- import ddraw from Wine and use it for now
[reactos.git] / reactos / 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 file contains the implementation of Direct3DViewport2.
6 *
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
11 *
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
16 *
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 */
21
22 #include "config.h"
23 #include "wine/port.h"
24
25 #include <assert.h>
26 #include <stdarg.h>
27 #include <string.h>
28 #include <stdlib.h>
29
30 #define COBJMACROS
31 #define NONAMELESSUNION
32
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winerror.h"
36 #include "wingdi.h"
37 #include "wine/exception.h"
38
39 #include "ddraw.h"
40 #include "d3d.h"
41
42 #include "ddraw_private.h"
43 #include "wine/debug.h"
44
45 WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
46
47 /*****************************************************************************
48 * Helper functions
49 *****************************************************************************/
50
51 /*****************************************************************************
52 * viewport_activate
53 *
54 * activates the viewport using IDirect3DDevice7::SetViewport
55 *
56 *****************************************************************************/
57 void viewport_activate(IDirect3DViewportImpl* This, BOOL ignore_lights) {
58 IDirect3DLightImpl* light;
59 D3DVIEWPORT7 vp;
60
61 if (!ignore_lights) {
62 /* Activate all the lights associated with this context */
63 light = This->lights;
64
65 while (light != NULL) {
66 light->activate(light);
67 light = light->next;
68 }
69 }
70
71 /* And copy the values in the structure used by the device */
72 if (This->use_vp2) {
73 vp.dwX = This->viewports.vp2.dwX;
74 vp.dwY = This->viewports.vp2.dwY;
75 vp.dwHeight = This->viewports.vp2.dwHeight;
76 vp.dwWidth = This->viewports.vp2.dwWidth;
77 vp.dvMinZ = This->viewports.vp2.dvMinZ;
78 vp.dvMaxZ = This->viewports.vp2.dvMaxZ;
79 } else {
80 vp.dwX = This->viewports.vp1.dwX;
81 vp.dwY = This->viewports.vp1.dwY;
82 vp.dwHeight = This->viewports.vp1.dwHeight;
83 vp.dwWidth = This->viewports.vp1.dwWidth;
84 vp.dvMinZ = This->viewports.vp1.dvMinZ;
85 vp.dvMaxZ = This->viewports.vp1.dvMaxZ;
86 }
87
88 /* And also set the viewport */
89 IDirect3DDevice7_SetViewport((IDirect3DDevice7 *)This->active_device, &vp);
90 }
91
92 /*****************************************************************************
93 * _dump_D3DVIEWPORT, _dump_D3DVIEWPORT2
94 *
95 * Writes viewport information to TRACE
96 *
97 *****************************************************************************/
98 static void _dump_D3DVIEWPORT(const D3DVIEWPORT *lpvp)
99 {
100 TRACE(" - dwSize = %d dwX = %d dwY = %d\n",
101 lpvp->dwSize, lpvp->dwX, lpvp->dwY);
102 TRACE(" - dwWidth = %d dwHeight = %d\n",
103 lpvp->dwWidth, lpvp->dwHeight);
104 TRACE(" - dvScaleX = %f dvScaleY = %f\n",
105 lpvp->dvScaleX, lpvp->dvScaleY);
106 TRACE(" - dvMaxX = %f dvMaxY = %f\n",
107 lpvp->dvMaxX, lpvp->dvMaxY);
108 TRACE(" - dvMinZ = %f dvMaxZ = %f\n",
109 lpvp->dvMinZ, lpvp->dvMaxZ);
110 }
111
112 static void _dump_D3DVIEWPORT2(const D3DVIEWPORT2 *lpvp)
113 {
114 TRACE(" - dwSize = %d dwX = %d dwY = %d\n",
115 lpvp->dwSize, lpvp->dwX, lpvp->dwY);
116 TRACE(" - dwWidth = %d dwHeight = %d\n",
117 lpvp->dwWidth, lpvp->dwHeight);
118 TRACE(" - dvClipX = %f dvClipY = %f\n",
119 lpvp->dvClipX, lpvp->dvClipY);
120 TRACE(" - dvClipWidth = %f dvClipHeight = %f\n",
121 lpvp->dvClipWidth, lpvp->dvClipHeight);
122 TRACE(" - dvMinZ = %f dvMaxZ = %f\n",
123 lpvp->dvMinZ, lpvp->dvMaxZ);
124 }
125
126 /*****************************************************************************
127 * IUnknown Methods.
128 *****************************************************************************/
129
130 /*****************************************************************************
131 * IDirect3DViewport3::QueryInterface
132 *
133 * A normal QueryInterface. Can query all interface versions and the
134 * IUnknown interface. The VTables of the different versions
135 * are equal
136 *
137 * Params:
138 * refiid: Interface id queried for
139 * obj: Address to write the interface pointer to
140 *
141 * Returns:
142 * S_OK on success.
