ntdll/tests: Run the execution test only on x86 platforms.
[wine/multimedia.git] / dlls / ddraw / viewport.c
blob7dc3dd4c6e5e4c1b02cbd614d35ebef5ae92c41f
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 "ddraw_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
29 /*****************************************************************************
30 * Helper functions
31 *****************************************************************************/
33 /*****************************************************************************
34 * viewport_activate
36 * activates the viewport using IDirect3DDevice7::SetViewport
38 *****************************************************************************/
39 void viewport_activate(IDirect3DViewportImpl *This, BOOL ignore_lights)
41 D3DVIEWPORT7 vp;
43 if (!ignore_lights)
45 IDirect3DLightImpl *light;
47 /* Activate all the lights associated with this context */
48 LIST_FOR_EACH_ENTRY(light, &This->light_list, IDirect3DLightImpl, entry)
50 light_activate(light);
54 /* And copy the values in the structure used by the device */
55 if (This->use_vp2)
57 vp.dwX = This->viewports.vp2.dwX;
58 vp.dwY = This->viewports.vp2.dwY;
59 vp.dwHeight = This->viewports.vp2.dwHeight;
60 vp.dwWidth = This->viewports.vp2.dwWidth;
61 vp.dvMinZ = This->viewports.vp2.dvMinZ;
62 vp.dvMaxZ = This->viewports.vp2.dvMaxZ;
64 else
66 vp.dwX = This->viewports.vp1.dwX;
67 vp.dwY = This->viewports.vp1.dwY;
68 vp.dwHeight = This->viewports.vp1.dwHeight;
69 vp.dwWidth = This->viewports.vp1.dwWidth;
70 vp.dvMinZ = This->viewports.vp1.dvMinZ;
71 vp.dvMaxZ = This->viewports.vp1.dvMaxZ;
74 /* And also set the viewport */
75 IDirect3DDevice7_SetViewport((IDirect3DDevice7 *)This->active_device, &vp);
78 /*****************************************************************************
79 * _dump_D3DVIEWPORT, _dump_D3DVIEWPORT2
81 * Writes viewport information to TRACE
83 *****************************************************************************/
84 static void _dump_D3DVIEWPORT(const D3DVIEWPORT *lpvp)
86 TRACE(" - dwSize = %d dwX = %d dwY = %d\n",
87 lpvp->dwSize, lpvp->dwX, lpvp->dwY);
88 TRACE(" - dwWidth = %d dwHeight = %d\n",
89 lpvp->dwWidth, lpvp->dwHeight);
90 TRACE(" - dvScaleX = %f dvScaleY = %f\n",
91 lpvp->dvScaleX, lpvp->dvScaleY);
92 TRACE(" - dvMaxX = %f dvMaxY = %f\n",
93 lpvp->dvMaxX, lpvp->dvMaxY);
94 TRACE(" - dvMinZ = %f dvMaxZ = %f\n",
95 lpvp->dvMinZ, lpvp->dvMaxZ);
98 static void _dump_D3DVIEWPORT2(const D3DVIEWPORT2 *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(" - dvClipX = %f dvClipY = %f\n",
105 lpvp->dvClipX, lpvp->dvClipY);
106 TRACE(" - dvClipWidth = %f dvClipHeight = %f\n",
107 lpvp->dvClipWidth, lpvp->dvClipHeight);
108 TRACE(" - dvMinZ = %f dvMaxZ = %f\n",
109 lpvp->dvMinZ, lpvp->dvMaxZ);
112 /*****************************************************************************
113 * IUnknown Methods.
114 *****************************************************************************/
116 /*****************************************************************************
117 * IDirect3DViewport3::QueryInterface
119 * A normal QueryInterface. Can query all interface versions and the
120 * IUnknown interface. The VTables of the different versions
121 * are equal
123 * Params:
124 * refiid: Interface id queried for
125 * obj: Address to write the interface pointer to
127 * Returns:
128 * S_OK on success.
129 * E_NOINTERFACE if the requested interface wasn't found
131 *****************************************************************************/
132 static HRESULT WINAPI IDirect3DViewportImpl_QueryInterface(IDirect3DViewport3 *iface, REFIID riid, void **object)
134 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
136 if (IsEqualGUID(&IID_IDirect3DViewport3, riid)
137 || IsEqualGUID(&IID_IDirect3DViewport2, riid)
138 || IsEqualGUID(&IID_IDirect3DViewport, riid)
139 || IsEqualGUID(&IID_IUnknown, riid))
141 IDirect3DViewport3_AddRef(iface);
142 *object = iface;
143 return S_OK;
146 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
148 *object = NULL;
149 return E_NOINTERFACE;
152 /*****************************************************************************
153 * IDirect3DViewport3::AddRef
155 * Increases the refcount.
