dplayx: Handling for "add forward" and "player enumeration" replies
[wine/gsoc_dplay.git] / dlls / ddraw / viewport.c
blobc6e346e2294b1a99fb25f36b6a072c1da68fcbb0
1 /* Direct3D Viewport
2 * Copyright (c) 1998 Lionel ULMER
3 * Copyright (c) 2006-2007 Stefan DÖSINGER
5 * This file contains the implementation of Direct3DViewport2.
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.
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.
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
22 #include "config.h"
23 #include "wine/port.h"
25 #include <assert.h>
26 #include <stdarg.h>
27 #include <string.h>
28 #include <stdlib.h>
30 #define COBJMACROS
31 #define NONAMELESSUNION
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winerror.h"
36 #include "wingdi.h"
37 #include "wine/exception.h"
39 #include "ddraw.h"
40 #include "d3d.h"
42 #include "ddraw_private.h"
43 #include "wine/debug.h"
45 WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
47 /*****************************************************************************
48 * Helper functions
49 *****************************************************************************/
51 /*****************************************************************************
52 * viewport_activate
54 * activates the viewport using IDirect3DDevice7::SetViewport
56 *****************************************************************************/
57 void viewport_activate(IDirect3DViewportImpl* This, BOOL ignore_lights) {
58 IDirect3DLightImpl* light;
59 D3DVIEWPORT7 vp;
61 if (!ignore_lights) {
62 /* Activate all the lights associated with this context */
63 light = This->lights;
65 while (light != NULL) {
66 light->activate(light);
67 light = light->next;
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;
88 /* And also set the viewport */
89 IDirect3DDevice7_SetViewport((IDirect3DDevice7 *)This->active_device, &vp);
92 /*****************************************************************************
93 * _dump_D3DVIEWPORT, _dump_D3DVIEWPORT2
95 * Writes viewport information to TRACE
97 *****************************************************************************/
98 static void _dump_D3DVIEWPORT(const D3DVIEWPORT *lpvp)
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);
112 static void _dump_D3DVIEWPORT2(const D3DVIEWPORT2 *lpvp)
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);
126 /*****************************************************************************
127 * IUnknown Methods.
128 *****************************************************************************/
130 /*****************************************************************************
131 * IDirect3DViewport3::QueryInterface
133 * A normal QueryInterface. Can query all interface versions and the
134 * IUnknown interface. The VTables of the different versions
135 * are equal
137 * Params:
138 * refiid: Interface id queried for
139 * obj: Address to write the interface pointer to
141 * Returns:
142 * S_OK on success.
143 * E_NOINTERFACE if the requested interface wasn't found
145 *****************************************************************************/
146 static HRESULT WINAPI
147 IDirect3DViewportImpl_QueryInterface(IDirect3DViewport3 *iface,
148 REFIID riid,
149 void **obp)
151 TRACE("(%p)->(%s,%p)\n", iface, debugstr_guid(riid), obp);
153 *obp = NULL;
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;
164 FIXME("(%p): interface for IID %s NOT found!\n", iface, debugstr_guid(riid));
165 return E_NOINTERFACE;
168 /*****************************************************************************
169 * IDirect3DViewport3::AddRef
171 * Increases the refcount.
173 * Returns:
174 * The new refcount
176 *****************************************************************************/
177 static ULONG WINAPI
178 IDirect3DViewportImpl_AddRef(IDirect3DViewport3 *iface)
180 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
181 ULONG ref = InterlockedIncrement(&This->ref);
183 TRACE("(%p)->() incrementing from %u.\n", This, ref - 1);
185 return ref;
188 /*****************************************************************************
189 * IDirect3DViewport3::Release
191 * Reduces the refcount. If it falls to 0, the interface is released
193 * Returns:
194 * The new refcount
196 *****************************************************************************/
197 static ULONG WINAPI
198 IDirect3DViewportImpl_Release(IDirect3DViewport3 *iface)
200 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
201 ULONG ref = InterlockedDecrement(&This->ref);
203 TRACE("(%p)->() decrementing from %u.\n", This, ref + 1);
205 if (!ref) {
206 HeapFree(GetProcessHeap(), 0, This);
207 return 0;
209 return ref;
212 /*****************************************************************************
213 * IDirect3DViewport Methods.