143 * E_NOINTERFACE if the requested interface wasn't found
144 *
145 *****************************************************************************/
146 static HRESULT WINAPI
147 IDirect3DViewportImpl_QueryInterface(IDirect3DViewport3 *iface,
148 REFIID riid,
149 void **obp)
150 {
151 TRACE("(%p)->(%s,%p)\n", iface, debugstr_guid(riid), obp);
152
153 *obp = NULL;
154
155 if ( IsEqualGUID(&IID_IUnknown, riid) ||
156 IsEqualGUID(&IID_IDirect3DViewport, riid) ||
157 IsEqualGUID(&IID_IDirect3DViewport2, riid) ||
158 IsEqualGUID(&IID_IDirect3DViewport3, riid) ) {
159 IDirect3DViewport3_AddRef(iface);
160 *obp = iface;
161 TRACE(" Creating IDirect3DViewport1/2/3 interface %p\n", *obp);
162 return S_OK;
163 }
164 FIXME("(%p): interface for IID %s NOT found!\n", iface, debugstr_guid(riid));
165 return E_NOINTERFACE;
166 }
167
168 /*****************************************************************************
169 * IDirect3DViewport3::AddRef
170 *
171 * Increases the refcount.
172 *
173 * Returns:
174 * The new refcount
175 *
176 *****************************************************************************/
177 static ULONG WINAPI
178 IDirect3DViewportImpl_AddRef(IDirect3DViewport3 *iface)
179 {
180 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
181 ULONG ref = InterlockedIncrement(&This->ref);
182
183 TRACE("(%p)->() incrementing from %u.\n", This, ref - 1);
184
185 return ref;
186 }
187
188 /*****************************************************************************
189 * IDirect3DViewport3::Release
190 *
191 * Reduces the refcount. If it falls to 0, the interface is released
192 *
193 * Returns:
194 * The new refcount
195 *
196 *****************************************************************************/
197 static ULONG WINAPI
198 IDirect3DViewportImpl_Release(IDirect3DViewport3 *iface)
199 {
200 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
201 ULONG ref = InterlockedDecrement(&This->ref);
202
203 TRACE("(%p)->() decrementing from %u.\n", This, ref + 1);
204
205 if (!ref) {
206 HeapFree(GetProcessHeap(), 0, This);
207 return 0;
208 }
209 return ref;
210 }
211
212 /*****************************************************************************
213 * IDirect3DViewport Methods.
214 *****************************************************************************/
215
216 /*****************************************************************************
217 * IDirect3DViewport3::Initialize
218 *
219 * No-op initialization.
220 *
221 * Params:
222 * Direct3D: The direct3D device this viewport is assigned to
223 *
224 * Returns:
225 * DDERR_ALREADYINITIALIZED
226 *
227 *****************************************************************************/
228 static HRESULT WINAPI
229 IDirect3DViewportImpl_Initialize(IDirect3DViewport3 *iface,
230 IDirect3D *Direct3D)
231 {
232 TRACE("(%p)->(%p) no-op...\n", iface, Direct3D);
233 return DDERR_ALREADYINITIALIZED;
234 }
235
236 /*****************************************************************************
237 * IDirect3DViewport3::GetViewport
238 *
239 * Returns the viewport data assigned to this viewport interface
240 *
241 * Params:
242 * Data: Address to store the data
243 *
244 * Returns:
245 * D3D_OK on success
246 * DDERR_INVALIDPARAMS if Data is NULL
247 *
248 *****************************************************************************/
249 static HRESULT WINAPI
250 IDirect3DViewportImpl_GetViewport(IDirect3DViewport3 *iface,
251 D3DVIEWPORT *lpData)
252 {
253 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
254 DWORD dwSize;
255 TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
256
257 EnterCriticalSection(&ddraw_cs);
258 if (This->use_vp2 != 0) {
259 ERR(" Requesting to get a D3DVIEWPORT struct where a D3DVIEWPORT2 was set !\n");
260 LeaveCriticalSection(&ddraw_cs);
261 return DDERR_INVALIDPARAMS;
262 }
263 dwSize = lpData->dwSize;
264 memset(lpData, 0, dwSize);
265 memcpy(lpData, &(This->viewports.vp1), dwSize);
266
267 if (TRACE_ON(d3d7)) {
268 TRACE(" returning D3DVIEWPORT :\n");
269 _dump_D3DVIEWPORT(lpData);
270 }
271 LeaveCriticalSection(&ddraw_cs);
272
273 return DD_OK;
274 }
275
276 /*****************************************************************************
277 * IDirect3DViewport3::SetViewport
278 *
279 * Sets the viewport information for this interface
280 *
281 * Params:
282 * lpData: Viewport to set
283 *
284 * Returns:
285 * D3D_OK on success
286 * DDERR_INVALIDPARAMS if Data is NULL
287 *
288 *****************************************************************************/
289 static HRESULT WINAPI
290 IDirect3DViewportImpl_SetViewport(IDirect3DViewport3 *iface,
291 D3DVIEWPORT *lpData)
292 {
293 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
294 LPDIRECT3DVIEWPORT3 current_viewport;
295 TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
296
297 if (TRACE_ON(d3d7)) {
298 TRACE(" getting D3DVIEWPORT :\n");
299 _dump_D3DVIEWPORT(lpData);
300 }
301
302 EnterCriticalSection(&ddraw_cs);
303 This->use_vp2 = 0;
304 memset(&(This->viewports.vp1), 0, sizeof(This->viewports.vp1));
305 memcpy(&(This->viewports.vp1), lpData, lpData->dwSize);
306
307 /* Tests on two games show that these values are never used properly so override
308 them with proper ones :-)
309 */
310 This->viewports.vp1.dvMinZ = 0.0;
311 This->viewports.vp1.dvMaxZ = 1.0;
312
313 if (This->active_device) {
314 IDirect3DDevice3 *d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
315 IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
316 if (current_viewport) {
317 if ((IDirect3DViewportImpl *)current_viewport == This) This->activate(This, FALSE);
318 IDirect3DViewport3_Release(current_viewport);
319 }
320 }
321 LeaveCriticalSection(&ddraw_cs);
322
323 return DD_OK;
324 }
325
326 /*****************************************************************************
327 * IDirect3DViewport3::TransformVertices
328 *
329 * Transforms vertices by the transformation matrix.