157 * Returns:
158 * The new refcount
160 *****************************************************************************/
161 static ULONG WINAPI
162 IDirect3DViewportImpl_AddRef(IDirect3DViewport3 *iface)
164 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
165 ULONG ref = InterlockedIncrement(&This->ref);
167 TRACE("%p increasing refcount to %u.\n", This, ref);
169 return ref;
172 /*****************************************************************************
173 * IDirect3DViewport3::Release
175 * Reduces the refcount. If it falls to 0, the interface is released
177 * Returns:
178 * The new refcount
180 *****************************************************************************/
181 static ULONG WINAPI
182 IDirect3DViewportImpl_Release(IDirect3DViewport3 *iface)
184 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
185 ULONG ref = InterlockedDecrement(&This->ref);
187 TRACE("%p decreasing refcount to %u.\n", This, ref);
189 if (!ref) {
190 HeapFree(GetProcessHeap(), 0, This);
191 return 0;
193 return ref;
196 /*****************************************************************************
197 * IDirect3DViewport Methods.
198 *****************************************************************************/
200 /*****************************************************************************
201 * IDirect3DViewport3::Initialize
203 * No-op initialization.
205 * Params:
206 * Direct3D: The direct3D device this viewport is assigned to
208 * Returns:
209 * DDERR_ALREADYINITIALIZED
211 *****************************************************************************/
212 static HRESULT WINAPI
213 IDirect3DViewportImpl_Initialize(IDirect3DViewport3 *iface,
214 IDirect3D *Direct3D)
216 TRACE("iface %p, d3d %p.\n", iface, Direct3D);
218 return DDERR_ALREADYINITIALIZED;
221 /*****************************************************************************
222 * IDirect3DViewport3::GetViewport
224 * Returns the viewport data assigned to this viewport interface
226 * Params:
227 * Data: Address to store the data
229 * Returns:
230 * D3D_OK on success
231 * DDERR_INVALIDPARAMS if Data is NULL
233 *****************************************************************************/
234 static HRESULT WINAPI
235 IDirect3DViewportImpl_GetViewport(IDirect3DViewport3 *iface,
236 D3DVIEWPORT *lpData)
238 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
239 DWORD dwSize;
241 TRACE("iface %p, data %p.\n", iface, lpData);
243 EnterCriticalSection(&ddraw_cs);
244 dwSize = lpData->dwSize;
245 memset(lpData, 0, dwSize);
246 if (!This->use_vp2)
247 memcpy(lpData, &(This->viewports.vp1), dwSize);
248 else {
249 D3DVIEWPORT vp1;
250 vp1.dwSize = sizeof(vp1);
251 vp1.dwX = This->viewports.vp2.dwX;
252 vp1.dwY = This->viewports.vp2.dwY;
253 vp1.dwWidth = This->viewports.vp2.dwWidth;
254 vp1.dwHeight = This->viewports.vp2.dwHeight;
255 vp1.dvMaxX = 0.0;
256 vp1.dvMaxY = 0.0;
257 vp1.dvScaleX = 0.0;
258 vp1.dvScaleY = 0.0;
259 vp1.dvMinZ = This->viewports.vp2.dvMinZ;
260 vp1.dvMaxZ = This->viewports.vp2.dvMaxZ;
261 memcpy(lpData, &vp1, dwSize);
264 if (TRACE_ON(ddraw))
266 TRACE(" returning D3DVIEWPORT :\n");
267 _dump_D3DVIEWPORT(lpData);
269 LeaveCriticalSection(&ddraw_cs);
271 return DD_OK;
274 /*****************************************************************************
275 * IDirect3DViewport3::SetViewport
277 * Sets the viewport information for this interface
279 * Params:
280 * lpData: Viewport to set
282 * Returns:
283 * D3D_OK on success
284 * DDERR_INVALIDPARAMS if Data is NULL
286 *****************************************************************************/
287 static HRESULT WINAPI
288 IDirect3DViewportImpl_SetViewport(IDirect3DViewport3 *iface,
289 D3DVIEWPORT *lpData)
291 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
292 LPDIRECT3DVIEWPORT3 current_viewport;
294 TRACE("iface %p, data %p.\n", iface, lpData);
296 if (TRACE_ON(ddraw))
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)
318 if ((IDirect3DViewportImpl *)current_viewport == This) viewport_activate(This, FALSE);
319 IDirect3DViewport3_Release(current_viewport);
322 LeaveCriticalSection(&ddraw_cs);
324 return DD_OK;
327 /*****************************************************************************
328 * IDirect3DViewport3::TransformVertices
330 * Transforms vertices by the transformation matrix.
