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[wine/multimedia.git] / dlls / ddraw / viewport.c
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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 dwSize = lpData->dwSize;
259 memset(lpData, 0, dwSize);
260 if (!This->use_vp2)
261 memcpy(lpData, &(This->viewports.vp1), dwSize);
262 else {
263 D3DVIEWPORT vp1;
264 vp1.dwSize = sizeof(vp1);
265 vp1.dwX = This->viewports.vp2.dwX;
266 vp1.dwY = This->viewports.vp2.dwY;
267 vp1.dwWidth = This->viewports.vp2.dwWidth;
268 vp1.dwHeight = This->viewports.vp2.dwHeight;
269 vp1.dvMaxX = 0.0;
270 vp1.dvMaxY = 0.0;
271 vp1.dvScaleX = 0.0;
272 vp1.dvScaleY = 0.0;
273 vp1.dvMinZ = This->viewports.vp2.dvMinZ;
274 vp1.dvMaxZ = This->viewports.vp2.dvMaxZ;
275 memcpy(lpData, &vp1, dwSize);
278 if (TRACE_ON(d3d7)) {
279 TRACE(" returning D3DVIEWPORT :\n");
280 _dump_D3DVIEWPORT(lpData);
282 LeaveCriticalSection(&ddraw_cs);
284 return DD_OK;
287 /*****************************************************************************
288 * IDirect3DViewport3::SetViewport
290 * Sets the viewport information for this interface
292 * Params:
293 * lpData: Viewport to set
295 * Returns:
296 * D3D_OK on success
297 * DDERR_INVALIDPARAMS if Data is NULL
299 *****************************************************************************/
300 static HRESULT WINAPI
301 IDirect3DViewportImpl_SetViewport(IDirect3DViewport3 *iface,
302 D3DVIEWPORT *lpData)
304 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
305 LPDIRECT3DVIEWPORT3 current_viewport;
306 TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
308 if (TRACE_ON(d3d7)) {
309 TRACE(" getting D3DVIEWPORT :\n");
310 _dump_D3DVIEWPORT(lpData);
313 EnterCriticalSection(&ddraw_cs);
314 This->use_vp2 = 0;
315 memset(&(This->viewports.vp1), 0, sizeof(This->viewports.vp1));
316 memcpy(&(This->viewports.vp1), lpData, lpData->dwSize);
318 /* Tests on two games show that these values are never used properly so override
319 them with proper ones :-)
321 This->viewports.vp1.dvMinZ = 0.0;
322 This->viewports.vp1.dvMaxZ = 1.0;
324 if (This->active_device) {
325 IDirect3DDevice3 *d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
326 IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
327 if (current_viewport) {
328 if ((IDirect3DViewportImpl *)current_viewport == This) This->activate(This, FALSE);
329 IDirect3DViewport3_Release(current_viewport);
332 LeaveCriticalSection(&ddraw_cs);
334 return DD_OK;
337 /*****************************************************************************
338 * IDirect3DViewport3::TransformVertices
340 * Transforms vertices by the transformation matrix.
342 * This function is pretty similar to IDirect3DVertexBuffer7::ProcessVertices,
343 * so it's tempting to forward it to there. However, there are some
344 * tiny differences. First, the lpOffscreen flag that is reported back,
345 * then there is the homogeneous vertex that is generated. Also there's a lack
346 * of FVFs, but still a custom stride. Last, the d3d1 - d3d3 viewport has some
347 * settings (scale) that d3d7 and wined3d do not have. All in all wrapping to
348 * ProcessVertices doesn't pay of in terms of wrapper code needed and code
349 * reused.