330 *
331 * This function is pretty similar to IDirect3DVertexBuffer7::ProcessVertices,
332 * so it's tempting to forward it to there. However, there are some
333 * tiny differences. First, the lpOffscreen flag that is reported back,
334 * then there is the homogeneous vertex that is generated. Also there's a lack
335 * of FVFs, but still a custom stride. Last, the d3d1 - d3d3 viewport has some
336 * settings (scale) that d3d7 and wined3d do not have. All in all wrapping to
337 * ProcessVertices doesn't pay of in terms of wrapper code needed and code
338 * reused.
339 *
340 * Params:
341 * dwVertexCount: The number of vertices to be transformed
342 * lpData: Pointer to the vertex data
343 * dwFlags: D3DTRANSFORM_CLIPPED or D3DTRANSFORM_UNCLIPPED
344 * lpOffScreen: Set to the clipping plane clipping the vertex, if only one
345 * vertex is transformed and clipping is on. 0 otherwise
346 *
347 * Returns:
348 * D3D_OK on success
349 * D3DERR_VIEWPORTHASNODEVICE if the viewport is not assigned to a device
350 * DDERR_INVALIDPARAMS if no clipping flag is specified
351 *
352 *****************************************************************************/
353 static HRESULT WINAPI
354 IDirect3DViewportImpl_TransformVertices(IDirect3DViewport3 *iface,
355 DWORD dwVertexCount,
356 D3DTRANSFORMDATA *lpData,
357 DWORD dwFlags,
358 DWORD *lpOffScreen)
359 {
360 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
361 D3DMATRIX view_mat, world_mat, proj_mat, mat;
362 float *in;
363 float *out;
364 float x, y, z, w;
365 unsigned int i;
366 D3DVIEWPORT vp = This->viewports.vp1;
367 D3DHVERTEX *outH;
368 TRACE("(%p)->(%08x,%p,%08x,%p)\n", This, dwVertexCount, lpData, dwFlags, lpOffScreen);
369
370 /* Tests on windows show that Windows crashes when this occurs,
371 * so don't return the (intuitive) return value
372 if(!This->active_device)
373 {
374 WARN("No device active, returning D3DERR_VIEWPORTHASNODEVICE\n");
375 return D3DERR_VIEWPORTHASNODEVICE;
376 }
377 */
378
379 if(!(dwFlags & (D3DTRANSFORM_UNCLIPPED | D3DTRANSFORM_CLIPPED)))
380 {
381 WARN("No clipping flag passed, returning DDERR_INVALIDPARAMS\n");
382 return DDERR_INVALIDPARAMS;
383 }
384
385
386 EnterCriticalSection(&ddraw_cs);
387 IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
388 D3DTRANSFORMSTATE_VIEW,
389 (WINED3DMATRIX*) &view_mat);
390
391 IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
392 D3DTRANSFORMSTATE_PROJECTION,
393 (WINED3DMATRIX*) &proj_mat);
394
395 IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
396 WINED3DTS_WORLDMATRIX(0),
397 (WINED3DMATRIX*) &world_mat);
398 multiply_matrix(&mat,&view_mat,&world_mat);
399 multiply_matrix(&mat,&proj_mat,&mat);
400
401 in = lpData->lpIn;
402 out = lpData->lpOut;
403 outH = lpData->lpHOut;
404 for(i = 0; i < dwVertexCount; i++)
405 {
406 x = (in[0] * mat._11) + (in[1] * mat._21) + (in[2] * mat._31) + (1.0 * mat._41);
407 y = (in[0] * mat._12) + (in[1] * mat._22) + (in[2] * mat._32) + (1.0 * mat._42);
408 z = (in[0] * mat._13) + (in[1] * mat._23) + (in[2] * mat._33) + (1.0 * mat._43);
409 w = (in[0] * mat._14) + (in[1] * mat._24) + (in[2] * mat._34) + (1.0 * mat._44);
410
411 if(dwFlags & D3DTRANSFORM_CLIPPED)
412 {
413 /* If clipping is enabled, Windows assumes that outH is
414 * a valid pointer
415 */
416 outH[i].u1.hx = x; outH[i].u2.hy = y; outH[i].u3.hz = z;
417
418 outH[i].dwFlags = 0;
419 if(x * vp.dvScaleX > ((float) vp.dwWidth * 0.5))
420 outH[i].dwFlags |= D3DCLIP_RIGHT;
421 if(x * vp.dvScaleX <= -((float) vp.dwWidth) * 0.5)
422 outH[i].dwFlags |= D3DCLIP_LEFT;
423 if(y * vp.dvScaleY > ((float) vp.dwHeight * 0.5))
424 outH[i].dwFlags |= D3DCLIP_TOP;
425 if(y * vp.dvScaleY <= -((float) vp.dwHeight) * 0.5)
426 outH[i].dwFlags |= D3DCLIP_BOTTOM;
427 if(z < 0.0)
428 outH[i].dwFlags |= D3DCLIP_FRONT;
429 if(z > 1.0)
430 outH[i].dwFlags |= D3DCLIP_BACK;
431
432 if(outH[i].dwFlags)
433 {
434 /* Looks like native just drops the vertex, leaves whatever data
435 * it has in the output buffer and goes on with the next vertex.
436 * The exact scheme hasn't been figured out yet, but windows
437 * definitely writes something there.
438 */
439 out[0] = x;
440 out[1] = y;
441 out[2] = z;
442 out[3] = w;
443 in = (float *) ((char *) in + lpData->dwInSize);
444 out = (float *) ((char *) out + lpData->dwOutSize);
445 continue;
446 }
447 }
448
449 w = 1 / w;
450 x *= w; y *= w; z *= w;
451
452 out[0] = vp.dwWidth / 2 + vp.dwX + x * vp.dvScaleX;
453 out[1] = vp.dwHeight / 2 + vp.dwY - y * vp.dvScaleY;
454 out[2] = z;
455 out[3] = w;
456 in = (float *) ((char *) in + lpData->dwInSize);
457 out = (float *) ((char *) out + lpData->dwOutSize);
458 }
459
460 /* According to the d3d test, the offscreen flag is set only
461 * if exactly one vertex is transformed. Its not documented,
462 * but the test shows that the lpOffscreen flag is set to the
463 * flag combination of clipping planes that clips the vertex.
464 *
465 * If clipping is requested, Windows assumes that the offscreen
466 * param is a valid pointer.
467 */
468 if(dwVertexCount == 1 && dwFlags & D3DTRANSFORM_CLIPPED)
469 {
470 *lpOffScreen = outH[0].dwFlags;
471 }
472 else if(*lpOffScreen)
473 {
474 *lpOffScreen = 0;
475 }
476 LeaveCriticalSection(&ddraw_cs);
477
478 TRACE("All done\n");
479 return DD_OK;
480 }
481
482 /*****************************************************************************
483 * IDirect3DViewport3::LightElements
484 *
485 * The DirectX 5.0 sdk says that it's not implemented
486 *
487 * Params:
488 * ?