214 *****************************************************************************/
216 /*****************************************************************************
217 * IDirect3DViewport3::Initialize
219 * No-op initialization.
221 * Params:
222 * Direct3D: The direct3D device this viewport is assigned to
224 * Returns:
225 * DDERR_ALREADYINITIALIZED
227 *****************************************************************************/
228 static HRESULT WINAPI
229 IDirect3DViewportImpl_Initialize(IDirect3DViewport3 *iface,
230 IDirect3D *Direct3D)
232 TRACE("(%p)->(%p) no-op...\n", iface, Direct3D);
233 return DDERR_ALREADYINITIALIZED;
236 /*****************************************************************************
237 * IDirect3DViewport3::GetViewport
239 * Returns the viewport data assigned to this viewport interface
241 * Params:
242 * Data: Address to store the data
244 * Returns:
245 * D3D_OK on success
246 * DDERR_INVALIDPARAMS if Data is NULL
248 *****************************************************************************/
249 static HRESULT WINAPI
250 IDirect3DViewportImpl_GetViewport(IDirect3DViewport3 *iface,
251 D3DVIEWPORT *lpData)
253 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
254 DWORD dwSize;
255 TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
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;
263 dwSize = lpData->dwSize;
264 memset(lpData, 0, dwSize);
265 memcpy(lpData, &(This->viewports.vp1), dwSize);
267 if (TRACE_ON(d3d7)) {
268 TRACE(" returning D3DVIEWPORT :\n");
269 _dump_D3DVIEWPORT(lpData);
271 LeaveCriticalSection(&ddraw_cs);
273 return DD_OK;
276 /*****************************************************************************
277 * IDirect3DViewport3::SetViewport
279 * Sets the viewport information for this interface
281 * Params:
282 * lpData: Viewport to set
284 * Returns:
285 * D3D_OK on success
286 * DDERR_INVALIDPARAMS if Data is NULL
288 *****************************************************************************/
289 static HRESULT WINAPI
290 IDirect3DViewportImpl_SetViewport(IDirect3DViewport3 *iface,
291 D3DVIEWPORT *lpData)
293 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
294 LPDIRECT3DVIEWPORT3 current_viewport;
295 TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
297 if (TRACE_ON(d3d7)) {
298 TRACE(" getting D3DVIEWPORT :\n");
299 _dump_D3DVIEWPORT(lpData);
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);
307 /* Tests on two games show that these values are never used properly so override
308 them with proper ones :-)
310 This->viewports.vp1.dvMinZ = 0.0;
311 This->viewports.vp1.dvMaxZ = 1.0;
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);
321 LeaveCriticalSection(&ddraw_cs);
323 return DD_OK;
326 /*****************************************************************************
327 * IDirect3DViewport3::TransformVertices
329 * Transforms vertices by the transformation matrix.
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.
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
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
352 *****************************************************************************/
353 static HRESULT WINAPI
354 IDirect3DViewportImpl_TransformVertices(IDirect3DViewport3 *iface,
355 DWORD dwVertexCount,
356 D3DTRANSFORMDATA *lpData,
357 DWORD dwFlags,
358 DWORD *lpOffScreen)
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);
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)
374 WARN("No device active, returning D3DERR_VIEWPORTHASNODEVICE\n");
375 return D3DERR_VIEWPORTHASNODEVICE;
379 if(!(dwFlags & (D3DTRANSFORM_UNCLIPPED | D3DTRANSFORM_CLIPPED)))
381 WARN("No clipping flag passed, returning DDERR_INVALIDPARAMS\n");
382 return DDERR_INVALIDPARAMS;
386 EnterCriticalSection(&ddraw_cs);
387 IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
388 D3DTRANSFORMSTATE_VIEW,
389 (WINED3DMATRIX*) &view_mat);
391 IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
392 D3DTRANSFORMSTATE_PROJECTION,
393 (WINED3DMATRIX*) &proj_mat);
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);
401 in = lpData->lpIn;
402 out = lpData->lpOut;
403 outH = lpData->lpHOut;
404 for(i = 0; i < dwVertexCount; i++)
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);
411 if(dwFlags & D3DTRANSFORM_CLIPPED)
413 /* If clipping is enabled, Windows assumes that outH is
414 * a valid pointer
416 outH[i].u1.hx = x; outH[i].u2.hy = y; outH[i].u3.hz = z;
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;
432 if(outH[i].dwFlags)
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.
