->viewports.vp2, vp, vp->dwSize);
989
990 if (SUCCEEDED(IDirect3DDevice3_GetCurrentViewport(&device->IDirect3DDevice3_iface, &current_viewport)))
991 {
992 if (current_viewport == iface)
993 viewport_activate(viewport, FALSE);
994 IDirect3DViewport3_Release(current_viewport);
995 }
996
997 wined3d_mutex_unlock();
998
999 return D3D_OK;
1000 }
1001
1002 /*****************************************************************************
1003 * IDirect3DViewport3 Methods.
1004 *****************************************************************************/
1005
1006 /*****************************************************************************
1007 * IDirect3DViewport3::SetBackgroundDepth2
1008 *
1009 * Sets a IDirectDrawSurface4 surface as the background depth surface
1010 *
1011 * Params:
1012 * lpDDS: Surface to set
1013 *
1014 * Returns:
1015 * D3D_OK, because it's stub
1016 *
1017 *****************************************************************************/
1018 static HRESULT WINAPI d3d_viewport_SetBackgroundDepth2(IDirect3DViewport3 *iface,
1019 IDirectDrawSurface4 *surface)
1020 {
1021 FIXME("iface %p, surface %p stub!\n", iface, surface);
1022
1023 return D3D_OK;
1024 }
1025
1026 /*****************************************************************************
1027 * IDirect3DViewport3::GetBackgroundDepth2
1028 *
1029 * Returns the IDirect3DSurface4 interface to the background depth surface
1030 *
1031 * Params:
1032 * lplpDDS: Address to store the interface pointer at
1033 * lpValid: Set to true if a surface is assigned
1034 *
1035 * Returns:
1036 * D3D_OK because it's a stub
1037 *
1038 *****************************************************************************/
1039 static HRESULT WINAPI d3d_viewport_GetBackgroundDepth2(IDirect3DViewport3 *iface,
1040 IDirectDrawSurface4 **surface, BOOL *valid)
1041 {
1042 FIXME("iface %p, surface %p, valid %p stub!\n", iface, surface, valid);
1043
1044 return D3D_OK;
1045 }
1046
1047 /*****************************************************************************
1048 * IDirect3DViewport3::Clear2
1049 *
1050 * Another clearing method
1051 *
1052 * Params:
1053 * Count: Number of rectangles to clear
1054 * Rects: Rectangle array to clear
1055 * Flags: Some flags :)
1056 * Color: Color to fill the render target with
1057 * Z: Value to fill the depth buffer with
1058 * Stencil: Value to fill the stencil bits with
1059 *
1060 * Returns:
1061 *
1062 *****************************************************************************/
1063 static HRESULT WINAPI d3d_viewport_Clear2(IDirect3DViewport3 *iface, DWORD rect_count,
1064 D3DRECT *rects, DWORD flags, DWORD color, D3DVALUE depth, DWORD stencil)
1065 {
1066 struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
1067 HRESULT hr;
1068 IDirect3DViewport3 *current_viewport;
1069 IDirect3DDevice3 *d3d_device3;
1070
1071 TRACE("iface %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
1072 iface, rect_count, rects, flags, color, depth, stencil);
1073
1074 if (!rects || !rect_count)
1075 {
1076 WARN("rect_count = %u, rects = %p, ignoring clear\n", rect_count, rects);
1077 return D3D_OK;
1078 }
1079
1080 wined3d_mutex_lock();
1081
1082 if (!viewport->active_device)
1083 {
1084 WARN("Trying to clear a viewport not attached to a device.\n");