489 *
490 * Returns:
491 * DDERR_UNSUPPORTED
492 *
493 *****************************************************************************/
494 static HRESULT WINAPI
495 IDirect3DViewportImpl_LightElements(IDirect3DViewport3 *iface,
496 DWORD dwElementCount,
497 LPD3DLIGHTDATA lpData)
498 {
499 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
500 TRACE("(%p)->(%08x,%p): Unimplemented!\n", This, dwElementCount, lpData);
501 return DDERR_UNSUPPORTED;
502 }
503
504 /*****************************************************************************
505 * IDirect3DViewport3::SetBackground
506 *
507 * Sets tje background material
508 *
509 * Params:
510 * hMat: Handle from a IDirect3DMaterial interface
511 *
512 * Returns:
513 * D3D_OK on success
514 *
515 *****************************************************************************/
516 static HRESULT WINAPI
517 IDirect3DViewportImpl_SetBackground(IDirect3DViewport3 *iface,
518 D3DMATERIALHANDLE hMat)
519 {
520 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
521 TRACE("(%p)->(%d)\n", This, hMat);
522
523 EnterCriticalSection(&ddraw_cs);
524 if(hMat && hMat > This->ddraw->d3ddevice->numHandles)
525 {
526 WARN("Specified Handle %d out of range\n", hMat);
527 LeaveCriticalSection(&ddraw_cs);
528 return DDERR_INVALIDPARAMS;
529 }
530 else if(hMat && This->ddraw->d3ddevice->Handles[hMat - 1].type != DDrawHandle_Material)
531 {
532 WARN("Handle %d is not a material handle\n", hMat);
533 LeaveCriticalSection(&ddraw_cs);
534 return DDERR_INVALIDPARAMS;
535 }
536
537 if(hMat)
538 {
539 This->background = This->ddraw->d3ddevice->Handles[hMat - 1].ptr;
540 TRACE(" setting background color : %f %f %f %f\n",
541 This->background->mat.u.diffuse.u1.r,
542 This->background->mat.u.diffuse.u2.g,
543 This->background->mat.u.diffuse.u3.b,
544 This->background->mat.u.diffuse.u4.a);
545 }
546 else
547 {
548 This->background = NULL;
549 TRACE("Setting background to NULL\n");
550 }
551
552 LeaveCriticalSection(&ddraw_cs);
553 return D3D_OK;
554 }
555
556 /*****************************************************************************
557 * IDirect3DViewport3::GetBackground
558 *
559 * Returns the material handle assigned to the background of the viewport
560 *
561 * Params:
562 * lphMat: Address to store the handle
563 * lpValid: is set to FALSE if no background is set, TRUE if one is set
564 *
565 * Returns:
566 * D3D_OK
567 *
568 *****************************************************************************/
569 static HRESULT WINAPI
570 IDirect3DViewportImpl_GetBackground(IDirect3DViewport3 *iface,
571 D3DMATERIALHANDLE *lphMat,
572 BOOL *lpValid)
573 {
574 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
575 TRACE("(%p)->(%p,%p)\n", This, lphMat, lpValid);
576
577 EnterCriticalSection(&ddraw_cs);
578 if(lpValid)
579 {
580 *lpValid = This->background != NULL;
581 }
582 if(lphMat)
583 {
584 if(This->background)
585 {
586 *lphMat = This->background->Handle;
587 }
588 else
589 {
590 *lphMat = 0;
591 }
592 }
593 LeaveCriticalSection(&ddraw_cs);
594
595 return D3D_OK;
596 }
597
598 /*****************************************************************************
599 * IDirect3DViewport3::SetBackgroundDepth
600 *
601 * Sets a surface that represents the background depth. It's contents are
602 * used to set the depth buffer in IDirect3DViewport3::Clear
603 *
604 * Params:
605 * lpDDSurface: Surface to set
606 *
607 * Returns: D3D_OK, because it's a stub
608 *
609 *****************************************************************************/
610 static HRESULT WINAPI
611 IDirect3DViewportImpl_SetBackgroundDepth(IDirect3DViewport3 *iface,
612 IDirectDrawSurface *lpDDSurface)
613 {
614 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
615 FIXME("(%p)->(%p): stub!\n", This, lpDDSurface);
616 return D3D_OK;
617 }
618
619 /*****************************************************************************
