windowscodecs: Avoid an iface -> impl conversion from a non-method.
[wine] / dlls / ddraw / viewport.c
1 /* Direct3D Viewport
2  * Copyright (c) 1998 Lionel ULMER
3  * Copyright (c) 2006-2007 Stefan DÖSINGER
4  *
5  * This file contains the implementation of Direct3DViewport2.
6  *
7  * This library is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU Lesser General Public
9  * License as published by the Free Software Foundation; either
10  * version 2.1 of the License, or (at your option) any later version.
11  *
12  * This library is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
15  * Lesser General Public License for more details.
16  *
17  * You should have received a copy of the GNU Lesser General Public
18  * License along with this library; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20  */
21
22 #include "config.h"
23 #include "wine/port.h"
24
25 #include "ddraw_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
28
29 /*****************************************************************************
30  * Helper functions
31  *****************************************************************************/
32
33 /*****************************************************************************
34  * viewport_activate
35  *
36  * activates the viewport using IDirect3DDevice7::SetViewport
37  *
38  *****************************************************************************/
39 void viewport_activate(IDirect3DViewportImpl* This, BOOL ignore_lights) {
40     IDirect3DLightImpl* light;
41     D3DVIEWPORT7 vp;
42
43     if (!ignore_lights) {
44         /* Activate all the lights associated with this context */
45         light = This->lights;
46
47         while (light)
48         {
49             light_activate(light);
50             light = light->next;
51         }
52     }
53
54     /* And copy the values in the structure used by the device */
55     if (This->use_vp2)
56     {
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;
63     }
64     else
65     {
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;
72     }
73
74     /* And also set the viewport */
75     IDirect3DDevice7_SetViewport((IDirect3DDevice7 *)This->active_device, &vp);
76 }
77
78 /*****************************************************************************
79  * _dump_D3DVIEWPORT, _dump_D3DVIEWPORT2
80  *
81  * Writes viewport information to TRACE
82  *
83  *****************************************************************************/
84 static void _dump_D3DVIEWPORT(const D3DVIEWPORT *lpvp)
85 {
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);
96 }
97
98 static void _dump_D3DVIEWPORT2(const D3DVIEWPORT2 *lpvp)
99 {
100     TRACE("    - dwSize = %d   dwX = %d   dwY = %d\n",
101             lpvp->dwSize, lpvp->dwX, lpvp->dwY);
102     TRACE("    - dwWidth = %d   dwHeight = %d\n",
103             lpvp->dwWidth, lpvp->dwHeight);
104     TRACE("    - 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);
110 }
111
112 /*****************************************************************************
113  * IUnknown Methods.
114  *****************************************************************************/
115
116 /*****************************************************************************
117  * IDirect3DViewport3::QueryInterface
118  *
119  * A normal QueryInterface. Can query all interface versions and the
120  * IUnknown interface. The VTables of the different versions
121  * are equal
122  *
123  * Params:
124  *  refiid: Interface id queried for
125  *  obj: Address to write the interface pointer to
126  *
127  * Returns:
128  *  S_OK on success.
129  *  E_NOINTERFACE if the requested interface wasn't found
130  *
131  *****************************************************************************/
132 static HRESULT WINAPI IDirect3DViewportImpl_QueryInterface(IDirect3DViewport3 *iface, REFIID riid, void **object)
133 {
134     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
135
136     if (IsEqualGUID(&IID_IDirect3DViewport3, riid)
137             || IsEqualGUID(&IID_IDirect3DViewport2, riid)
138             || IsEqualGUID(&IID_IDirect3DViewport, riid)
139             || IsEqualGUID(&IID_IUnknown, riid))
140     {
141         IDirect3DViewport3_AddRef(iface);
142         *object = iface;
143         return S_OK;
144     }
145
146     WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
147
148     *object = NULL;
149     return E_NOINTERFACE;
150 }
151
152 /*****************************************************************************
153  * IDirect3DViewport3::AddRef
154  *
155  * Increases the refcount.
156  *
157  * Returns:
158  *  The new refcount
159  *
160  *****************************************************************************/
161 static ULONG WINAPI
162 IDirect3DViewportImpl_AddRef(IDirect3DViewport3 *iface)
163 {
164     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
165     ULONG ref = InterlockedIncrement(&This->ref);
166
167     TRACE("%p increasing refcount to %u.\n", This, ref);
168
169     return ref;
170 }
171
172 /*****************************************************************************
173  * IDirect3DViewport3::Release
174  *
175  * Reduces the refcount. If it falls to 0, the interface is released
176  *
177  * Returns:
178  *  The new refcount
179  *
180  *****************************************************************************/
181 static ULONG WINAPI
182 IDirect3DViewportImpl_Release(IDirect3DViewport3 *iface)
183 {
184     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
185     ULONG ref = InterlockedDecrement(&This->ref);
186
187     TRACE("%p decreasing refcount to %u.\n", This, ref);
188
189     if (!ref) {
190         HeapFree(GetProcessHeap(), 0, This);
191         return 0;
192     }
193     return ref;
194 }
195
196 /*****************************************************************************
197  * IDirect3DViewport Methods.