351 * Params:
352 * dwVertexCount: The number of vertices to be transformed
353 * lpData: Pointer to the vertex data
354 * dwFlags: D3DTRANSFORM_CLIPPED or D3DTRANSFORM_UNCLIPPED
355 * lpOffScreen: Set to the clipping plane clipping the vertex, if only one
356 * vertex is transformed and clipping is on. 0 otherwise
358 * Returns:
359 * D3D_OK on success
360 * D3DERR_VIEWPORTHASNODEVICE if the viewport is not assigned to a device
361 * DDERR_INVALIDPARAMS if no clipping flag is specified
363 *****************************************************************************/
364 static HRESULT WINAPI
365 IDirect3DViewportImpl_TransformVertices(IDirect3DViewport3 *iface,
366 DWORD dwVertexCount,
367 D3DTRANSFORMDATA *lpData,
368 DWORD dwFlags,
369 DWORD *lpOffScreen)
371 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
372 D3DMATRIX view_mat, world_mat, proj_mat, mat;
373 float *in;
374 float *out;
375 float x, y, z, w;
376 unsigned int i;
377 D3DVIEWPORT vp = This->viewports.vp1;
378 D3DHVERTEX *outH;
379 TRACE("(%p)->(%08x,%p,%08x,%p)\n", This, dwVertexCount, lpData, dwFlags, lpOffScreen);
381 /* Tests on windows show that Windows crashes when this occurs,
382 * so don't return the (intuitive) return value
383 if(!This->active_device)
385 WARN("No device active, returning D3DERR_VIEWPORTHASNODEVICE\n");
386 return D3DERR_VIEWPORTHASNODEVICE;
390 if(!(dwFlags & (D3DTRANSFORM_UNCLIPPED | D3DTRANSFORM_CLIPPED)))
392 WARN("No clipping flag passed, returning DDERR_INVALIDPARAMS\n");
393 return DDERR_INVALIDPARAMS;
397 EnterCriticalSection(&ddraw_cs);
398 IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
399 D3DTRANSFORMSTATE_VIEW,
400 (WINED3DMATRIX*) &view_mat);
402 IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
403 D3DTRANSFORMSTATE_PROJECTION,
404 (WINED3DMATRIX*) &proj_mat);
406 IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
407 WINED3DTS_WORLDMATRIX(0),
408 (WINED3DMATRIX*) &world_mat);
409 multiply_matrix(&mat,&view_mat,&world_mat);
410 multiply_matrix(&mat,&proj_mat,&mat);
412 in = lpData->lpIn;
413 out = lpData->lpOut;
414 outH = lpData->lpHOut;
415 for(i = 0; i < dwVertexCount; i++)
417 x = (in[0] * mat._11) + (in[1] * mat._21) + (in[2] * mat._31) + (1.0 * mat._41);
418 y = (in[0] * mat._12) + (in[1] * mat._22) + (in[2] * mat._32) + (1.0 * mat._42);
419 z = (in[0] * mat._13) + (in[1] * mat._23) + (in[2] * mat._33) + (1.0 * mat._43);
420 w = (in[0] * mat._14) + (in[1] * mat._24) + (in[2] * mat._34) + (1.0 * mat._44);
422 if(dwFlags & D3DTRANSFORM_CLIPPED)
424 /* If clipping is enabled, Windows assumes that outH is
425 * a valid pointer
427 outH[i].u1.hx = x; outH[i].u2.hy = y; outH[i].u3.hz = z;
429 outH[i].dwFlags = 0;
430 if(x * vp.dvScaleX > ((float) vp.dwWidth * 0.5))
431 outH[i].dwFlags |= D3DCLIP_RIGHT;
432 if(x * vp.dvScaleX <= -((float) vp.dwWidth) * 0.5)
433 outH[i].dwFlags |= D3DCLIP_LEFT;
434 if(y * vp.dvScaleY > ((float) vp.dwHeight * 0.5))
435 outH[i].dwFlags |= D3DCLIP_TOP;
436 if(y * vp.dvScaleY <= -((float) vp.dwHeight) * 0.5)
437 outH[i].dwFlags |= D3DCLIP_BOTTOM;
438 if(z < 0.0)
439 outH[i].dwFlags |= D3DCLIP_FRONT;
440 if(z > 1.0)
441 outH[i].dwFlags |= D3DCLIP_BACK;
443 if(outH[i].dwFlags)
445 /* Looks like native just drops the vertex, leaves whatever data
446 * it has in the output buffer and goes on with the next vertex.