620 * IDirect3DViewport3::GetBackgroundDepth
621 *
622 * Returns the surface that represents the depth field
623 *
624 * Params:
625 * lplpDDSurface: Address to store the interface pointer
626 * lpValid: Set to TRUE if a depth is assigned, FALSE otherwise
627 *
628 * Returns:
629 * D3D_OK, because it's a stub
630 * (DDERR_INVALIDPARAMS if DDSurface of Valid is NULL)
631 *
632 *****************************************************************************/
633 static HRESULT WINAPI
634 IDirect3DViewportImpl_GetBackgroundDepth(IDirect3DViewport3 *iface,
635 IDirectDrawSurface **lplpDDSurface,
636 LPBOOL lpValid)
637 {
638 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
639 FIXME("(%p)->(%p,%p): stub!\n", This, lplpDDSurface, lpValid);
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
661 IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
662 DWORD dwCount,
663 D3DRECT *lpRects,
664 DWORD dwFlags)
665 {
666 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
667 DWORD color = 0x00000000;
668 HRESULT hr;
669 LPDIRECT3DVIEWPORT3 current_viewport;
670 IDirect3DDevice3 *d3d_device3;
671
672 TRACE("(%p/%p)->(%08x,%p,%08x)\n", This, iface, dwCount, lpRects, dwFlags);
673 if (This->active_device == NULL) {
674 ERR(" Trying to clear a viewport not attached to a device !\n");
675 return D3DERR_VIEWPORTHASNODEVICE;
676 }
677 d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
678
679 EnterCriticalSection(&ddraw_cs);
680 if (dwFlags & D3DCLEAR_TARGET) {
681 if (This->background == NULL) {
682 ERR(" Trying to clear the color buffer without background material !\n");
683 } else {
684 color =
685 ((int) ((This->background->mat.u.diffuse.u1.r) * 255) << 16) |
686 ((int) ((This->background->mat.u.diffuse.u2.g) * 255) << 8) |
687 ((int) ((This->background->mat.u.diffuse.u3.b) * 255) << 0) |
688 ((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24);
689 }
690 }
691
692 /* Need to temporarily activate viewport to clear it. Previously active one will be restored
693 afterwards. */
694 This->activate(This, TRUE);
695
696 hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device, dwCount, lpRects,
697 dwFlags & (D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET), color, 1.0, 0x00000000);
698
699 IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
700 if(current_viewport) {
701 IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
702 vp->activate(vp, TRUE);
703 IDirect3DViewport3_Release(current_viewport);
704 }
705
706 LeaveCriticalSection(&ddraw_cs);
707 return hr;
708 }
709
710 /*****************************************************************************
711 * IDirect3DViewport3::AddLight
712 *
713 * Adds an light to the viewport
714 *
715 * Params:
716 * lpDirect3DLight: Interface of the light to add
717 *
718 * Returns:
719 * D3D_OK on success
720 * DDERR_INVALIDPARAMS if Direct3DLight is NULL
721 * DDERR_INVALIDPARAMS if there are 8 lights or more
722 *
723 *****************************************************************************/
724 static HRESULT WINAPI
725 IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
726 IDirect3DLight *lpDirect3DLight)
727 {
728 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
729 IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
730 DWORD i = 0;
731 DWORD map = This->map_lights;
732
733 TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
734
735 EnterCriticalSection(&ddraw_cs);
736 if (This->num_lights >= 8)
737 {
738 LeaveCriticalSection(&ddraw_cs);
739 return DDERR_INVALIDPARAMS;
740 }
741
742 /* Find a light number and update both light and viewports objects accordingly */
743 while(map&1) {
744 map>>=1;
745 i++;
746 }
747 lpDirect3DLightImpl->dwLightIndex = i;
748 This->num_lights++;
749 This->map_lights |= 1<<i;
750
751 /* Add the light in the 'linked' chain */