332 * This function is pretty similar to IDirect3DVertexBuffer7::ProcessVertices,
333 * so it's tempting to forward it to there. However, there are some
334 * tiny differences. First, the lpOffscreen flag that is reported back,
335 * then there is the homogeneous vertex that is generated. Also there's a lack
336 * of FVFs, but still a custom stride. Last, the d3d1 - d3d3 viewport has some
337 * settings (scale) that d3d7 and wined3d do not have. All in all wrapping to
338 * ProcessVertices doesn't pay of in terms of wrapper code needed and code
339 * reused.
341 * Params:
342 * dwVertexCount: The number of vertices to be transformed
343 * lpData: Pointer to the vertex data
344 * dwFlags: D3DTRANSFORM_CLIPPED or D3DTRANSFORM_UNCLIPPED
345 * lpOffScreen: Set to the clipping plane clipping the vertex, if only one
346 * vertex is transformed and clipping is on. 0 otherwise
348 * Returns:
349 * D3D_OK on success
350 * D3DERR_VIEWPORTHASNODEVICE if the viewport is not assigned to a device
351 * DDERR_INVALIDPARAMS if no clipping flag is specified
353 *****************************************************************************/
354 static HRESULT WINAPI
355 IDirect3DViewportImpl_TransformVertices(IDirect3DViewport3 *iface,
356 DWORD dwVertexCount,
357 D3DTRANSFORMDATA *lpData,
358 DWORD dwFlags,
359 DWORD *lpOffScreen)
361 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
362 D3DMATRIX view_mat, world_mat, proj_mat, mat;
363 float *in;
364 float *out;
365 float x, y, z, w;
366 unsigned int i;
367 D3DVIEWPORT vp = This->viewports.vp1;
368 D3DHVERTEX *outH;
370 TRACE("iface %p, vertex_count %u, vertex_data %p, flags %#x, clip_plane %p.\n",
371 iface, dwVertexCount, lpData, dwFlags, lpOffScreen);
373 /* Tests on windows show that Windows crashes when this occurs,
374 * so don't return the (intuitive) return value
375 if(!This->active_device)
377 WARN("No device active, returning D3DERR_VIEWPORTHASNODEVICE\n");
378 return D3DERR_VIEWPORTHASNODEVICE;
382 if(!(dwFlags & (D3DTRANSFORM_UNCLIPPED | D3DTRANSFORM_CLIPPED)))
384 WARN("No clipping flag passed, returning DDERR_INVALIDPARAMS\n");
385 return DDERR_INVALIDPARAMS;
389 EnterCriticalSection(&ddraw_cs);
390 wined3d_device_get_transform(This->active_device->wined3d_device,
391 D3DTRANSFORMSTATE_VIEW, (WINED3DMATRIX *)&view_mat);
392 wined3d_device_get_transform(This->active_device->wined3d_device,
393 D3DTRANSFORMSTATE_PROJECTION, (WINED3DMATRIX *)&proj_mat);
394 wined3d_device_get_transform(This->active_device->wined3d_device,
395 WINED3DTS_WORLDMATRIX(0), (WINED3DMATRIX *)&world_mat);
396 multiply_matrix(&mat,&view_mat,&world_mat);
397 multiply_matrix(&mat,&proj_mat,&mat);
399 in = lpData->lpIn;
400 out = lpData->lpOut;
401 outH = lpData->lpHOut;
402 for(i = 0; i < dwVertexCount; i++)
404 x = (in[0] * mat._11) + (in[1] * mat._21) + (in[2] * mat._31) + (1.0 * mat._41);
405 y = (in[0] * mat._12) + (in[1] * mat._22) + (in[2] * mat._32) + (1.0 * mat._42);
406 z = (in[0] * mat._13) + (in[1] * mat._23) + (in[2] * mat._33) + (1.0 * mat._43);
407 w = (in[0] * mat._14) + (in[1] * mat._24) + (in[2] * mat._34) + (1.0 * mat._44);
409 if(dwFlags & D3DTRANSFORM_CLIPPED)
411 /* If clipping is enabled, Windows assumes that outH is
412 * a valid pointer
414 outH[i].u1.hx = x; outH[i].u2.hy = y; outH[i].u3.hz = z;
416 outH[i].dwFlags = 0;
417 if(x * vp.dvScaleX > ((float) vp.dwWidth * 0.5))
418 outH[i].dwFlags |= D3DCLIP_RIGHT;
419 if(x * vp.dvScaleX <= -((float) vp.dwWidth) * 0.5)
420 outH[i].dwFlags |= D3DCLIP_LEFT;
421 if(y * vp.dvScaleY > ((float) vp.dwHeight * 0.5))
422 outH[i].dwFlags |= D3DCLIP_TOP;
423 if(y * vp.dvScaleY <= -((float) vp.dwHeight) * 0.5)
424 outH[i].dwFlags |= D3DCLIP_BOTTOM;
425 if(z < 0.0)
426 outH[i].dwFlags |= D3DCLIP_FRONT;
427 if(z > 1.0)
428 outH[i].dwFlags |= D3DCLIP_BACK;
430 if(outH[i].dwFlags)
432 /* Looks like native just drops the vertex, leaves whatever data
433 * it has in the output buffer and goes on with the next vertex.