447 * The exact scheme hasn't been figured out yet, but windows
448 * definitely writes something there.
450 out[0] = x;
451 out[1] = y;
452 out[2] = z;
453 out[3] = w;
454 in = (float *) ((char *) in + lpData->dwInSize);
455 out = (float *) ((char *) out + lpData->dwOutSize);
456 continue;
460 w = 1 / w;
461 x *= w; y *= w; z *= w;
463 out[0] = vp.dwWidth / 2 + vp.dwX + x * vp.dvScaleX;
464 out[1] = vp.dwHeight / 2 + vp.dwY - y * vp.dvScaleY;
465 out[2] = z;
466 out[3] = w;
467 in = (float *) ((char *) in + lpData->dwInSize);
468 out = (float *) ((char *) out + lpData->dwOutSize);
471 /* According to the d3d test, the offscreen flag is set only
472 * if exactly one vertex is transformed. Its not documented,
473 * but the test shows that the lpOffscreen flag is set to the
474 * flag combination of clipping planes that clips the vertex.
476 * If clipping is requested, Windows assumes that the offscreen
477 * param is a valid pointer.
479 if(dwVertexCount == 1 && dwFlags & D3DTRANSFORM_CLIPPED)
481 *lpOffScreen = outH[0].dwFlags;
483 else if(*lpOffScreen)
485 *lpOffScreen = 0;
487 LeaveCriticalSection(&ddraw_cs);
489 TRACE("All done\n");
490 return DD_OK;
493 /*****************************************************************************
494 * IDirect3DViewport3::LightElements
496 * The DirectX 5.0 sdk says that it's not implemented
498 * Params:
501 * Returns:
502 * DDERR_UNSUPPORTED
504 *****************************************************************************/
505 static HRESULT WINAPI
506 IDirect3DViewportImpl_LightElements(IDirect3DViewport3 *iface,
507 DWORD dwElementCount,
508 LPD3DLIGHTDATA lpData)
510 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
511 TRACE("(%p)->(%08x,%p): Unimplemented!\n", This, dwElementCount, lpData);
512 return DDERR_UNSUPPORTED;
515 /*****************************************************************************
516 * IDirect3DViewport3::SetBackground
518 * Sets tje background material
520 * Params:
521 * hMat: Handle from a IDirect3DMaterial interface
523 * Returns:
524 * D3D_OK on success
526 *****************************************************************************/
527 static HRESULT WINAPI
528 IDirect3DViewportImpl_SetBackground(IDirect3DViewport3 *iface,
529 D3DMATERIALHANDLE hMat)
531 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
532 TRACE("(%p)->(%d)\n", This, hMat);
534 EnterCriticalSection(&ddraw_cs);
535 if(hMat && hMat > This->ddraw->d3ddevice->numHandles)
537 WARN("Specified Handle %d out of range\n", hMat);
538 LeaveCriticalSection(&ddraw_cs);
539 return DDERR_INVALIDPARAMS;
541 else if(hMat && This->ddraw->d3ddevice->Handles[hMat - 1].type != DDrawHandle_Material)
543 WARN("Handle %d is not a material handle\n", hMat);
544 LeaveCriticalSection(&ddraw_cs);
545 return DDERR_INVALIDPARAMS;
548 if(hMat)
550 This->background = This->ddraw->d3ddevice->Handles[hMat - 1].ptr;
551 TRACE(" setting background color : %f %f %f %f\n",
552 This->background->mat.u.diffuse.u1.r,
553 This->background->mat.u.diffuse.u2.g,
554 This->background->mat.u.diffuse.u3.b,
555 This->background->mat.u.diffuse.u4.a);
557 else
559 This->background = NULL;
560 TRACE("Setting background to NULL\n");
563 LeaveCriticalSection(&ddraw_cs);
564 return D3D_OK;
567 /*****************************************************************************