752 lpDirect3DLightImpl->next = This->lights;
753 This->lights = lpDirect3DLightImpl;
754
755 /* Attach the light to the viewport */
756 lpDirect3DLightImpl->active_viewport = This;
757
758 /* If active, activate the light */
759 if (This->active_device != NULL) {
760 lpDirect3DLightImpl->activate(lpDirect3DLightImpl);
761 }
762
763 LeaveCriticalSection(&ddraw_cs);
764 return D3D_OK;
765 }
766
767 /*****************************************************************************
768 * IDirect3DViewport3::DeleteLight
769 *
770 * Deletes a light from the viewports' light list
771 *
772 * Params:
773 * lpDirect3DLight: Light to delete
774 *
775 * Returns:
776 * D3D_OK on success
777 * DDERR_INVALIDPARAMS if the light wasn't found
778 *
779 *****************************************************************************/
780 static HRESULT WINAPI
781 IDirect3DViewportImpl_DeleteLight(IDirect3DViewport3 *iface,
782 IDirect3DLight *lpDirect3DLight)
783 {
784 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
785 IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
786 IDirect3DLightImpl *cur_light, *prev_light = NULL;
787
788 TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
789
790 EnterCriticalSection(&ddraw_cs);
791 cur_light = This->lights;
792 while (cur_light != NULL) {
793 if (cur_light == lpDirect3DLightImpl) {
794 lpDirect3DLightImpl->desactivate(lpDirect3DLightImpl);
795 if (prev_light == NULL) This->lights = cur_light->next;
796 else prev_light->next = cur_light->next;
797 /* Detach the light to the viewport */
798 cur_light->active_viewport = NULL;
799 This->num_lights--;
800 This->map_lights &= ~(1<<lpDirect3DLightImpl->dwLightIndex);
801 LeaveCriticalSection(&ddraw_cs);
802 return D3D_OK;
803 }
804 prev_light = cur_light;
805 cur_light = cur_light->next;
806 }
807 LeaveCriticalSection(&ddraw_cs);
808
809 return DDERR_INVALIDPARAMS;
810 }
811
812 /*****************************************************************************
813 * IDirect3DViewport::NextLight
814 *
815 * Enumerates the lights associated with the viewport
816 *
817 * Params:
818 * lpDirect3DLight: Light to start with
819 * lplpDirect3DLight: Address to store the successor to
820 *
821 * Returns:
822 * D3D_OK, because it's a stub
823 *
824 *****************************************************************************/
825 static HRESULT WINAPI
826 IDirect3DViewportImpl_NextLight(IDirect3DViewport3 *iface,
827 IDirect3DLight *lpDirect3DLight,
828 IDirect3DLight **lplpDirect3DLight,
829 DWORD dwFlags)
830 {
831 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
832 IDirect3DLightImpl *cur_light, *prev_light = NULL;
833
834 TRACE("(%p)->(%p,%p,%08x)\n", This, lpDirect3DLight, lplpDirect3DLight, dwFlags);
835
836 if (!lplpDirect3DLight)
837 return DDERR_INVALIDPARAMS;
838
839 *lplpDirect3DLight = NULL;
840
841 EnterCriticalSection(&ddraw_cs);
842
843 cur_light = This->lights;
844
845 switch (dwFlags) {
846 case D3DNEXT_NEXT:
847 if (!lpDirect3DLight) {
848 LeaveCriticalSection(&ddraw_cs);
849 return DDERR_INVALIDPARAMS;
850 }
851 while (cur_light != NULL) {
852 if (cur_light == (IDirect3DLightImpl *)lpDirect3DLight) {
853 *lplpDirect3DLight = (IDirect3DLight*)cur_light->next;
854 break;
855 }
856 cur_light = cur_light->next;
857 }
858 break;
859 case D3DNEXT_HEAD:
860 *lplpDirect3DLight = (IDirect3DLight*)This->lights;
861 break;
862 case D3DNEXT_TAIL:
863 while (cur_light != NULL) {
864 prev_light = cur_light;
865 cur_light = cur_light->next;
866 }
867 *lplpDirect3DLight = (IDirect3DLight*)prev_light;
868 break;
869 default:
870 ERR("Unknown flag %d\n", dwFlags);
871 break;
872 }
873
874 LeaveCriticalSection(&ddraw_cs);
875
876 return *lplpDirect3DLight ? D3D_OK : DDERR_INVALIDPARAMS;
877 }
878
879 /*****************************************************************************
880 * IDirect3DViewport2 Methods.