434 * The exact scheme hasn't been figured out yet, but windows
435 * definitely writes something there.
437 out[0] = x;
438 out[1] = y;
439 out[2] = z;
440 out[3] = w;
441 in = (float *) ((char *) in + lpData->dwInSize);
442 out = (float *) ((char *) out + lpData->dwOutSize);
443 continue;
447 w = 1 / w;
448 x *= w; y *= w; z *= w;
450 out[0] = vp.dwWidth / 2 + vp.dwX + x * vp.dvScaleX;
451 out[1] = vp.dwHeight / 2 + vp.dwY - y * vp.dvScaleY;
452 out[2] = z;
453 out[3] = w;
454 in = (float *) ((char *) in + lpData->dwInSize);
455 out = (float *) ((char *) out + lpData->dwOutSize);
458 /* According to the d3d test, the offscreen flag is set only
459 * if exactly one vertex is transformed. Its not documented,
460 * but the test shows that the lpOffscreen flag is set to the
461 * flag combination of clipping planes that clips the vertex.
463 * If clipping is requested, Windows assumes that the offscreen
464 * param is a valid pointer.
466 if(dwVertexCount == 1 && dwFlags & D3DTRANSFORM_CLIPPED)
468 *lpOffScreen = outH[0].dwFlags;
470 else if(*lpOffScreen)
472 *lpOffScreen = 0;
474 LeaveCriticalSection(&ddraw_cs);
476 TRACE("All done\n");
477 return DD_OK;
480 /*****************************************************************************
481 * IDirect3DViewport3::LightElements
483 * The DirectX 5.0 sdk says that it's not implemented
485 * Params:
488 * Returns:
489 * DDERR_UNSUPPORTED
491 *****************************************************************************/
492 static HRESULT WINAPI
493 IDirect3DViewportImpl_LightElements(IDirect3DViewport3 *iface,
494 DWORD dwElementCount,
495 LPD3DLIGHTDATA lpData)
497 TRACE("iface %p, element_count %u, data %p.\n", iface, dwElementCount, lpData);
499 return DDERR_UNSUPPORTED;
502 /*****************************************************************************
503 * IDirect3DViewport3::SetBackground
505 * Sets tje background material
507 * Params:
508 * hMat: Handle from a IDirect3DMaterial interface
510 * Returns:
511 * D3D_OK on success
513 *****************************************************************************/
514 static HRESULT WINAPI
515 IDirect3DViewportImpl_SetBackground(IDirect3DViewport3 *iface,
516 D3DMATERIALHANDLE hMat)
518 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
519 IDirect3DMaterialImpl *m;
521 TRACE("iface %p, material %#x.\n", iface, hMat);
523 EnterCriticalSection(&ddraw_cs);
525 if (!hMat)
527 This->background = NULL;
528 TRACE("Setting background to NULL\n");
529 LeaveCriticalSection(&ddraw_cs);
530 return D3D_OK;
533 m = ddraw_get_object(&This->ddraw->d3ddevice->handle_table, hMat - 1, DDRAW_HANDLE_MATERIAL);
534 if (!m)
536 WARN("Invalid material handle.\n");
537 LeaveCriticalSection(&ddraw_cs);
538 return DDERR_INVALIDPARAMS;
541 TRACE("Setting background color : %.8e %.8e %.8e %.8e.\n",
542 m->mat.u.diffuse.u1.r, m->mat.u.diffuse.u2.g,
543 m->mat.u.diffuse.u3.b, m->mat.u.diffuse.u4.a);
544 This->background = m;
546 LeaveCriticalSection(&ddraw_cs);
547 return D3D_OK;
550 /*****************************************************************************
551 * IDirect3DViewport3::GetBackground
553 * Returns the material handle assigned to the background of the viewport
555 * Params:
556 * lphMat: Address to store the handle
557 * lpValid: is set to FALSE if no background is set, TRUE if one is set
559 * Returns:
560 * D3D_OK
562 *****************************************************************************/
563 static HRESULT WINAPI
564 IDirect3DViewportImpl_GetBackground(IDirect3DViewport3 *iface,
565 D3DMATERIALHANDLE *lphMat,
566 BOOL *lpValid)
568 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
570 TRACE("iface %p, material %p, valid %p.\n", iface, lphMat, lpValid);
572 EnterCriticalSection(&ddraw_cs);
573 if(lpValid)
575 *lpValid = This->background != NULL;
577 if(lphMat)
579 if(This->background)
581 *lphMat = This->background->Handle;
583 else
585 *lphMat = 0;
588 LeaveCriticalSection(&ddraw_cs);
590 return D3D_OK;
593 /*****************************************************************************
594 * IDirect3DViewport3::SetBackgroundDepth
596 * Sets a surface that represents the background depth. It's contents are
