d3d8: Store the fvf in the d3d8 vertex buffer.
[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 <assert.h>
26 #include <stdarg.h>
27 #include <string.h>
28 #include <stdlib.h>
29
30 #define COBJMACROS
31 #define NONAMELESSUNION
32
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winerror.h"
36 #include "wingdi.h"
37 #include "wine/exception.h"
38
39 #include "ddraw.h"
40 #include "d3d.h"
41
42 #include "ddraw_private.h"
43 #include "wine/debug.h"
44
45 WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
46
47 /*****************************************************************************
48  * Helper functions
49  *****************************************************************************/
50
51 /*****************************************************************************
52  * viewport_activate
53  *
54  * activates the viewport using IDirect3DDevice7::SetViewport
55  *
56  *****************************************************************************/
57 void viewport_activate(IDirect3DViewportImpl* This, BOOL ignore_lights) {
58     IDirect3DLightImpl* light;
59     D3DVIEWPORT7 vp;
60
61     if (!ignore_lights) {
62         /* Activate all the lights associated with this context */
63         light = This->lights;
64
65         while (light != NULL) {
66             light->activate(light);
67             light = light->next;
68         }
69     }
70
71     /* And copy the values in the structure used by the device */
72     if (This->use_vp2) {
73         vp.dwX = This->viewports.vp2.dwX;
74         vp.dwY = This->viewports.vp2.dwY;
75         vp.dwHeight = This->viewports.vp2.dwHeight;
76         vp.dwWidth = This->viewports.vp2.dwWidth;
77         vp.dvMinZ = This->viewports.vp2.dvMinZ;
78         vp.dvMaxZ = This->viewports.vp2.dvMaxZ;
79     } else {
80         vp.dwX = This->viewports.vp1.dwX;
81         vp.dwY = This->viewports.vp1.dwY;
82         vp.dwHeight = This->viewports.vp1.dwHeight;
83         vp.dwWidth = This->viewports.vp1.dwWidth;
84         vp.dvMinZ = This->viewports.vp1.dvMinZ;
85         vp.dvMaxZ = This->viewports.vp1.dvMaxZ;
86     }
87     
88     /* And also set the viewport */
89     IDirect3DDevice7_SetViewport((IDirect3DDevice7 *)This->active_device, &vp);
90 }
91
92 /*****************************************************************************
93  * _dump_D3DVIEWPORT, _dump_D3DVIEWPORT2
94  *
95  * Writes viewport information to TRACE
96  *
97  *****************************************************************************/
98 static void _dump_D3DVIEWPORT(const D3DVIEWPORT *lpvp)
99 {
100     TRACE("    - dwSize = %d   dwX = %d   dwY = %d\n",
101           lpvp->dwSize, lpvp->dwX, lpvp->dwY);
102     TRACE("    - dwWidth = %d   dwHeight = %d\n",
103           lpvp->dwWidth, lpvp->dwHeight);
104     TRACE("    - dvScaleX = %f   dvScaleY = %f\n",
105           lpvp->dvScaleX, lpvp->dvScaleY);
106     TRACE("    - dvMaxX = %f   dvMaxY = %f\n",
107           lpvp->dvMaxX, lpvp->dvMaxY);
108     TRACE("    - dvMinZ = %f   dvMaxZ = %f\n",
109           lpvp->dvMinZ, lpvp->dvMaxZ);
110 }
111
112 static void _dump_D3DVIEWPORT2(const D3DVIEWPORT2 *lpvp)
113 {
114     TRACE("    - dwSize = %d   dwX = %d   dwY = %d\n",
115           lpvp->dwSize, lpvp->dwX, lpvp->dwY);
116     TRACE("    - dwWidth = %d   dwHeight = %d\n",
117           lpvp->dwWidth, lpvp->dwHeight);
118     TRACE("    - dvClipX = %f   dvClipY = %f\n",
119           lpvp->dvClipX, lpvp->dvClipY);
120     TRACE("    - dvClipWidth = %f   dvClipHeight = %f\n",
121           lpvp->dvClipWidth, lpvp->dvClipHeight);
122     TRACE("    - dvMinZ = %f   dvMaxZ = %f\n",
123           lpvp->dvMinZ, lpvp->dvMaxZ);
124 }
125
126 /*****************************************************************************
127  * IUnknown Methods.
128  *****************************************************************************/
129
130 /*****************************************************************************
131  * IDirect3DViewport3::QueryInterface
132  *
133  * A normal QueryInterface. Can query all interface versions and the
134  * IUnknown interface. The VTables of the different versions
135  * are equal
136  *
137  * Params:
138  *  refiid: Interface id queried for
139  *  obj: Address to write the interface pointer to
140  *
141  * Returns:
142  *  S_OK on success.