881 *****************************************************************************/
882
883 /*****************************************************************************
884 * IDirect3DViewport3::GetViewport2
885 *
886 * Returns the currently set viewport in a D3DVIEWPORT2 structure.
887 * Similar to IDirect3DViewport3::GetViewport
888 *
889 * Params:
890 * lpData: Pointer to the structure to fill
891 *
892 * Returns:
893 * D3D_OK on success
894 * DDERR_INVALIDPARAMS if the viewport was set with
895 * IDirect3DViewport3::SetViewport
896 * DDERR_INVALIDPARAMS if Data is NULL
897 *
898 *****************************************************************************/
899 static HRESULT WINAPI
900 IDirect3DViewportImpl_GetViewport2(IDirect3DViewport3 *iface,
901 D3DVIEWPORT2 *lpData)
902 {
903 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
904 DWORD dwSize;
905 TRACE("(%p)->(%p)\n", This, lpData);
906
907 EnterCriticalSection(&ddraw_cs);
908 if (This->use_vp2 != 1) {
909 ERR(" Requesting to get a D3DVIEWPORT2 struct where a D3DVIEWPORT was set !\n");
910 LeaveCriticalSection(&ddraw_cs);
911 return DDERR_INVALIDPARAMS;
912 }
913 dwSize = lpData->dwSize;
914 memset(lpData, 0, dwSize);
915 memcpy(lpData, &(This->viewports.vp2), dwSize);
916
917 if (TRACE_ON(d3d7)) {
918 TRACE(" returning D3DVIEWPORT2 :\n");
919 _dump_D3DVIEWPORT2(lpData);
920 }
921
922 LeaveCriticalSection(&ddraw_cs);
923 return D3D_OK;
924 }
925
926 /*****************************************************************************
927 * IDirect3DViewport3::SetViewport2
928 *
929 * Sets the viewport from a D3DVIEWPORT2 structure
930 *
931 * Params:
932 * lpData: Viewport to set
933 *
934 * Returns:
935 * D3D_OK on success
936 *
937 *****************************************************************************/
938 static HRESULT WINAPI
939 IDirect3DViewportImpl_SetViewport2(IDirect3DViewport3 *iface,
940 D3DVIEWPORT2 *lpData)
941 {
942 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
943 LPDIRECT3DVIEWPORT3 current_viewport;
944 TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
945
946 if (TRACE_ON(d3d7)) {
947 TRACE(" getting D3DVIEWPORT2 :\n");
948 _dump_D3DVIEWPORT2(lpData);
949 }
950
951 EnterCriticalSection(&ddraw_cs);
952 This->use_vp2 = 1;
953 memset(&(This->viewports.vp2), 0, sizeof(This->viewports.vp2));
954 memcpy(&(This->viewports.vp2), lpData, lpData->dwSize);
955
956 if (This->active_device) {
957 IDirect3DDevice3 *d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
958 IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
959 if (current_viewport) {
960 if ((IDirect3DViewportImpl *)current_viewport == This) This->activate(This, FALSE);
961 IDirect3DViewport3_Release(current_viewport);
962 }
963 }
964 LeaveCriticalSection(&ddraw_cs);
965
966 return D3D_OK;
967 }
968
969 /*****************************************************************************
970 * IDirect3DViewport3 Methods.