198  *****************************************************************************/
199
200 /*****************************************************************************
201  * IDirect3DViewport3::Initialize
202  *
203  * No-op initialization.
204  *
205  * Params:
206  *  Direct3D: The direct3D device this viewport is assigned to
207  *
208  * Returns:
209  *  DDERR_ALREADYINITIALIZED
210  *
211  *****************************************************************************/
212 static HRESULT WINAPI
213 IDirect3DViewportImpl_Initialize(IDirect3DViewport3 *iface,
214                                  IDirect3D *Direct3D)
215 {
216     TRACE("iface %p, d3d %p.\n", iface, Direct3D);
217
218     return DDERR_ALREADYINITIALIZED;
219 }
220
221 /*****************************************************************************
222  * IDirect3DViewport3::GetViewport
223  *
224  * Returns the viewport data assigned to this viewport interface
225  *
226  * Params:
227  *  Data: Address to store the data
228  *
229  * Returns:
230  *  D3D_OK on success
231  *  DDERR_INVALIDPARAMS if Data is NULL
232  *
233  *****************************************************************************/
234 static HRESULT WINAPI
235 IDirect3DViewportImpl_GetViewport(IDirect3DViewport3 *iface,
236                                   D3DVIEWPORT *lpData)
237 {
238     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
239     DWORD dwSize;
240
241     TRACE("iface %p, data %p.\n", iface, lpData);
242
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);
262     }
263
264     if (TRACE_ON(ddraw))
265     {
266         TRACE("  returning D3DVIEWPORT :\n");
267         _dump_D3DVIEWPORT(lpData);
268     }
269     LeaveCriticalSection(&ddraw_cs);
270
271     return DD_OK;
272 }
273
274 /*****************************************************************************
275  * IDirect3DViewport3::SetViewport
276  *
277  * Sets the viewport information for this interface
278  *
279  * Params:
280  *  lpData: Viewport to set
281  *
282  * Returns:
283  *  D3D_OK on success
284  *  DDERR_INVALIDPARAMS if Data is NULL
285  *
286  *****************************************************************************/
287 static HRESULT WINAPI
288 IDirect3DViewportImpl_SetViewport(IDirect3DViewport3 *iface,
289                                   D3DVIEWPORT *lpData)
290 {
291     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
292     LPDIRECT3DVIEWPORT3 current_viewport;
293
294     TRACE("iface %p, data %p.\n", iface, lpData);
295
296     if (TRACE_ON(ddraw))
297     {
298         TRACE("  getting D3DVIEWPORT :\n");
299         _dump_D3DVIEWPORT(lpData);
300     }
301
302     EnterCriticalSection(&ddraw_cs);
303     This->use_vp2 = 0;
304     memset(&(This->viewports.vp1), 0, sizeof(This->viewports.vp1));
305     memcpy(&(This->viewports.vp1), lpData, lpData->dwSize);
306
307     /* Tests on two games show that these values are never used properly so override
308        them with proper ones :-)
309     */
310     This->viewports.vp1.dvMinZ = 0.0;
311     This->viewports.vp1.dvMaxZ = 1.0;
312
313     if (This->active_device) {
314         IDirect3DDevice3 *d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
315         IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
316         if (current_viewport)
317         {
318             if ((IDirect3DViewportImpl *)current_viewport == This) viewport_activate(This, FALSE);
319             IDirect3DViewport3_Release(current_viewport);
320         }
321     }
322     LeaveCriticalSection(&ddraw_cs);
323
324     return DD_OK;
325 }
326
327 /*****************************************************************************
328  * IDirect3DViewport3::TransformVertices
329  *
330  * Transforms vertices by the transformation matrix.
331  *
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.