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;
449 w = 1 / w;
450 x *= w; y *= w; z *= w;
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);
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.
465 * If clipping is requested, Windows assumes that the offscreen
466 * param is a valid pointer.
468 if(dwVertexCount == 1 && dwFlags & D3DTRANSFORM_CLIPPED)
470 *lpOffScreen = outH[0].dwFlags;
472 else if(*lpOffScreen)
474 *lpOffScreen = 0;
476 LeaveCriticalSection(&ddraw_cs);
478 TRACE("All done\n");
479 return DD_OK;
482 /*****************************************************************************
483 * IDirect3DViewport3::LightElements
485 * The DirectX 5.0 sdk says that it's not implemented
487 * Params:
490 * Returns:
491 * DDERR_UNSUPPORTED
493 *****************************************************************************/
494 static HRESULT WINAPI
495 IDirect3DViewportImpl_LightElements(IDirect3DViewport3 *iface,
496 DWORD dwElementCount,
497 LPD3DLIGHTDATA lpData)
499 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
500 TRACE("(%p)->(%08x,%p): Unimplemented!\n", This, dwElementCount, lpData);
501 return DDERR_UNSUPPORTED;
504 /*****************************************************************************
505 * IDirect3DViewport3::SetBackground
507 * Sets tje background material
509 * Params:
510 * hMat: Handle from a IDirect3DMaterial interface
512 * Returns:
513 * D3D_OK on success
515 *****************************************************************************/
516 static HRESULT WINAPI
517 IDirect3DViewportImpl_SetBackground(IDirect3DViewport3 *iface,
518 D3DMATERIALHANDLE hMat)
520 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
521 TRACE("(%p)->(%d)\n", This, hMat);
523 EnterCriticalSection(&ddraw_cs);
524 if(hMat && hMat > This->ddraw->d3ddevice->numHandles)
526 WARN("Specified Handle %d out of range\n", hMat);
527 LeaveCriticalSection(&ddraw_cs);
528 return DDERR_INVALIDPARAMS;
530 else if(hMat && This->ddraw->d3ddevice->Handles[hMat - 1].type != DDrawHandle_Material)
532 WARN("Handle %d is not a material handle\n", hMat);
533 LeaveCriticalSection(&ddraw_cs);
534 return DDERR_INVALIDPARAMS;
537 if(hMat)
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);
546 else
548 This->background = NULL;
549 TRACE("Setting background to NULL\n");
552 LeaveCriticalSection(&ddraw_cs);
553 return D3D_OK;
556 /*****************************************************************************
557 * IDirect3DViewport3::GetBackground
559 * Returns the material handle assigned to the background of the viewport
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
565 * Returns:
566 * D3D_OK
568 *****************************************************************************/
569 static HRESULT WINAPI
570 IDirect3DViewportImpl_GetBackground(IDirect3DViewport3 *iface,
571 D3DMATERIALHANDLE *lphMat,
572 BOOL *lpValid)
574 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
575 TRACE("(%p)->(%p,%p)\n", This, lphMat, lpValid);
577 EnterCriticalSection(&ddraw_cs);
578 if(lpValid)
580 *lpValid = This->background != NULL;
582 if(lphMat)
584 if(This->background)
586 *lphMat = This->background->Handle;
588 else
590 *lphMat = 0;
593 LeaveCriticalSection(&ddraw_cs);
595 return D3D_OK;
598 /*****************************************************************************
599 * IDirect3DViewport3::SetBackgroundDepth
601 * Sets a surface that represents the background depth. It's contents are
602 * used to set the depth buffer in IDirect3DViewport3::Clear
604 * Params:
605 * lpDDSurface: Surface to set
607 * Returns: D3D_OK, because it's a stub
609 *****************************************************************************/
610 static HRESULT WINAPI