971 *****************************************************************************/
972
973 /*****************************************************************************
974 * IDirect3DViewport3::SetBackgroundDepth2
975 *
976 * Sets a IDirectDrawSurface4 surface as the background depth surface
977 *
978 * Params:
979 * lpDDS: Surface to set
980 *
981 * Returns:
982 * D3D_OK, because it's stub
983 *
984 *****************************************************************************/
985 static HRESULT WINAPI
986 IDirect3DViewportImpl_SetBackgroundDepth2(IDirect3DViewport3 *iface,
987 IDirectDrawSurface4 *lpDDS)
988 {
989 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
990 FIXME("(%p)->(%p): stub!\n", This, lpDDS);
991 return D3D_OK;
992 }
993
994 /*****************************************************************************
995 * IDirect3DViewport3::GetBackgroundDepth2
996 *
997 * Returns the IDirect3DSurface4 interface to the background depth surface
998 *
999 * Params:
1000 * lplpDDS: Address to store the interface pointer at
1001 * lpValid: Set to true if a surface is assigned
1002 *
1003 * Returns:
1004 * D3D_OK because it's a stub
1005 *
1006 *****************************************************************************/
1007 static HRESULT WINAPI
1008 IDirect3DViewportImpl_GetBackgroundDepth2(IDirect3DViewport3 *iface,
1009 IDirectDrawSurface4 **lplpDDS,
1010 BOOL *lpValid)
1011 {
1012 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
1013 FIXME("(%p/%p)->(%p,%p): stub!\n", This, iface, lplpDDS, lpValid);
1014 return D3D_OK;
1015 }
1016
1017 /*****************************************************************************
1018 * IDirect3DViewport3::Clear2
1019 *
1020 * Another clearing method
1021 *
1022 * Params:
1023 * Count: Number of rectangles to clear
1024 * Rects: Rectangle array to clear
1025 * Flags: Some flags :)
1026 * Color: Color to fill the render target with
1027 * Z: Value to fill the depth buffer with
1028 * Stencil: Value to fill the stencil bits with
1029 *
1030 * Returns:
1031 *
1032 *****************************************************************************/
1033 static HRESULT WINAPI
1034 IDirect3DViewportImpl_Clear2(IDirect3DViewport3 *iface,
1035 DWORD dwCount,
1036 LPD3DRECT lpRects,
1037 DWORD dwFlags,
1038 DWORD dwColor,
1039 D3DVALUE dvZ,
1040 DWORD dwStencil)
1041 {
1042 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
1043 HRESULT hr;
1044 LPDIRECT3DVIEWPORT3 current_viewport;
1045 IDirect3DDevice3 *d3d_device3;
1046 TRACE("(%p)->(%08x,%p,%08x,%08x,%f,%08x)\n", This, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
1047
1048 EnterCriticalSection(&ddraw_cs);
1049 if (This->active_device == NULL) {
1050 ERR(" Trying to clear a viewport not attached to a device !\n");
1051 LeaveCriticalSection(&ddraw_cs);
1052 return D3DERR_VIEWPORTHASNODEVICE;
1053 }
1054 d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
1055 /* Need to temporarily activate viewport to clear it. Previously active one will be restored
1056 afterwards. */
1057 This->activate(This, TRUE);
1058
1059 hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device,
1060 dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
1061 IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
1062 if(current_viewport) {
1063 IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
1064 vp->activate(vp, TRUE);
1065 IDirect3DViewport3_Release(current_viewport);
1066 }
1067 LeaveCriticalSection(&ddraw_cs);
1068 return hr;
1069 }
1070
1071 /*****************************************************************************
1072 * The VTable
1073 *****************************************************************************/
1074
1075 const IDirect3DViewport3Vtbl IDirect3DViewport3_Vtbl =
1076 {
1077 /*** IUnknown Methods ***/
1078 IDirect3DViewportImpl_QueryInterface,
1079 IDirect3DViewportImpl_AddRef,
1080 IDirect3DViewportImpl_Release,
1081 /*** IDirect3DViewport Methods */
1082 IDirect3DViewportImpl_Initialize,
1083 IDirect3DViewportImpl_GetViewport,
1084 IDirect3DViewportImpl_SetViewport,
1085 IDirect3DViewportImpl_TransformVertices,
1086 IDirect3DViewportImpl_LightElements,
1087 IDirect3DViewportImpl_SetBackground,
1088 IDirect3DViewportImpl_GetBackground,
1089 IDirect3DViewportImpl_SetBackgroundDepth,
1090 IDirect3DViewportImpl_GetBackgroundDepth,
1091 IDirect3DViewportImpl_Clear,
1092 IDirect3DViewportImpl_AddLight,
1093 IDirect3DViewportImpl_DeleteLight,
1094 IDirect3DViewportImpl_NextLight,
1095 /*** IDirect3DViewport2 Methods ***/
1096 IDirect3DViewportImpl_GetViewport2,
1097 IDirect3DViewportImpl_SetViewport2,
1098 /*** IDirect3DViewport3 Methods ***/
1099 IDirect3DViewportImpl_SetBackgroundDepth2,
1100 IDirect3DViewportImpl_GetBackgroundDepth2,
1101 IDirect3DViewportImpl_Clear2,
1102 };