340  *
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
347  *
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
352  *
353  *****************************************************************************/
354 static HRESULT WINAPI
355 IDirect3DViewportImpl_TransformVertices(IDirect3DViewport3 *iface,
356                                         DWORD dwVertexCount,
357                                         D3DTRANSFORMDATA *lpData,
358                                         DWORD dwFlags,
359                                         DWORD *lpOffScreen)
360 {
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;
369
370     TRACE("iface %p, vertex_count %u, vertex_data %p, flags %#x, clip_plane %p.\n",
371             iface, dwVertexCount, lpData, dwFlags, lpOffScreen);
372
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)
376     {
377         WARN("No device active, returning D3DERR_VIEWPORTHASNODEVICE\n");
378         return D3DERR_VIEWPORTHASNODEVICE;
379     }
380      */
381
382     if(!(dwFlags & (D3DTRANSFORM_UNCLIPPED | D3DTRANSFORM_CLIPPED)))
383     {
384         WARN("No clipping flag passed, returning DDERR_INVALIDPARAMS\n");
385         return DDERR_INVALIDPARAMS;
386     }
387
388
389     EnterCriticalSection(&ddraw_cs);
390     IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
391                                 D3DTRANSFORMSTATE_VIEW,
392                                 (WINED3DMATRIX*) &view_mat);
393
394     IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
395                                 D3DTRANSFORMSTATE_PROJECTION,
396                                 (WINED3DMATRIX*) &proj_mat);
397
398     IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
399                                 WINED3DTS_WORLDMATRIX(0),
400                                 (WINED3DMATRIX*) &world_mat);
401     multiply_matrix(&mat,&view_mat,&world_mat);
402     multiply_matrix(&mat,&proj_mat,&mat);
403
404     in = lpData->lpIn;
405     out = lpData->lpOut;
406     outH = lpData->lpHOut;
407     for(i = 0; i < dwVertexCount; i++)
408     {
409         x = (in[0] * mat._11) + (in[1] * mat._21) + (in[2] * mat._31) + (1.0 * mat._41);
410         y = (in[0] * mat._12) + (in[1] * mat._22) + (in[2] * mat._32) + (1.0 * mat._42);
411         z = (in[0] * mat._13) + (in[1] * mat._23) + (in[2] * mat._33) + (1.0 * mat._43);
412         w = (in[0] * mat._14) + (in[1] * mat._24) + (in[2] * mat._34) + (1.0 * mat._44);
413
414         if(dwFlags & D3DTRANSFORM_CLIPPED)
415         {
416             /* If clipping is enabled, Windows assumes that outH is
417              * a valid pointer
418              */
419             outH[i].u1.hx = x; outH[i].u2.hy = y; outH[i].u3.hz = z;
420
421             outH[i].dwFlags = 0;
422             if(x * vp.dvScaleX > ((float) vp.dwWidth * 0.5))
423                 outH[i].dwFlags |= D3DCLIP_RIGHT;
424             if(x * vp.dvScaleX <= -((float) vp.dwWidth) * 0.5)
425                 outH[i].dwFlags |= D3DCLIP_LEFT;
426             if(y * vp.dvScaleY > ((float) vp.dwHeight * 0.5))
427                 outH[i].dwFlags |= D3DCLIP_TOP;
428             if(y * vp.dvScaleY <= -((float) vp.dwHeight) * 0.5)
429                 outH[i].dwFlags |= D3DCLIP_BOTTOM;
430             if(z < 0.0)
431                 outH[i].dwFlags |= D3DCLIP_FRONT;
432             if(z > 1.0)
433                 outH[i].dwFlags |= D3DCLIP_BACK;
434
435             if(outH[i].dwFlags)
436             {
437                 /* Looks like native just drops the vertex, leaves whatever data
438                  * it has in the output buffer and goes on with the next vertex.
439                  * The exact scheme hasn't been figured out yet, but windows
440                  * definitely writes something there.
441                  */
442                 out[0] = x;
443                 out[1] = y;
444                 out[2] = z;
445                 out[3] = w;
446                 in = (float *) ((char *) in + lpData->dwInSize);
447                 out = (float *) ((char *) out + lpData->dwOutSize);
448                 continue;
449             }
450         }
451
452         w = 1 / w;
453         x *= w; y *= w; z *= w;
454
455         out[0] = vp.dwWidth / 2 + vp.dwX + x * vp.dvScaleX;
456         out[1] = vp.dwHeight / 2 + vp.dwY - y * vp.dvScaleY;
457         out[2] = z;
458         out[3] = w;
459         in = (float *) ((char *) in + lpData->dwInSize);
460         out = (float *) ((char *) out + lpData->dwOutSize);
461     }
462
463     /* According to the d3d test, the offscreen flag is set only
464      * if exactly one vertex is transformed. Its not documented,
465      * but the test shows that the lpOffscreen flag is set to the
466      * flag combination of clipping planes that clips the vertex.
467      *
468      * If clipping is requested, Windows assumes that the offscreen
469      * param is a valid pointer.