597 * used to set the depth buffer in IDirect3DViewport3::Clear
599 * Params:
600 * lpDDSurface: Surface to set
602 * Returns: D3D_OK, because it's a stub
604 *****************************************************************************/
605 static HRESULT WINAPI
606 IDirect3DViewportImpl_SetBackgroundDepth(IDirect3DViewport3 *iface,
607 IDirectDrawSurface *lpDDSurface)
609 FIXME("iface %p, surface %p stub!\n", iface, lpDDSurface);
611 return D3D_OK;
614 /*****************************************************************************
615 * IDirect3DViewport3::GetBackgroundDepth
617 * Returns the surface that represents the depth field
619 * Params:
620 * lplpDDSurface: Address to store the interface pointer
621 * lpValid: Set to TRUE if a depth is assigned, FALSE otherwise
623 * Returns:
624 * D3D_OK, because it's a stub
625 * (DDERR_INVALIDPARAMS if DDSurface of Valid is NULL)
627 *****************************************************************************/
628 static HRESULT WINAPI
629 IDirect3DViewportImpl_GetBackgroundDepth(IDirect3DViewport3 *iface,
630 IDirectDrawSurface **lplpDDSurface,
631 LPBOOL lpValid)
633 FIXME("iface %p, surface %p, valid %p stub!\n", iface, lplpDDSurface, lpValid);
635 return DD_OK;
638 /*****************************************************************************
639 * IDirect3DViewport3::Clear
641 * Clears the render target and / or the z buffer
643 * Params:
644 * dwCount: The amount of rectangles to clear. If 0, the whole buffer is
645 * cleared
646 * lpRects: Pointer to the array of rectangles. If NULL, Count must be 0
647 * dwFlags: D3DCLEAR_ZBUFFER and / or D3DCLEAR_TARGET
649 * Returns:
650 * D3D_OK on success
651 * D3DERR_VIEWPORTHASNODEVICE if there's no active device
652 * The return value of IDirect3DDevice7::Clear
654 *****************************************************************************/
655 static HRESULT WINAPI IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
656 DWORD dwCount, D3DRECT *lpRects, DWORD dwFlags)
658 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
659 DWORD color = 0x00000000;
660 HRESULT hr;
661 LPDIRECT3DVIEWPORT3 current_viewport;
662 IDirect3DDevice3 *d3d_device3;
664 TRACE("iface %p, rect_count %u, rects %p, flags %#x.\n", iface, dwCount, lpRects, dwFlags);
666 if (This->active_device == NULL) {
667 ERR(" Trying to clear a viewport not attached to a device !\n");
668 return D3DERR_VIEWPORTHASNODEVICE;
670 d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
672 EnterCriticalSection(&ddraw_cs);
673 if (dwFlags & D3DCLEAR_TARGET) {
674 if (This->background == NULL) {
675 ERR(" Trying to clear the color buffer without background material !\n");
677 else
679 color = ((int)((This->background->mat.u.diffuse.u1.r) * 255) << 16)
680 | ((int) ((This->background->mat.u.diffuse.u2.g) * 255) << 8)
681 | ((int) ((This->background->mat.u.diffuse.u3.b) * 255) << 0)
682 | ((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24);
686 /* Need to temporarily activate viewport to clear it. Previously active one will be restored
687 afterwards. */
688 viewport_activate(This, TRUE);
690 hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device, dwCount, lpRects,
691 dwFlags & (D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET), color, 1.0, 0x00000000);
693 IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
694 if(current_viewport) {
695 IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
696 viewport_activate(vp, TRUE);
697 IDirect3DViewport3_Release(current_viewport);
700 LeaveCriticalSection(&ddraw_cs);
701 return hr;
704 /*****************************************************************************
705 * IDirect3DViewport3::AddLight
707 * Adds an light to the viewport
709 * Params:
710 * lpDirect3DLight: Interface of the light to add
712 * Returns:
713 * D3D_OK on success
714 * DDERR_INVALIDPARAMS if Direct3DLight is NULL
715 * DDERR_INVALIDPARAMS if there are 8 lights or more
717 *****************************************************************************/
718 static HRESULT WINAPI IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