1085 wined3d_mutex_unlock();
1086 return D3DERR_VIEWPORTHASNODEVICE;
1087 }
1088 d3d_device3 = &viewport->active_device->IDirect3DDevice3_iface;
1089 /* Need to temporarily activate viewport to clear it. Previously active
1090 * one will be restored afterwards. */
1091 viewport_activate(viewport, TRUE);
1092
1093 hr = IDirect3DDevice7_Clear(&viewport->active_device->IDirect3DDevice7_iface,
1094 rect_count, rects, flags, color, depth, stencil);
1095 if (SUCCEEDED(IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport)))
1096 {
1097 struct d3d_viewport *vp = impl_from_IDirect3DViewport3(current_viewport);
1098 viewport_activate(vp, TRUE);
1099 IDirect3DViewport3_Release(current_viewport);
1100 }
1101
1102 wined3d_mutex_unlock();
1103
1104 return hr;
1105 }
1106
1107 /*****************************************************************************
1108 * The VTable
1109 *****************************************************************************/
1110
1111 static const struct IDirect3DViewport3Vtbl d3d_viewport_vtbl =
1112 {
1113 /*** IUnknown Methods ***/
1114 d3d_viewport_QueryInterface,
1115 d3d_viewport_AddRef,
1116 d3d_viewport_Release,
1117 /*** IDirect3DViewport Methods */
1118 d3d_viewport_Initialize,
1119 d3d_viewport_GetViewport,
1120 d3d_viewport_SetViewport,
1121 d3d_viewport_TransformVertices,
1122 d3d_viewport_LightElements,
1123 d3d_viewport_SetBackground,
1124 d3d_viewport_GetBackground,
1125 d3d_viewport_SetBackgroundDepth,
1126 d3d_viewport_GetBackgroundDepth,
1127 d3d_viewport_Clear,
1128 d3d_viewport_AddLight,
1129 d3d_viewport_DeleteLight,
1130 d3d_viewport_NextLight,
1131 /*** IDirect3DViewport2 Methods ***/
1132 d3d_viewport_GetViewport2,
1133 d3d_viewport_SetViewport2,
1134 /*** IDirect3DViewport3 Methods ***/
1135 d3d_viewport_SetBackgroundDepth2,
1136 d3d_viewport_GetBackgroundDepth2,
1137 d3d_viewport_Clear2,
1138 };
1139
1140 struct d3d_viewport *unsafe_impl_from_IDirect3DViewport3(IDirect3DViewport3 *iface)
1141 {
1142 if (!iface) return NULL;
1143 assert(iface->lpVtbl == &d3d_viewport_vtbl);
1144 return CONTAINING_RECORD(iface, struct d3d_viewport, IDirect3DViewport3_iface);
1145 }
1146
1147 struct d3d_viewport *unsafe_impl_from_IDirect3DViewport2(IDirect3DViewport2 *iface)
1148 {
1149 /* IDirect3DViewport and IDirect3DViewport3 use the same iface. */
1150 if (!iface) return NULL;
1151 assert(iface->lpVtbl == (IDirect3DViewport2Vtbl *)&d3d_viewport_vtbl);
1152 return CONTAINING_RECORD((IDirect3DViewport3 *)iface, struct d3d_viewport, IDirect3DViewport3_iface);
1153 }
1154
1155 struct d3d_viewport *unsafe_impl_from_IDirect3DViewport(IDirect3DViewport *iface)
1156 {
1157 /* IDirect3DViewport and IDirect3DViewport3 use the same iface. */
1158 if (!iface) return NULL;
1159 assert(iface->lpVtbl == (IDirect3DViewportVtbl *)&d3d_viewport_vtbl);
1160 return CONTAINING_RECORD((IDirect3DViewport3 *)iface, struct d3d_viewport, IDirect3DViewport3_iface);
1161 }
1162
1163 void d3d_viewport_init(struct d3d_viewport *viewport, struct ddraw *ddraw)
1164 {
1165 viewport->IDirect3DViewport3_iface.lpVtbl = &d3d_viewport_vtbl;
1166 viewport->ref = 1;
1167 viewport->ddraw = ddraw;
1168 viewport->use_vp2 = 0xff;
1169 list_init(&viewport->light_list);
1170 }