470      */
471     if(dwVertexCount == 1 && dwFlags & D3DTRANSFORM_CLIPPED)
472     {
473         *lpOffScreen = outH[0].dwFlags;
474     }
475     else if(*lpOffScreen)
476     {
477         *lpOffScreen = 0;
478     }
479     LeaveCriticalSection(&ddraw_cs);
480
481     TRACE("All done\n");
482     return DD_OK;
483 }
484
485 /*****************************************************************************
486  * IDirect3DViewport3::LightElements
487  *
488  * The DirectX 5.0 sdk says that it's not implemented
489  *
490  * Params:
491  *  ?
492  *
493  * Returns:
494  *  DDERR_UNSUPPORTED
495  *
496  *****************************************************************************/
497 static HRESULT WINAPI
498 IDirect3DViewportImpl_LightElements(IDirect3DViewport3 *iface,
499                                     DWORD dwElementCount,
500                                     LPD3DLIGHTDATA lpData)
501 {
502     TRACE("iface %p, element_count %u, data %p.\n", iface, dwElementCount, lpData);
503
504     return DDERR_UNSUPPORTED;
505 }
506
507 /*****************************************************************************
508  * IDirect3DViewport3::SetBackground
509  *
510  * Sets tje background material
511  *
512  * Params:
513  *  hMat: Handle from a IDirect3DMaterial interface
514  *
515  * Returns:
516  *  D3D_OK on success
517  *
518  *****************************************************************************/
519 static HRESULT WINAPI
520 IDirect3DViewportImpl_SetBackground(IDirect3DViewport3 *iface,
521                                     D3DMATERIALHANDLE hMat)
522 {
523     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
524     IDirect3DMaterialImpl *m;
525
526     TRACE("iface %p, material %#x.\n", iface, hMat);
527
528     EnterCriticalSection(&ddraw_cs);
529
530     if (!hMat)
531     {
532         This->background = NULL;
533         TRACE("Setting background to NULL\n");
534         LeaveCriticalSection(&ddraw_cs);
535         return D3D_OK;
536     }
537
538     m = ddraw_get_object(&This->ddraw->d3ddevice->handle_table, hMat - 1, DDRAW_HANDLE_MATERIAL);
539     if (!m)
540     {
541         WARN("Invalid material handle.\n");
542         LeaveCriticalSection(&ddraw_cs);
543         return DDERR_INVALIDPARAMS;
544     }
545
546     TRACE("Setting background color : %.8e %.8e %.8e %.8e.\n",
547             m->mat.u.diffuse.u1.r, m->mat.u.diffuse.u2.g,
548             m->mat.u.diffuse.u3.b, m->mat.u.diffuse.u4.a);
549     This->background = m;
550
551     LeaveCriticalSection(&ddraw_cs);
552     return D3D_OK;
553 }
554
555 /*****************************************************************************
556  * IDirect3DViewport3::GetBackground
557  *
558  * Returns the material handle assigned to the background of the viewport
559  *
560  * Params:
561  *  lphMat: Address to store the handle
562  *  lpValid: is set to FALSE if no background is set, TRUE if one is set
563  *
564  * Returns:
565  *  D3D_OK
566  *
567  *****************************************************************************/
568 static HRESULT WINAPI
569 IDirect3DViewportImpl_GetBackground(IDirect3DViewport3 *iface,
570                                     D3DMATERIALHANDLE *lphMat,
571                                     BOOL *lpValid)
572 {
573     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
574
575     TRACE("iface %p, material %p, valid %p.\n", iface, lphMat, lpValid);
576
577     EnterCriticalSection(&ddraw_cs);
578     if(lpValid)
579     {
580         *lpValid = This->background != NULL;
581     }
582     if(lphMat)
583     {
584         if(This->background)
585         {
586             *lphMat = This->background->Handle;
587         }
588         else
589         {
590             *lphMat = 0;
591         }
592     }
593     LeaveCriticalSection(&ddraw_cs);
594
595     return D3D_OK;
596 }
597
598 /*****************************************************************************
599  * IDirect3DViewport3::SetBackgroundDepth
600  *
601  * Sets a surface that represents the background depth. It's contents are
602  * used to set the depth buffer in IDirect3DViewport3::Clear
603  *
604  * Params:
605  *  lpDDSurface: Surface to set
606  *
607  * Returns: D3D_OK, because it's a stub
608  *
609  *****************************************************************************/
610 static HRESULT WINAPI
611 IDirect3DViewportImpl_SetBackgroundDepth(IDirect3DViewport3 *iface,
612                                          IDirectDrawSurface *lpDDSurface)
613 {
614     FIXME("iface %p, surface %p stub!\n", iface, lpDDSurface);
615
616     return D3D_OK;
617 }
618
619 /*****************************************************************************
620  * IDirect3DViewport3::GetBackgroundDepth
621  *
622  * Returns the surface that represents the depth field
623  *
624  * Params:
625  *  lplpDDSurface: Address to store the interface pointer
626  *  lpValid: Set to TRUE if a depth is assigned, FALSE otherwise
627  *
628  * Returns:
629  *  D3D_OK, because it's a stub
630  *  (DDERR_INVALIDPARAMS if DDSurface of Valid is NULL)
631  *
632  *****************************************************************************/
633 static HRESULT WINAPI
634 IDirect3DViewportImpl_GetBackgroundDepth(IDirect3DViewport3 *iface,
635                                          IDirectDrawSurface **lplpDDSurface,
636                                          LPBOOL lpValid)
637 {
638     FIXME("iface %p, surface %p, valid %p stub!\n", iface, lplpDDSurface, lpValid);
639
640     return DD_OK;
641 }
642
643 /*****************************************************************************
644  * IDirect3DViewport3::Clear
645  *
646  * Clears the render target and / or the z buffer
647  *
648  * Params:
649  *  dwCount: The amount of rectangles to clear. If 0, the whole buffer is
650  *           cleared
651  *  lpRects: Pointer to the array of rectangles. If NULL, Count must be 0
652  *  dwFlags: D3DCLEAR_ZBUFFER and / or D3DCLEAR_TARGET
653  *
654  * Returns:
655  *  D3D_OK on success
656  *  D3DERR_VIEWPORTHASNODEVICE if there's no active device
657  *  The return value of IDirect3DDevice7::Clear
658  *
659  *****************************************************************************/
660 static HRESULT WINAPI IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
661         DWORD dwCount, D3DRECT *lpRects, DWORD dwFlags)
662 {
663     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
664     DWORD color = 0x00000000;
665     HRESULT hr;
666     LPDIRECT3DVIEWPORT3 current_viewport;
667     IDirect3DDevice3 *d3d_device3;
668
669     TRACE("iface %p, rect_count %u, rects %p, flags %#x.\n", iface, dwCount, lpRects, dwFlags);
670
671     if (This->active_device == NULL) {
672         ERR(" Trying to clear a viewport not attached to a device !\n");
673         return D3DERR_VIEWPORTHASNODEVICE;
674     }
675     d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
676
677     EnterCriticalSection(&ddraw_cs);
678     if (dwFlags & D3DCLEAR_TARGET) {
679         if (This->background == NULL) {
680             ERR(" Trying to clear the color buffer without background material !\n");
681         }
682         else
683         {
684             color = ((int)((This->background->mat.u.diffuse.u1.r) * 255) << 16)
685                     | ((int) ((This->background->mat.u.diffuse.u2.g) * 255) <<  8)
686                     | ((int) ((This->background->mat.u.diffuse.u3.b) * 255) <<  0)
687                     | ((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24);
688         }
689     }
690
691     /* Need to temporarily activate viewport to clear it. Previously active one will be restored
692         afterwards. */
693     viewport_activate(This, TRUE);
694
695     hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device, dwCount, lpRects,
696             dwFlags & (D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET), color, 1.0, 0x00000000);
697
698     IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
699     if(current_viewport) {
700         IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
701         viewport_activate(vp, TRUE);
702         IDirect3DViewport3_Release(current_viewport);
703     }
704
705     LeaveCriticalSection(&ddraw_cs);
706     return hr;
707 }
708
709 /*****************************************************************************
710  * IDirect3DViewport3::AddLight
711  *
712  * Adds an light to the viewport
713  *
714  * Params:
715  *  lpDirect3DLight: Interface of the light to add
716  *
717  * Returns:
718  *  D3D_OK on success
719  *  DDERR_INVALIDPARAMS if Direct3DLight is NULL
720  *  DDERR_INVALIDPARAMS if there are 8 lights or more
721  *
722  *****************************************************************************/
723 static HRESULT WINAPI
724 IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
725                                IDirect3DLight *lpDirect3DLight)
726 {
727     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
728     IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
729     DWORD i = 0;
730     DWORD map = This->map_lights;
731
732     TRACE("iface %p, light %p.\n", iface, lpDirect3DLight);
733
734     EnterCriticalSection(&ddraw_cs);
735     if (This->num_lights >= 8)
736     {
737         LeaveCriticalSection(&ddraw_cs);
738         return DDERR_INVALIDPARAMS;
739     }
740
741     /* Find a light number and update both light and viewports objects accordingly */
742     while (map & 1)
743     {
744         map >>= 1;
745         ++i;
746     }
747     lpDirect3DLightImpl->dwLightIndex = i;
748     This->num_lights++;
749     This->map_lights |= 1<<i;
750
751     /* Add the light in the 'linked' chain */