568 * IDirect3DViewport3::GetBackground
570 * Returns the material handle assigned to the background of the viewport
572 * Params:
573 * lphMat: Address to store the handle
574 * lpValid: is set to FALSE if no background is set, TRUE if one is set
576 * Returns:
577 * D3D_OK
579 *****************************************************************************/
580 static HRESULT WINAPI
581 IDirect3DViewportImpl_GetBackground(IDirect3DViewport3 *iface,
582 D3DMATERIALHANDLE *lphMat,
583 BOOL *lpValid)
585 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
586 TRACE("(%p)->(%p,%p)\n", This, lphMat, lpValid);
588 EnterCriticalSection(&ddraw_cs);
589 if(lpValid)
591 *lpValid = This->background != NULL;
593 if(lphMat)
595 if(This->background)
597 *lphMat = This->background->Handle;
599 else
601 *lphMat = 0;
604 LeaveCriticalSection(&ddraw_cs);
606 return D3D_OK;
609 /*****************************************************************************
610 * IDirect3DViewport3::SetBackgroundDepth
612 * Sets a surface that represents the background depth. It's contents are
613 * used to set the depth buffer in IDirect3DViewport3::Clear
615 * Params:
616 * lpDDSurface: Surface to set
618 * Returns: D3D_OK, because it's a stub
620 *****************************************************************************/
621 static HRESULT WINAPI
622 IDirect3DViewportImpl_SetBackgroundDepth(IDirect3DViewport3 *iface,
623 IDirectDrawSurface *lpDDSurface)
625 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
626 FIXME("(%p)->(%p): stub!\n", This, lpDDSurface);
627 return D3D_OK;
630 /*****************************************************************************
631 * IDirect3DViewport3::GetBackgroundDepth
633 * Returns the surface that represents the depth field
635 * Params:
636 * lplpDDSurface: Address to store the interface pointer
637 * lpValid: Set to TRUE if a depth is assigned, FALSE otherwise
639 * Returns:
640 * D3D_OK, because it's a stub
641 * (DDERR_INVALIDPARAMS if DDSurface of Valid is NULL)
643 *****************************************************************************/
644 static HRESULT WINAPI
645 IDirect3DViewportImpl_GetBackgroundDepth(IDirect3DViewport3 *iface,
646 IDirectDrawSurface **lplpDDSurface,
647 LPBOOL lpValid)
649 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
650 FIXME("(%p)->(%p,%p): stub!\n", This, lplpDDSurface, lpValid);
651 return DD_OK;
654 /*****************************************************************************
655 * IDirect3DViewport3::Clear
657 * Clears the render target and / or the z buffer
659 * Params:
660 * dwCount: The amount of rectangles to clear. If 0, the whole buffer is
661 * cleared
662 * lpRects: Pointer to the array of rectangles. If NULL, Count must be 0
663 * dwFlags: D3DCLEAR_ZBUFFER and / or D3DCLEAR_TARGET
665 * Returns:
666 * D3D_OK on success
667 * D3DERR_VIEWPORTHASNODEVICE if there's no active device
668 * The return value of IDirect3DDevice7::Clear
670 *****************************************************************************/
671 static HRESULT WINAPI IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
672 DWORD dwCount, D3DRECT *lpRects, DWORD dwFlags)
674 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
675 DWORD color = 0x00000000;
676 HRESULT hr;
677 LPDIRECT3DVIEWPORT3 current_viewport;
678 IDirect3DDevice3 *d3d_device3;