611 IDirect3DViewportImpl_SetBackgroundDepth(IDirect3DViewport3 *iface,
612 IDirectDrawSurface *lpDDSurface)
614 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
615 FIXME("(%p)->(%p): stub!\n", This, lpDDSurface);
616 return D3D_OK;
619 /*****************************************************************************
620 * IDirect3DViewport3::GetBackgroundDepth
622 * Returns the surface that represents the depth field
624 * Params:
625 * lplpDDSurface: Address to store the interface pointer
626 * lpValid: Set to TRUE if a depth is assigned, FALSE otherwise
628 * Returns:
629 * D3D_OK, because it's a stub
630 * (DDERR_INVALIDPARAMS if DDSurface of Valid is NULL)
632 *****************************************************************************/
633 static HRESULT WINAPI
634 IDirect3DViewportImpl_GetBackgroundDepth(IDirect3DViewport3 *iface,
635 IDirectDrawSurface **lplpDDSurface,
636 LPBOOL lpValid)
638 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
639 FIXME("(%p)->(%p,%p): stub!\n", This, lplpDDSurface, lpValid);
640 return DD_OK;
643 /*****************************************************************************
644 * IDirect3DViewport3::Clear
646 * Clears the render target and / or the z buffer
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
654 * Returns:
655 * D3D_OK on success
656 * D3DERR_VIEWPORTHASNODEVICE if there's no active device
657 * The return value of IDirect3DDevice7::Clear
659 *****************************************************************************/
660 static HRESULT WINAPI
661 IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
662 DWORD dwCount,
663 D3DRECT *lpRects,
664 DWORD dwFlags)
666 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
667 DWORD color = 0x00000000;
668 HRESULT hr;
669 LPDIRECT3DVIEWPORT3 current_viewport;
670 IDirect3DDevice3 *d3d_device3;
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;
677 d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
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);
692 /* Need to temporarily activate viewport to clear it. Previously active one will be restored
693 afterwards. */
694 This->activate(This, TRUE);
696 hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device, dwCount, lpRects,
697 dwFlags & (D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET), color, 1.0, 0x00000000);
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);
706 LeaveCriticalSection(&ddraw_cs);
707 return hr;
710 /*****************************************************************************
711 * IDirect3DViewport3::AddLight
713 * Adds an light to the viewport
715 * Params:
716 * lpDirect3DLight: Interface of the light to add
718 * Returns:
719 * D3D_OK on success
720 * DDERR_INVALIDPARAMS if Direct3DLight is NULL
721 * DDERR_INVALIDPARAMS if there are 8 lights or more
723 *****************************************************************************/
724 static HRESULT WINAPI
725 IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
726 IDirect3DLight *lpDirect3DLight)
728 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
729 IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
730 DWORD i = 0;
731 DWORD map = This->map_lights;
733 TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
735 EnterCriticalSection(&ddraw_cs);
736 if (This->num_lights >= 8)
738 LeaveCriticalSection(&ddraw_cs);
739 return DDERR_INVALIDPARAMS;
742 /* Find a light number and update both light and viewports objects accordingly */
743 while(map&1) {
744 map>>=1;
745 i++;
747 lpDirect3DLightImpl->dwLightIndex = i;
748 This->num_lights++;
749 This->map_lights |= 1<<i;
751 /* Add the light in the 'linked' chain */
752 lpDirect3DLightImpl->next = This->lights;
753 This->lights = lpDirect3DLightImpl;