752     lpDirect3DLightImpl->next = This->lights;
753     This->lights = lpDirect3DLightImpl;
754     IDirect3DLight_AddRef(lpDirect3DLight);
755
756     /* Attach the light to the viewport */
757     lpDirect3DLightImpl->active_viewport = This;
758
759     /* If active, activate the light */
760     if (This->active_device)
761         light_activate(lpDirect3DLightImpl);
762
763     LeaveCriticalSection(&ddraw_cs);
764     return D3D_OK;
765 }
766
767 /*****************************************************************************
768  * IDirect3DViewport3::DeleteLight
769  *
770  * Deletes a light from the viewports' light list
771  *
772  * Params:
773  *  lpDirect3DLight: Light to delete
774  *
775  * Returns:
776  *  D3D_OK on success
777  *  DDERR_INVALIDPARAMS if the light wasn't found
778  *
779  *****************************************************************************/
780 static HRESULT WINAPI
781 IDirect3DViewportImpl_DeleteLight(IDirect3DViewport3 *iface,
782                                   IDirect3DLight *lpDirect3DLight)
783 {
784     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
785     IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
786     IDirect3DLightImpl *cur_light, *prev_light = NULL;
787
788     TRACE("iface %p, light %p.\n", iface, lpDirect3DLight);
789
790     EnterCriticalSection(&ddraw_cs);
791     cur_light = This->lights;
792     while (cur_light != NULL) {
793         if (cur_light == lpDirect3DLightImpl)
794         {
795             light_deactivate(lpDirect3DLightImpl);
796             if (!prev_light) This->lights = cur_light->next;
797             else prev_light->next = cur_light->next;
798             /* Detach the light from 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;
805         }
806         prev_light = cur_light;
807         cur_light = cur_light->next;
808     }
809     LeaveCriticalSection(&ddraw_cs);
810
811     return DDERR_INVALIDPARAMS;
812 }
813
814 /*****************************************************************************
815  * IDirect3DViewport::NextLight
816  *
817  * Enumerates the lights associated with the viewport
818  *
819  * Params:
820  *  lpDirect3DLight: Light to start with
821  *  lplpDirect3DLight: Address to store the successor to
822  *
823  * Returns:
824  *  D3D_OK, because it's a stub
825  *
826  *****************************************************************************/
827 static HRESULT WINAPI
828 IDirect3DViewportImpl_NextLight(IDirect3DViewport3 *iface,
829                                 IDirect3DLight *lpDirect3DLight,
830                                 IDirect3DLight **lplpDirect3DLight,
831                                 DWORD dwFlags)
832 {
833     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
834     IDirect3DLightImpl *cur_light, *prev_light = NULL;
835
836     TRACE("iface %p, light %p, next_light %p, flags %#x.\n",
837             iface, lpDirect3DLight, lplpDirect3DLight, dwFlags);
838
839     if (!lplpDirect3DLight)
840         return DDERR_INVALIDPARAMS;
841
842     *lplpDirect3DLight = NULL;
843
844     EnterCriticalSection(&ddraw_cs);
845
846     cur_light = This->lights;
847
848     switch (dwFlags) {
849         case D3DNEXT_NEXT:
850             if (!lpDirect3DLight) {
851                 LeaveCriticalSection(&ddraw_cs);
852                 return DDERR_INVALIDPARAMS;
853             }
854             while (cur_light != NULL) {
855                 if (cur_light == (IDirect3DLightImpl *)lpDirect3DLight) {
856                     *lplpDirect3DLight = (IDirect3DLight*)cur_light->next;
857                     break;
858                 }
859                 cur_light = cur_light->next;
860             }
861             break;
862         case D3DNEXT_HEAD:
863             *lplpDirect3DLight = (IDirect3DLight*)This->lights;
864             break;
865         case D3DNEXT_TAIL:
866             while (cur_light != NULL) {
867                 prev_light = cur_light;
868                 cur_light = cur_light->next;
869             }
870             *lplpDirect3DLight = (IDirect3DLight*)prev_light;
871             break;
872         default:
873             ERR("Unknown flag %d\n", dwFlags);
874             break;
875     }
876
877     if (*lplpDirect3DLight)
878         IDirect3DLight_AddRef(*lplpDirect3DLight);
879
880     LeaveCriticalSection(&ddraw_cs);
881
882     return *lplpDirect3DLight ? D3D_OK : DDERR_INVALIDPARAMS;
883 }
884
885 /*****************************************************************************
886  * IDirect3DViewport2 Methods.
887  *****************************************************************************/
888
889 /*****************************************************************************
890  * IDirect3DViewport3::GetViewport2
891  *
892  * Returns the currently set viewport in a D3DVIEWPORT2 structure.