680 TRACE("(%p/%p)->(%08x,%p,%08x)\n", This, iface, dwCount, lpRects, dwFlags);
681 if (This->active_device == NULL) {
682 ERR(" Trying to clear a viewport not attached to a device !\n");
683 return D3DERR_VIEWPORTHASNODEVICE;
685 d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
687 EnterCriticalSection(&ddraw_cs);
688 if (dwFlags & D3DCLEAR_TARGET) {
689 if (This->background == NULL) {
690 ERR(" Trying to clear the color buffer without background material !\n");
692 else
694 color = ((int)((This->background->mat.u.diffuse.u1.r) * 255) << 16)
695 | ((int) ((This->background->mat.u.diffuse.u2.g) * 255) << 8)
696 | ((int) ((This->background->mat.u.diffuse.u3.b) * 255) << 0)
697 | ((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24);
701 /* Need to temporarily activate viewport to clear it. Previously active one will be restored
702 afterwards. */
703 This->activate(This, TRUE);
705 hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device, dwCount, lpRects,
706 dwFlags & (D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET), color, 1.0, 0x00000000);
708 IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
709 if(current_viewport) {
710 IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
711 vp->activate(vp, TRUE);
712 IDirect3DViewport3_Release(current_viewport);
715 LeaveCriticalSection(&ddraw_cs);
716 return hr;
719 /*****************************************************************************
720 * IDirect3DViewport3::AddLight
722 * Adds an light to the viewport
724 * Params:
725 * lpDirect3DLight: Interface of the light to add
727 * Returns:
728 * D3D_OK on success
729 * DDERR_INVALIDPARAMS if Direct3DLight is NULL
730 * DDERR_INVALIDPARAMS if there are 8 lights or more
732 *****************************************************************************/
733 static HRESULT WINAPI
734 IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
735 IDirect3DLight *lpDirect3DLight)
737 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
738 IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
739 DWORD i = 0;
740 DWORD map = This->map_lights;
742 TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
744 EnterCriticalSection(&ddraw_cs);
745 if (This->num_lights >= 8)
747 LeaveCriticalSection(&ddraw_cs);
748 return DDERR_INVALIDPARAMS;
751 /* Find a light number and update both light and viewports objects accordingly */
752 while(map&1) {
753 map>>=1;
754 i++;
756 lpDirect3DLightImpl->dwLightIndex = i;
757 This->num_lights++;
758 This->map_lights |= 1<<i;
760 /* Add the light in the 'linked' chain */
761 lpDirect3DLightImpl->next = This->lights;
762 This->lights = lpDirect3DLightImpl;
763 IDirect3DLight_AddRef(lpDirect3DLight);
765 /* Attach the light to the viewport */
766 lpDirect3DLightImpl->active_viewport = This;
768 /* If active, activate the light */
769 if (This->active_device != NULL) {
770 lpDirect3DLightImpl->activate(lpDirect3DLightImpl);
773 LeaveCriticalSection(&ddraw_cs);
774 return D3D_OK;
777 /*****************************************************************************
778 * IDirect3DViewport3::DeleteLight
780 * Deletes a light from the viewports' light list
782 * Params:
783 * lpDirect3DLight: Light to delete
785 * Returns:
786 * D3D_OK on success
787 * DDERR_INVALIDPARAMS if the light wasn't found
789 *****************************************************************************/