719 IDirect3DLight *lpDirect3DLight)
721 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
722 IDirect3DLightImpl *lpDirect3DLightImpl = unsafe_impl_from_IDirect3DLight(lpDirect3DLight);
723 DWORD i = 0;
724 DWORD map = This->map_lights;
726 TRACE("iface %p, light %p.\n", iface, lpDirect3DLight);
728 EnterCriticalSection(&ddraw_cs);
729 if (This->num_lights >= 8)
731 LeaveCriticalSection(&ddraw_cs);
732 return DDERR_INVALIDPARAMS;
735 /* Find a light number and update both light and viewports objects accordingly */
736 while (map & 1)
738 map >>= 1;
739 ++i;
741 lpDirect3DLightImpl->dwLightIndex = i;
742 This->num_lights++;
743 This->map_lights |= 1<<i;
745 /* Add the light in the 'linked' chain */
746 list_add_head(&This->light_list, &lpDirect3DLightImpl->entry);
747 IDirect3DLight_AddRef(lpDirect3DLight);
749 /* Attach the light to the viewport */
750 lpDirect3DLightImpl->active_viewport = This;
752 /* If active, activate the light */
753 if (This->active_device)
754 light_activate(lpDirect3DLightImpl);
756 LeaveCriticalSection(&ddraw_cs);
757 return D3D_OK;
760 /*****************************************************************************
761 * IDirect3DViewport3::DeleteLight
763 * Deletes a light from the viewports' light list
765 * Params:
766 * lpDirect3DLight: Light to delete
768 * Returns:
769 * D3D_OK on success
770 * DDERR_INVALIDPARAMS if the light wasn't found
772 *****************************************************************************/
773 static HRESULT WINAPI IDirect3DViewportImpl_DeleteLight(IDirect3DViewport3 *iface,
774 IDirect3DLight *lpDirect3DLight)
776 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
777 IDirect3DLightImpl *l = unsafe_impl_from_IDirect3DLight(lpDirect3DLight);
779 TRACE("iface %p, light %p.\n", iface, lpDirect3DLight);
781 EnterCriticalSection(&ddraw_cs);
783 if (l->active_viewport != This)
785 WARN("Light %p active viewport is %p.\n", l, l->active_viewport);
786 LeaveCriticalSection(&ddraw_cs);
787 return DDERR_INVALIDPARAMS;
790 light_deactivate(l);
791 list_remove(&l->entry);
792 l->active_viewport = NULL;
793 IDirect3DLight_Release(lpDirect3DLight);
794 --This->num_lights;
795 This->map_lights &= ~(1 << l->dwLightIndex);
797 LeaveCriticalSection(&ddraw_cs);
799 return D3D_OK;
802 /*****************************************************************************
803 * IDirect3DViewport::NextLight
805 * Enumerates the lights associated with the viewport
807 * Params:
808 * lpDirect3DLight: Light to start with
809 * lplpDirect3DLight: Address to store the successor to
811 * Returns:
812 * D3D_OK, because it's a stub
814 *****************************************************************************/
815 static HRESULT WINAPI IDirect3DViewportImpl_NextLight(IDirect3DViewport3 *iface,
816 IDirect3DLight *lpDirect3DLight, IDirect3DLight **lplpDirect3DLight, DWORD dwFlags)
818 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
819 IDirect3DLightImpl *l = unsafe_impl_from_IDirect3DLight(lpDirect3DLight);
820 struct list *entry;
821 HRESULT hr;
823 TRACE("iface %p, light %p, next_light %p, flags %#x.\n",
824 iface, lpDirect3DLight, lplpDirect3DLight, dwFlags);
826 if (!lplpDirect3DLight)
827 return DDERR_INVALIDPARAMS;
829 EnterCriticalSection(&ddraw_cs);
831 switch (dwFlags)
833 case D3DNEXT_NEXT:
834 if (!l || l->active_viewport != This)
836 if (l)
837 WARN("Light %p active viewport is %p.\n", l, l->active_viewport);
838 entry = NULL;
840 else
841 entry = list_next(&This->light_list, &l->entry);
842 break;
844 case D3DNEXT_HEAD:
845 entry = list_head(&This->light_list);
846 break;
848 case D3DNEXT_TAIL:
849 entry = list_tail(&This->light_list);
850 break;
852 default:
853 entry = NULL;
854 WARN("Invalid flags %#x.\n", dwFlags);
855 break;
858 if (entry)
860 *lplpDirect3DLight = (IDirect3DLight *)LIST_ENTRY(entry, IDirect3DLightImpl, entry);
861 IDirect3DLight_AddRef(*lplpDirect3DLight);
862 hr = D3D_OK;
864 else
866 *lplpDirect3DLight = NULL;
867 hr = DDERR_INVALIDPARAMS;
870 LeaveCriticalSection(&ddraw_cs);
872 return hr;
875 /*****************************************************************************
876 * IDirect3DViewport2 Methods.