893  * Similar to IDirect3DViewport3::GetViewport
894  *
895  * Params:
896  *  lpData: Pointer to the structure to fill
897  *
898  * Returns:
899  *  D3D_OK on success
900  *  DDERR_INVALIDPARAMS if the viewport was set with
901  *                      IDirect3DViewport3::SetViewport
902  *  DDERR_INVALIDPARAMS if Data is NULL
903  *
904  *****************************************************************************/
905 static HRESULT WINAPI
906 IDirect3DViewportImpl_GetViewport2(IDirect3DViewport3 *iface,
907                                    D3DVIEWPORT2 *lpData)
908 {
909     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
910     DWORD dwSize;
911
912     TRACE("iface %p, data %p.\n", iface, lpData);
913
914     EnterCriticalSection(&ddraw_cs);
915     dwSize = lpData->dwSize;
916     memset(lpData, 0, dwSize);
917     if (This->use_vp2)
918         memcpy(lpData, &(This->viewports.vp2), dwSize);
919     else {
920         D3DVIEWPORT2 vp2;
921         vp2.dwSize = sizeof(vp2);
922         vp2.dwX = This->viewports.vp1.dwX;
923         vp2.dwY = This->viewports.vp1.dwY;
924         vp2.dwWidth = This->viewports.vp1.dwWidth;
925         vp2.dwHeight = This->viewports.vp1.dwHeight;
926         vp2.dvClipX = 0.0;
927         vp2.dvClipY = 0.0;
928         vp2.dvClipWidth = 0.0;
929         vp2.dvClipHeight = 0.0;
930         vp2.dvMinZ = This->viewports.vp1.dvMinZ;
931         vp2.dvMaxZ = This->viewports.vp1.dvMaxZ;
932         memcpy(lpData, &vp2, dwSize);
933     }
934
935     if (TRACE_ON(ddraw))
936     {
937         TRACE("  returning D3DVIEWPORT2 :\n");
938         _dump_D3DVIEWPORT2(lpData);
939     }
940
941     LeaveCriticalSection(&ddraw_cs);
942     return D3D_OK;
943 }
944
945 /*****************************************************************************
946  * IDirect3DViewport3::SetViewport2
947  *
948  * Sets the viewport from a D3DVIEWPORT2 structure
949  *
950  * Params:
951  *  lpData: Viewport to set
952  *
953  * Returns:
954  *  D3D_OK on success
955  *
956  *****************************************************************************/
957 static HRESULT WINAPI
958 IDirect3DViewportImpl_SetViewport2(IDirect3DViewport3 *iface,
959                                    D3DVIEWPORT2 *lpData)
960 {
961     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
962     LPDIRECT3DVIEWPORT3 current_viewport;
963
964     TRACE("iface %p, data %p.\n", iface, lpData);
965
966     if (TRACE_ON(ddraw))
967     {
968         TRACE("  getting D3DVIEWPORT2 :\n");
969         _dump_D3DVIEWPORT2(lpData);
970     }
971
972     EnterCriticalSection(&ddraw_cs);
973     This->use_vp2 = 1;
974     memset(&(This->viewports.vp2), 0, sizeof(This->viewports.vp2));
975     memcpy(&(This->viewports.vp2), lpData, lpData->dwSize);
976
977     if (This->active_device) {
978         IDirect3DDevice3 *d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
979         IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
980         if (current_viewport)
981         {
982             if ((IDirect3DViewportImpl *)current_viewport == This) viewport_activate(This, FALSE);
983             IDirect3DViewport3_Release(current_viewport);
984         }
985     }
986     LeaveCriticalSection(&ddraw_cs);
987
988     return D3D_OK;
989 }
990
991 /*****************************************************************************
992  * IDirect3DViewport3 Methods.