790 static HRESULT WINAPI
791 IDirect3DViewportImpl_DeleteLight(IDirect3DViewport3 *iface,
792 IDirect3DLight *lpDirect3DLight)
794 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
795 IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
796 IDirect3DLightImpl *cur_light, *prev_light = NULL;
798 TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
800 EnterCriticalSection(&ddraw_cs);
801 cur_light = This->lights;
802 while (cur_light != NULL) {
803 if (cur_light == lpDirect3DLightImpl) {
804 lpDirect3DLightImpl->desactivate(lpDirect3DLightImpl);
805 if (prev_light == NULL) This->lights = cur_light->next;
806 else prev_light->next = cur_light->next;
807 /* Detach the light to the viewport */
808 cur_light->active_viewport = NULL;
809 IDirect3DLight_Release( (IDirect3DLight *)cur_light );
810 This->num_lights--;
811 This->map_lights &= ~(1<<lpDirect3DLightImpl->dwLightIndex);
812 LeaveCriticalSection(&ddraw_cs);
813 return D3D_OK;
815 prev_light = cur_light;
816 cur_light = cur_light->next;
818 LeaveCriticalSection(&ddraw_cs);
820 return DDERR_INVALIDPARAMS;
823 /*****************************************************************************
824 * IDirect3DViewport::NextLight
826 * Enumerates the lights associated with the viewport
828 * Params:
829 * lpDirect3DLight: Light to start with
830 * lplpDirect3DLight: Address to store the successor to
832 * Returns:
833 * D3D_OK, because it's a stub
835 *****************************************************************************/
836 static HRESULT WINAPI
837 IDirect3DViewportImpl_NextLight(IDirect3DViewport3 *iface,
838 IDirect3DLight *lpDirect3DLight,
839 IDirect3DLight **lplpDirect3DLight,
840 DWORD dwFlags)
842 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
843 IDirect3DLightImpl *cur_light, *prev_light = NULL;
845 TRACE("(%p)->(%p,%p,%08x)\n", This, lpDirect3DLight, lplpDirect3DLight, dwFlags);
847 if (!lplpDirect3DLight)
848 return DDERR_INVALIDPARAMS;
850 *lplpDirect3DLight = NULL;
852 EnterCriticalSection(&ddraw_cs);
854 cur_light = This->lights;
856 switch (dwFlags) {
857 case D3DNEXT_NEXT:
858 if (!lpDirect3DLight) {
859 LeaveCriticalSection(&ddraw_cs);
860 return DDERR_INVALIDPARAMS;
862 while (cur_light != NULL) {
863 if (cur_light == (IDirect3DLightImpl *)lpDirect3DLight) {
864 *lplpDirect3DLight = (IDirect3DLight*)cur_light->next;
865 break;
867 cur_light = cur_light->next;
869 break;
870 case D3DNEXT_HEAD:
871 *lplpDirect3DLight = (IDirect3DLight*)This->lights;
872 break;
873 case D3DNEXT_TAIL:
874 while (cur_light != NULL) {
875 prev_light = cur_light;
876 cur_light = cur_light->next;
878 *lplpDirect3DLight = (IDirect3DLight*)prev_light;
879 break;
880 default:
881 ERR("Unknown flag %d\n", dwFlags);
882 break;
885 if (*lplpDirect3DLight)
886 IDirect3DLight_AddRef(*lplpDirect3DLight);
888 LeaveCriticalSection(&ddraw_cs);
890 return *lplpDirect3DLight ? D3D_OK : DDERR_INVALIDPARAMS;
893 /*****************************************************************************
894 * IDirect3DViewport2 Methods.
895 *****************************************************************************/
897 /*****************************************************************************
898 * IDirect3DViewport3::GetViewport2
900 * Returns the currently set viewport in a D3DVIEWPORT2 structure.