754 IDirect3DLight_AddRef(lpDirect3DLight);
756 /* Attach the light to the viewport */
757 lpDirect3DLightImpl->active_viewport = This;
759 /* If active, activate the light */
760 if (This->active_device != NULL) {
761 lpDirect3DLightImpl->activate(lpDirect3DLightImpl);
764 LeaveCriticalSection(&ddraw_cs);
765 return D3D_OK;
768 /*****************************************************************************
769 * IDirect3DViewport3::DeleteLight
771 * Deletes a light from the viewports' light list
773 * Params:
774 * lpDirect3DLight: Light to delete
776 * Returns:
777 * D3D_OK on success
778 * DDERR_INVALIDPARAMS if the light wasn't found
780 *****************************************************************************/
781 static HRESULT WINAPI
782 IDirect3DViewportImpl_DeleteLight(IDirect3DViewport3 *iface,
783 IDirect3DLight *lpDirect3DLight)
785 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
786 IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
787 IDirect3DLightImpl *cur_light, *prev_light = NULL;
789 TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
791 EnterCriticalSection(&ddraw_cs);
792 cur_light = This->lights;
793 while (cur_light != NULL) {
794 if (cur_light == lpDirect3DLightImpl) {
795 lpDirect3DLightImpl->desactivate(lpDirect3DLightImpl);
796 if (prev_light == NULL) This->lights = cur_light->next;
797 else prev_light->next = cur_light->next;
798 /* Detach the light to the viewport */
799 cur_light->active_viewport = NULL;
800 IDirect3DLight_Release( (IDirect3DLight *)cur_light );
801 This->num_lights--;
802 This->map_lights &= ~(1<<lpDirect3DLightImpl->dwLightIndex);
803 LeaveCriticalSection(&ddraw_cs);
804 return D3D_OK;
806 prev_light = cur_light;
807 cur_light = cur_light->next;
809 LeaveCriticalSection(&ddraw_cs);
811 return DDERR_INVALIDPARAMS;
814 /*****************************************************************************
815 * IDirect3DViewport::NextLight
817 * Enumerates the lights associated with the viewport
819 * Params:
820 * lpDirect3DLight: Light to start with
821 * lplpDirect3DLight: Address to store the successor to
823 * Returns:
824 * D3D_OK, because it's a stub
826 *****************************************************************************/
827 static HRESULT WINAPI
828 IDirect3DViewportImpl_NextLight(IDirect3DViewport3 *iface,
829 IDirect3DLight *lpDirect3DLight,
830 IDirect3DLight **lplpDirect3DLight,
831 DWORD dwFlags)
833 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
834 IDirect3DLightImpl *cur_light, *prev_light = NULL;
836 TRACE("(%p)->(%p,%p,%08x)\n", This, lpDirect3DLight, lplpDirect3DLight, dwFlags);
838 if (!lplpDirect3DLight)
839 return DDERR_INVALIDPARAMS;
841 *lplpDirect3DLight = NULL;
843 EnterCriticalSection(&ddraw_cs);
845 cur_light = This->lights;
847 switch (dwFlags) {
848 case D3DNEXT_NEXT:
849 if (!lpDirect3DLight) {
850 LeaveCriticalSection(&ddraw_cs);
851 return DDERR_INVALIDPARAMS;
853 while (cur_light != NULL) {
854 if (cur_light == (IDirect3DLightImpl *)lpDirect3DLight) {
855 *lplpDirect3DLight = (IDirect3DLight*)cur_light->next;
856 break;
858 cur_light = cur_light->next;
860 break;
861 case D3DNEXT_HEAD:
862 *lplpDirect3DLight = (IDirect3DLight*)This->lights;
863 break;
864 case D3DNEXT_TAIL:
865 while (cur_light != NULL) {
866 prev_light = cur_light;
867 cur_light = cur_light->next;
869 *lplpDirect3DLight = (IDirect3DLight*)prev_light;
870 break;
871 default:
872 ERR("Unknown flag %d\n", dwFlags);
873 break;
876 if (*lplpDirect3DLight)
877 IDirect3DLight_AddRef(*lplpDirect3DLight);
879 LeaveCriticalSection(&ddraw_cs);
881 return *lplpDirect3DLight ? D3D_OK : DDERR_INVALIDPARAMS;
884 /*****************************************************************************
885 * IDirect3DViewport2 Methods.