877 *****************************************************************************/
879 /*****************************************************************************
880 * IDirect3DViewport3::GetViewport2
882 * Returns the currently set viewport in a D3DVIEWPORT2 structure.
883 * Similar to IDirect3DViewport3::GetViewport
885 * Params:
886 * lpData: Pointer to the structure to fill
888 * Returns:
889 * D3D_OK on success
890 * DDERR_INVALIDPARAMS if the viewport was set with
891 * IDirect3DViewport3::SetViewport
892 * DDERR_INVALIDPARAMS if Data is NULL
894 *****************************************************************************/
895 static HRESULT WINAPI
896 IDirect3DViewportImpl_GetViewport2(IDirect3DViewport3 *iface,
897 D3DVIEWPORT2 *lpData)
899 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
900 DWORD dwSize;
902 TRACE("iface %p, data %p.\n", iface, lpData);
904 EnterCriticalSection(&ddraw_cs);
905 dwSize = lpData->dwSize;
906 memset(lpData, 0, dwSize);
907 if (This->use_vp2)
908 memcpy(lpData, &(This->viewports.vp2), dwSize);
909 else {
910 D3DVIEWPORT2 vp2;
911 vp2.dwSize = sizeof(vp2);
912 vp2.dwX = This->viewports.vp1.dwX;
913 vp2.dwY = This->viewports.vp1.dwY;
914 vp2.dwWidth = This->viewports.vp1.dwWidth;
915 vp2.dwHeight = This->viewports.vp1.dwHeight;
916 vp2.dvClipX = 0.0;
917 vp2.dvClipY = 0.0;
918 vp2.dvClipWidth = 0.0;
919 vp2.dvClipHeight = 0.0;
920 vp2.dvMinZ = This->viewports.vp1.dvMinZ;
921 vp2.dvMaxZ = This->viewports.vp1.dvMaxZ;
922 memcpy(lpData, &vp2, dwSize);
925 if (TRACE_ON(ddraw))
927 TRACE(" returning D3DVIEWPORT2 :\n");
928 _dump_D3DVIEWPORT2(lpData);
931 LeaveCriticalSection(&ddraw_cs);
932 return D3D_OK;
935 /*****************************************************************************
936 * IDirect3DViewport3::SetViewport2
938 * Sets the viewport from a D3DVIEWPORT2 structure
940 * Params:
941 * lpData: Viewport to set
943 * Returns:
944 * D3D_OK on success
946 *****************************************************************************/
947 static HRESULT WINAPI
948 IDirect3DViewportImpl_SetViewport2(IDirect3DViewport3 *iface,
949 D3DVIEWPORT2 *lpData)
951 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
952 LPDIRECT3DVIEWPORT3 current_viewport;
954 TRACE("iface %p, data %p.\n", iface, lpData);
956 if (TRACE_ON(ddraw))
958 TRACE(" getting D3DVIEWPORT2 :\n");
959 _dump_D3DVIEWPORT2(lpData);
962 EnterCriticalSection(&ddraw_cs);
963 This->use_vp2 = 1;
964 memset(&(This->viewports.vp2), 0, sizeof(This->viewports.vp2));
965 memcpy(&(This->viewports.vp2), lpData, lpData->dwSize);
967 if (This->active_device) {
968 IDirect3DDevice3 *d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
969 IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
970 if (current_viewport)
972 if ((IDirect3DViewportImpl *)current_viewport == This) viewport_activate(This, FALSE);
973 IDirect3DViewport3_Release(current_viewport);
976 LeaveCriticalSection(&ddraw_cs);
978 return D3D_OK;
981 /*****************************************************************************
982 * IDirect3DViewport3 Methods.