901 * Similar to IDirect3DViewport3::GetViewport
903 * Params:
904 * lpData: Pointer to the structure to fill
906 * Returns:
907 * D3D_OK on success
908 * DDERR_INVALIDPARAMS if the viewport was set with
909 * IDirect3DViewport3::SetViewport
910 * DDERR_INVALIDPARAMS if Data is NULL
912 *****************************************************************************/
913 static HRESULT WINAPI
914 IDirect3DViewportImpl_GetViewport2(IDirect3DViewport3 *iface,
915 D3DVIEWPORT2 *lpData)
917 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
918 DWORD dwSize;
919 TRACE("(%p)->(%p)\n", This, lpData);
921 EnterCriticalSection(&ddraw_cs);
922 dwSize = lpData->dwSize;
923 memset(lpData, 0, dwSize);
924 if (This->use_vp2)
925 memcpy(lpData, &(This->viewports.vp2), dwSize);
926 else {
927 D3DVIEWPORT2 vp2;
928 vp2.dwSize = sizeof(vp2);
929 vp2.dwX = This->viewports.vp1.dwX;
930 vp2.dwY = This->viewports.vp1.dwY;
931 vp2.dwWidth = This->viewports.vp1.dwWidth;
932 vp2.dwHeight = This->viewports.vp1.dwHeight;
933 vp2.dvClipX = 0.0;
934 vp2.dvClipY = 0.0;
935 vp2.dvClipWidth = 0.0;
936 vp2.dvClipHeight = 0.0;
937 vp2.dvMinZ = This->viewports.vp1.dvMinZ;
938 vp2.dvMaxZ = This->viewports.vp1.dvMaxZ;
939 memcpy(lpData, &vp2, dwSize);
942 if (TRACE_ON(d3d7)) {
943 TRACE(" returning D3DVIEWPORT2 :\n");
944 _dump_D3DVIEWPORT2(lpData);
947 LeaveCriticalSection(&ddraw_cs);
948 return D3D_OK;
951 /*****************************************************************************
952 * IDirect3DViewport3::SetViewport2
954 * Sets the viewport from a D3DVIEWPORT2 structure
956 * Params:
957 * lpData: Viewport to set
959 * Returns:
960 * D3D_OK on success
962 *****************************************************************************/
963 static HRESULT WINAPI
964 IDirect3DViewportImpl_SetViewport2(IDirect3DViewport3 *iface,
965 D3DVIEWPORT2 *lpData)
967 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
968 LPDIRECT3DVIEWPORT3 current_viewport;
969 TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
971 if (TRACE_ON(d3d7)) {
972 TRACE(" getting D3DVIEWPORT2 :\n");
973 _dump_D3DVIEWPORT2(lpData);
976 EnterCriticalSection(&ddraw_cs);
977 This->use_vp2 = 1;
978 memset(&(This->viewports.vp2), 0, sizeof(This->viewports.vp2));
979 memcpy(&(This->viewports.vp2), lpData, lpData->dwSize);
981 if (This->active_device) {
982 IDirect3DDevice3 *d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
983 IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
984 if (current_viewport) {
985 if ((IDirect3DViewportImpl *)current_viewport == This) This->activate(This, FALSE);
986 IDirect3DViewport3_Release(current_viewport);
989 LeaveCriticalSection(&ddraw_cs);
991 return D3D_OK;
994 /*****************************************************************************
995 * IDirect3DViewport3 Methods.