886 *****************************************************************************/
888 /*****************************************************************************
889 * IDirect3DViewport3::GetViewport2
891 * Returns the currently set viewport in a D3DVIEWPORT2 structure.
892 * Similar to IDirect3DViewport3::GetViewport
894 * Params:
895 * lpData: Pointer to the structure to fill
897 * Returns:
898 * D3D_OK on success
899 * DDERR_INVALIDPARAMS if the viewport was set with
900 * IDirect3DViewport3::SetViewport
901 * DDERR_INVALIDPARAMS if Data is NULL
903 *****************************************************************************/
904 static HRESULT WINAPI
905 IDirect3DViewportImpl_GetViewport2(IDirect3DViewport3 *iface,
906 D3DVIEWPORT2 *lpData)
908 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
909 DWORD dwSize;
910 TRACE("(%p)->(%p)\n", This, lpData);
912 EnterCriticalSection(&ddraw_cs);
913 if (This->use_vp2 != 1) {
914 ERR(" Requesting to get a D3DVIEWPORT2 struct where a D3DVIEWPORT was set !\n");
915 LeaveCriticalSection(&ddraw_cs);
916 return DDERR_INVALIDPARAMS;
918 dwSize = lpData->dwSize;
919 memset(lpData, 0, dwSize);
920 memcpy(lpData, &(This->viewports.vp2), dwSize);
922 if (TRACE_ON(d3d7)) {
923 TRACE(" returning D3DVIEWPORT2 :\n");
924 _dump_D3DVIEWPORT2(lpData);
927 LeaveCriticalSection(&ddraw_cs);
928 return D3D_OK;
931 /*****************************************************************************
932 * IDirect3DViewport3::SetViewport2
934 * Sets the viewport from a D3DVIEWPORT2 structure
936 * Params:
937 * lpData: Viewport to set
939 * Returns:
940 * D3D_OK on success
942 *****************************************************************************/
943 static HRESULT WINAPI
944 IDirect3DViewportImpl_SetViewport2(IDirect3DViewport3 *iface,
945 D3DVIEWPORT2 *lpData)
947 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
948 LPDIRECT3DVIEWPORT3 current_viewport;
949 TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
951 if (TRACE_ON(d3d7)) {
952 TRACE(" getting D3DVIEWPORT2 :\n");
953 _dump_D3DVIEWPORT2(lpData);
956 EnterCriticalSection(&ddraw_cs);
957 This->use_vp2 = 1;
958 memset(&(This->viewports.vp2), 0, sizeof(This->viewports.vp2));
959 memcpy(&(This->viewports.vp2), lpData, lpData->dwSize);
961 if (This->active_device) {
962 IDirect3DDevice3 *d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
963 IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
964 if (current_viewport) {
965 if ((IDirect3DViewportImpl *)current_viewport == This) This->activate(This, FALSE);
966 IDirect3DViewport3_Release(current_viewport);
969 LeaveCriticalSection(&ddraw_cs);
971 return D3D_OK;
974 /*****************************************************************************
975 * IDirect3DViewport3 Methods.