993  *****************************************************************************/
994
995 /*****************************************************************************
996  * IDirect3DViewport3::SetBackgroundDepth2
997  *
998  * Sets a IDirectDrawSurface4 surface as the background depth surface
999  *
1000  * Params:
1001  *  lpDDS: Surface to set
1002  *
1003  * Returns:
1004  *  D3D_OK, because it's stub
1005  *
1006  *****************************************************************************/
1007 static HRESULT WINAPI
1008 IDirect3DViewportImpl_SetBackgroundDepth2(IDirect3DViewport3 *iface,
1009                                           IDirectDrawSurface4 *lpDDS)
1010 {
1011     FIXME("iface %p, surface %p stub!\n", iface, lpDDS);
1012
1013     return D3D_OK;
1014 }
1015
1016 /*****************************************************************************
1017  * IDirect3DViewport3::GetBackgroundDepth2
1018  *
1019  * Returns the IDirect3DSurface4 interface to the background depth surface
1020  *
1021  * Params:
1022  *  lplpDDS: Address to store the interface pointer at
1023  *  lpValid: Set to true if a surface is assigned
1024  *
1025  * Returns:
1026  *  D3D_OK because it's a stub
1027  *
1028  *****************************************************************************/
1029 static HRESULT WINAPI
1030 IDirect3DViewportImpl_GetBackgroundDepth2(IDirect3DViewport3 *iface,
1031                                           IDirectDrawSurface4 **lplpDDS,
1032                                           BOOL *lpValid)
1033 {
1034     FIXME("iface %p, surface %p, valid %p stub!\n", iface, lplpDDS, lpValid);
1035
1036     return D3D_OK;
1037 }
1038
1039 /*****************************************************************************
1040  * IDirect3DViewport3::Clear2
1041  *
1042  * Another clearing method
1043  *
1044  * Params:
1045  *  Count: Number of rectangles to clear
1046  *  Rects: Rectangle array to clear
1047  *  Flags: Some flags :)
1048  *  Color: Color to fill the render target with
1049  *  Z: Value to fill the depth buffer with
1050  *  Stencil: Value to fill the stencil bits with
1051  *
1052  * Returns:
1053  *
1054  *****************************************************************************/
1055 static HRESULT WINAPI
1056 IDirect3DViewportImpl_Clear2(IDirect3DViewport3 *iface,
1057                              DWORD dwCount,
1058                              LPD3DRECT lpRects,
1059                              DWORD dwFlags,
1060                              DWORD dwColor,
1061                              D3DVALUE dvZ,
1062                              DWORD dwStencil)
1063 {
1064     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
1065     HRESULT hr;
1066     LPDIRECT3DVIEWPORT3 current_viewport;
1067     IDirect3DDevice3 *d3d_device3;
1068
1069     TRACE("iface %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
1070             iface, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
1071
1072     EnterCriticalSection(&ddraw_cs);
1073     if (This->active_device == NULL) {
1074         ERR(" Trying to clear a viewport not attached to a device !\n");
1075         LeaveCriticalSection(&ddraw_cs);
1076         return D3DERR_VIEWPORTHASNODEVICE;
1077     }
1078     d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
1079     /* Need to temporarily activate viewport to clear it. Previously active
1080      * one will be restored afterwards. */
1081     viewport_activate(This, TRUE);
1082
1083     hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device,
1084             dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
1085     IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
1086     if(current_viewport) {
1087         IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
1088         viewport_activate(vp, TRUE);
1089         IDirect3DViewport3_Release(current_viewport);
1090     }
1091     LeaveCriticalSection(&ddraw_cs);
1092     return hr;
1093 }
1094
1095 /*****************************************************************************
1096  * The VTable
1097  *****************************************************************************/
1098
1099 static const struct IDirect3DViewport3Vtbl d3d_viewport_vtbl =
1100 {
1101     /*** IUnknown Methods ***/
1102     IDirect3DViewportImpl_QueryInterface,
1103     IDirect3DViewportImpl_AddRef,
1104     IDirect3DViewportImpl_Release,
1105     /*** IDirect3DViewport Methods */
1106     IDirect3DViewportImpl_Initialize,
1107     IDirect3DViewportImpl_GetViewport,
1108     IDirect3DViewportImpl_SetViewport,
1109     IDirect3DViewportImpl_TransformVertices,
1110     IDirect3DViewportImpl_LightElements,
1111     IDirect3DViewportImpl_SetBackground,
1112     IDirect3DViewportImpl_GetBackground,
1113     IDirect3DViewportImpl_SetBackgroundDepth,
1114     IDirect3DViewportImpl_GetBackgroundDepth,
1115     IDirect3DViewportImpl_Clear,
1116     IDirect3DViewportImpl_AddLight,
1117     IDirect3DViewportImpl_DeleteLight,
1118     IDirect3DViewportImpl_NextLight,
1119     /*** IDirect3DViewport2 Methods ***/
1120     IDirect3DViewportImpl_GetViewport2,
1121     IDirect3DViewportImpl_SetViewport2,
1122     /*** IDirect3DViewport3 Methods ***/
1123     IDirect3DViewportImpl_SetBackgroundDepth2,
1124     IDirect3DViewportImpl_GetBackgroundDepth2,
1125     IDirect3DViewportImpl_Clear2,
1126 };
1127
1128 void d3d_viewport_init(IDirect3DViewportImpl *viewport, IDirectDrawImpl *ddraw)
1129 {
1130     viewport->lpVtbl = &d3d_viewport_vtbl;
1131     viewport->ref = 1;
1132     viewport->ddraw = ddraw;
1133     viewport->use_vp2 = 0xff;
1134 }