996 *****************************************************************************/
998 /*****************************************************************************
999 * IDirect3DViewport3::SetBackgroundDepth2
1001 * Sets a IDirectDrawSurface4 surface as the background depth surface
1003 * Params:
1004 * lpDDS: Surface to set
1006 * Returns:
1007 * D3D_OK, because it's stub
1009 *****************************************************************************/
1010 static HRESULT WINAPI
1011 IDirect3DViewportImpl_SetBackgroundDepth2(IDirect3DViewport3 *iface,
1012 IDirectDrawSurface4 *lpDDS)
1014 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
1015 FIXME("(%p)->(%p): stub!\n", This, lpDDS);
1016 return D3D_OK;
1019 /*****************************************************************************
1020 * IDirect3DViewport3::GetBackgroundDepth2
1022 * Returns the IDirect3DSurface4 interface to the background depth surface
1024 * Params:
1025 * lplpDDS: Address to store the interface pointer at
1026 * lpValid: Set to true if a surface is assigned
1028 * Returns:
1029 * D3D_OK because it's a stub
1031 *****************************************************************************/
1032 static HRESULT WINAPI
1033 IDirect3DViewportImpl_GetBackgroundDepth2(IDirect3DViewport3 *iface,
1034 IDirectDrawSurface4 **lplpDDS,
1035 BOOL *lpValid)
1037 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
1038 FIXME("(%p/%p)->(%p,%p): stub!\n", This, iface, lplpDDS, lpValid);
1039 return D3D_OK;
1042 /*****************************************************************************
1043 * IDirect3DViewport3::Clear2
1045 * Another clearing method
1047 * Params:
1048 * Count: Number of rectangles to clear
1049 * Rects: Rectangle array to clear
1050 * Flags: Some flags :)
1051 * Color: Color to fill the render target with
1052 * Z: Value to fill the depth buffer with
1053 * Stencil: Value to fill the stencil bits with
1055 * Returns:
1057 *****************************************************************************/
1058 static HRESULT WINAPI
1059 IDirect3DViewportImpl_Clear2(IDirect3DViewport3 *iface,
1060 DWORD dwCount,
1061 LPD3DRECT lpRects,
1062 DWORD dwFlags,
1063 DWORD dwColor,
1064 D3DVALUE dvZ,
1065 DWORD dwStencil)
1067 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
1068 HRESULT hr;
1069 LPDIRECT3DVIEWPORT3 current_viewport;
1070 IDirect3DDevice3 *d3d_device3;
1071 TRACE("(%p)->(%08x,%p,%08x,%08x,%f,%08x)\n", This, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
1073 EnterCriticalSection(&ddraw_cs);
1074 if (This->active_device == NULL) {
1075 ERR(" Trying to clear a viewport not attached to a device !\n");
1076 LeaveCriticalSection(&ddraw_cs);
1077 return D3DERR_VIEWPORTHASNODEVICE;
1079 d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
1080 /* Need to temporarily activate viewport to clear it. Previously active one will be restored
1081 afterwards. */
1082 This->activate(This, TRUE);
1084 hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device,
1085 dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
1086 IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
1087 if(current_viewport) {
1088 IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
1089 vp->activate(vp, TRUE);
1090 IDirect3DViewport3_Release(current_viewport);
1092 LeaveCriticalSection(&ddraw_cs);
1093 return hr;
1096 /*****************************************************************************
1097 * The VTable
1098 *****************************************************************************/
1100 const IDirect3DViewport3Vtbl IDirect3DViewport3_Vtbl =
1102 /*** IUnknown Methods ***/
1103 IDirect3DViewportImpl_QueryInterface,
1104 IDirect3DViewportImpl_AddRef,
1105 IDirect3DViewportImpl_Release,
1106 /*** IDirect3DViewport Methods */
1107 IDirect3DViewportImpl_Initialize,
1108 IDirect3DViewportImpl_GetViewport,
1109 IDirect3DViewportImpl_SetViewport,
1110 IDirect3DViewportImpl_TransformVertices,
1111 IDirect3DViewportImpl_LightElements,
1112 IDirect3DViewportImpl_SetBackground,
1113 IDirect3DViewportImpl_GetBackground,
1114 IDirect3DViewportImpl_SetBackgroundDepth,
1115 IDirect3DViewportImpl_GetBackgroundDepth,
1116 IDirect3DViewportImpl_Clear,
1117 IDirect3DViewportImpl_AddLight,
1118 IDirect3DViewportImpl_DeleteLight,
1119 IDirect3DViewportImpl_NextLight,
1120 /*** IDirect3DViewport2 Methods ***/
1121 IDirect3DViewportImpl_GetViewport2,
1122 IDirect3DViewportImpl_SetViewport2,
1123 /*** IDirect3DViewport3 Methods ***/
1124 IDirect3DViewportImpl_SetBackgroundDepth2,
1125 IDirect3DViewportImpl_GetBackgroundDepth2,
1126 IDirect3DViewportImpl_Clear2,