976 *****************************************************************************/
978 /*****************************************************************************
979 * IDirect3DViewport3::SetBackgroundDepth2
981 * Sets a IDirectDrawSurface4 surface as the background depth surface
983 * Params:
984 * lpDDS: Surface to set
986 * Returns:
987 * D3D_OK, because it's stub
989 *****************************************************************************/
990 static HRESULT WINAPI
991 IDirect3DViewportImpl_SetBackgroundDepth2(IDirect3DViewport3 *iface,
992 IDirectDrawSurface4 *lpDDS)
994 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
995 FIXME("(%p)->(%p): stub!\n", This, lpDDS);
996 return D3D_OK;
999 /*****************************************************************************
1000 * IDirect3DViewport3::GetBackgroundDepth2
1002 * Returns the IDirect3DSurface4 interface to the background depth surface
1004 * Params:
1005 * lplpDDS: Address to store the interface pointer at
1006 * lpValid: Set to true if a surface is assigned
1008 * Returns:
1009 * D3D_OK because it's a stub
1011 *****************************************************************************/
1012 static HRESULT WINAPI
1013 IDirect3DViewportImpl_GetBackgroundDepth2(IDirect3DViewport3 *iface,
1014 IDirectDrawSurface4 **lplpDDS,
1015 BOOL *lpValid)
1017 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
1018 FIXME("(%p/%p)->(%p,%p): stub!\n", This, iface, lplpDDS, lpValid);
1019 return D3D_OK;
1022 /*****************************************************************************
1023 * IDirect3DViewport3::Clear2
1025 * Another clearing method
1027 * Params:
1028 * Count: Number of rectangles to clear
1029 * Rects: Rectangle array to clear
1030 * Flags: Some flags :)
1031 * Color: Color to fill the render target with
1032 * Z: Value to fill the depth buffer with
1033 * Stencil: Value to fill the stencil bits with
1035 * Returns:
1037 *****************************************************************************/
1038 static HRESULT WINAPI
1039 IDirect3DViewportImpl_Clear2(IDirect3DViewport3 *iface,
1040 DWORD dwCount,
1041 LPD3DRECT lpRects,
1042 DWORD dwFlags,
1043 DWORD dwColor,
1044 D3DVALUE dvZ,
1045 DWORD dwStencil)
1047 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
1048 HRESULT hr;
1049 LPDIRECT3DVIEWPORT3 current_viewport;
1050 IDirect3DDevice3 *d3d_device3;
1051 TRACE("(%p)->(%08x,%p,%08x,%08x,%f,%08x)\n", This, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
1053 EnterCriticalSection(&ddraw_cs);
1054 if (This->active_device == NULL) {
1055 ERR(" Trying to clear a viewport not attached to a device !\n");
1056 LeaveCriticalSection(&ddraw_cs);
1057 return D3DERR_VIEWPORTHASNODEVICE;
1059 d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
1060 /* Need to temporarily activate viewport to clear it. Previously active one will be restored
1061 afterwards. */
1062 This->activate(This, TRUE);
1064 hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device,
1065 dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
1066 IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
1067 if(current_viewport) {
1068 IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
1069 vp->activate(vp, TRUE);
1070 IDirect3DViewport3_Release(current_viewport);
1072 LeaveCriticalSection(&ddraw_cs);
1073 return hr;
1076 /*****************************************************************************
1077 * The VTable
1078 *****************************************************************************/
1080 const IDirect3DViewport3Vtbl IDirect3DViewport3_Vtbl =
1082 /*** IUnknown Methods ***/
1083 IDirect3DViewportImpl_QueryInterface,
1084 IDirect3DViewportImpl_AddRef,
1085 IDirect3DViewportImpl_Release,
1086 /*** IDirect3DViewport Methods */
1087 IDirect3DViewportImpl_Initialize,
1088 IDirect3DViewportImpl_GetViewport,
1089 IDirect3DViewportImpl_SetViewport,
1090 IDirect3DViewportImpl_TransformVertices,
1091 IDirect3DViewportImpl_LightElements,
1092 IDirect3DViewportImpl_SetBackground,
1093 IDirect3DViewportImpl_GetBackground,
1094 IDirect3DViewportImpl_SetBackgroundDepth,
1095 IDirect3DViewportImpl_GetBackgroundDepth,
1096 IDirect3DViewportImpl_Clear,
1097 IDirect3DViewportImpl_AddLight,
1098 IDirect3DViewportImpl_DeleteLight,
1099 IDirect3DViewportImpl_NextLight,
1100 /*** IDirect3DViewport2 Methods ***/
1101 IDirect3DViewportImpl_GetViewport2,
1102 IDirect3DViewportImpl_SetViewport2,
1103 /*** IDirect3DViewport3 Methods ***/
1104 IDirect3DViewportImpl_SetBackgroundDepth2,
1105 IDirect3DViewportImpl_GetBackgroundDepth2,
1106 IDirect3DViewportImpl_Clear2,