983 *****************************************************************************/
985 /*****************************************************************************
986 * IDirect3DViewport3::SetBackgroundDepth2
988 * Sets a IDirectDrawSurface4 surface as the background depth surface
990 * Params:
991 * lpDDS: Surface to set
993 * Returns:
994 * D3D_OK, because it's stub
996 *****************************************************************************/
997 static HRESULT WINAPI
998 IDirect3DViewportImpl_SetBackgroundDepth2(IDirect3DViewport3 *iface,
999 IDirectDrawSurface4 *lpDDS)
1001 FIXME("iface %p, surface %p stub!\n", iface, lpDDS);
1003 return D3D_OK;
1006 /*****************************************************************************
1007 * IDirect3DViewport3::GetBackgroundDepth2
1009 * Returns the IDirect3DSurface4 interface to the background depth surface
1011 * Params:
1012 * lplpDDS: Address to store the interface pointer at
1013 * lpValid: Set to true if a surface is assigned
1015 * Returns:
1016 * D3D_OK because it's a stub
1018 *****************************************************************************/
1019 static HRESULT WINAPI
1020 IDirect3DViewportImpl_GetBackgroundDepth2(IDirect3DViewport3 *iface,
1021 IDirectDrawSurface4 **lplpDDS,
1022 BOOL *lpValid)
1024 FIXME("iface %p, surface %p, valid %p stub!\n", iface, lplpDDS, lpValid);
1026 return D3D_OK;
1029 /*****************************************************************************
1030 * IDirect3DViewport3::Clear2
1032 * Another clearing method
1034 * Params:
1035 * Count: Number of rectangles to clear
1036 * Rects: Rectangle array to clear
1037 * Flags: Some flags :)
1038 * Color: Color to fill the render target with
1039 * Z: Value to fill the depth buffer with
1040 * Stencil: Value to fill the stencil bits with
1042 * Returns:
1044 *****************************************************************************/
1045 static HRESULT WINAPI
1046 IDirect3DViewportImpl_Clear2(IDirect3DViewport3 *iface,
1047 DWORD dwCount,
1048 LPD3DRECT lpRects,
1049 DWORD dwFlags,
1050 DWORD dwColor,
1051 D3DVALUE dvZ,
1052 DWORD dwStencil)
1054 IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
1055 HRESULT hr;
1056 LPDIRECT3DVIEWPORT3 current_viewport;
1057 IDirect3DDevice3 *d3d_device3;
1059 TRACE("iface %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
1060 iface, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
1062 EnterCriticalSection(&ddraw_cs);
1063 if (This->active_device == NULL) {
1064 ERR(" Trying to clear a viewport not attached to a device !\n");
1065 LeaveCriticalSection(&ddraw_cs);
1066 return D3DERR_VIEWPORTHASNODEVICE;
1068 d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
1069 /* Need to temporarily activate viewport to clear it. Previously active
1070 * one will be restored afterwards. */
1071 viewport_activate(This, TRUE);
1073 hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device,
1074 dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
1075 IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
1076 if(current_viewport) {
1077 IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
1078 viewport_activate(vp, TRUE);
1079 IDirect3DViewport3_Release(current_viewport);
1081 LeaveCriticalSection(&ddraw_cs);
1082 return hr;
1085 /*****************************************************************************
1086 * The VTable
1087 *****************************************************************************/
1089 static const struct IDirect3DViewport3Vtbl d3d_viewport_vtbl =
1091 /*** IUnknown Methods ***/
1092 IDirect3DViewportImpl_QueryInterface,
1093 IDirect3DViewportImpl_AddRef,
1094 IDirect3DViewportImpl_Release,
1095 /*** IDirect3DViewport Methods */
1096 IDirect3DViewportImpl_Initialize,
1097 IDirect3DViewportImpl_GetViewport,
1098 IDirect3DViewportImpl_SetViewport,
1099 IDirect3DViewportImpl_TransformVertices,
1100 IDirect3DViewportImpl_LightElements,
1101 IDirect3DViewportImpl_SetBackground,
1102 IDirect3DViewportImpl_GetBackground,
1103 IDirect3DViewportImpl_SetBackgroundDepth,
1104 IDirect3DViewportImpl_GetBackgroundDepth,
1105 IDirect3DViewportImpl_Clear,
1106 IDirect3DViewportImpl_AddLight,
1107 IDirect3DViewportImpl_DeleteLight,
1108 IDirect3DViewportImpl_NextLight,
1109 /*** IDirect3DViewport2 Methods ***/
1110 IDirect3DViewportImpl_GetViewport2,
1111 IDirect3DViewportImpl_SetViewport2,
1112 /*** IDirect3DViewport3 Methods ***/
1113 IDirect3DViewportImpl_SetBackgroundDepth2,
1114 IDirect3DViewportImpl_GetBackgroundDepth2,
1115 IDirect3DViewportImpl_Clear2,
1118 void d3d_viewport_init(IDirect3DViewportImpl *viewport, IDirectDrawImpl *ddraw)
1120 viewport->lpVtbl = &d3d_viewport_vtbl;
1121 viewport->ref = 1;
1122 viewport->ddraw = ddraw;
1123 viewport->use_vp2 = 0xff;
1124 list_init(&viewport->light_list);