143  *  E_NOINTERFACE if the requested interface wasn't found
144  *
145  *****************************************************************************/
146 static HRESULT WINAPI
147 IDirect3DViewportImpl_QueryInterface(IDirect3DViewport3 *iface,
148                                      REFIID riid,
149                                      void **obp)
150 {
151     TRACE("(%p)->(%s,%p)\n", iface, debugstr_guid(riid), obp);
152
153     *obp = NULL;
154
155     if ( IsEqualGUID(&IID_IUnknown,  riid) ||
156          IsEqualGUID(&IID_IDirect3DViewport, riid) ||
157          IsEqualGUID(&IID_IDirect3DViewport2, riid) ||
158          IsEqualGUID(&IID_IDirect3DViewport3, riid) ) {
159         IDirect3DViewport3_AddRef(iface);
160         *obp = iface;
161         TRACE("  Creating IDirect3DViewport1/2/3 interface %p\n", *obp);
162         return S_OK;
163     }
164     FIXME("(%p): interface for IID %s NOT found!\n", iface, debugstr_guid(riid));
165     return E_NOINTERFACE;
166 }
167
168 /*****************************************************************************
169  * IDirect3DViewport3::AddRef
170  *
171  * Increases the refcount.
172  *
173  * Returns:
174  *  The new refcount
175  *
176  *****************************************************************************/
177 static ULONG WINAPI
178 IDirect3DViewportImpl_AddRef(IDirect3DViewport3 *iface)
179 {
180     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
181     ULONG ref = InterlockedIncrement(&This->ref);
182
183     TRACE("(%p)->() incrementing from %u.\n", This, ref - 1);
184
185     return ref;
186 }
187
188 /*****************************************************************************
189  * IDirect3DViewport3::Release
190  *
191  * Reduces the refcount. If it falls to 0, the interface is released
192  *
193  * Returns:
194  *  The new refcount
195  *
196  *****************************************************************************/
197 static ULONG WINAPI
198 IDirect3DViewportImpl_Release(IDirect3DViewport3 *iface)
199 {
200     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
201     ULONG ref = InterlockedDecrement(&This->ref);
202
203     TRACE("(%p)->() decrementing from %u.\n", This, ref + 1);
204
205     if (!ref) {
206         HeapFree(GetProcessHeap(), 0, This);
207         return 0;
208     }
209     return ref;
210 }
211
212 /*****************************************************************************
213  * IDirect3DViewport Methods.
214  *****************************************************************************/
215
216 /*****************************************************************************
217  * IDirect3DViewport3::Initialize
218  *
219  * No-op initialization.
220  *
221  * Params:
222  *  Direct3D: The direct3D device this viewport is assigned to
223  *
224  * Returns:
225  *  DDERR_ALREADYINITIALIZED
226  *
227  *****************************************************************************/
228 static HRESULT WINAPI
229 IDirect3DViewportImpl_Initialize(IDirect3DViewport3 *iface,
230                                  IDirect3D *Direct3D)
231 {
232     TRACE("(%p)->(%p) no-op...\n", iface, Direct3D);
233     return DDERR_ALREADYINITIALIZED;
234 }
235
236 /*****************************************************************************
237  * IDirect3DViewport3::GetViewport
238  *
239  * Returns the viewport data assigned to this viewport interface
240  *
241  * Params:
242  *  Data: Address to store the data
243  *
244  * Returns:
245  *  D3D_OK on success
246  *  DDERR_INVALIDPARAMS if Data is NULL
247  *
248  *****************************************************************************/
249 static HRESULT WINAPI
250 IDirect3DViewportImpl_GetViewport(IDirect3DViewport3 *iface,
251                                   D3DVIEWPORT *lpData)
252 {
253     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
254     DWORD dwSize;
255     TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
256
257     EnterCriticalSection(&ddraw_cs);
258     if (This->use_vp2 != 0) {
259         ERR("  Requesting to get a D3DVIEWPORT struct where a D3DVIEWPORT2 was set !\n");
260         LeaveCriticalSection(&ddraw_cs);
261         return DDERR_INVALIDPARAMS;
262     }
263     dwSize = lpData->dwSize;
264     memset(lpData, 0, dwSize);
265     memcpy(lpData, &(This->viewports.vp1), dwSize);
266
267     if (TRACE_ON(d3d7)) {
268         TRACE("  returning D3DVIEWPORT :\n");
269         _dump_D3DVIEWPORT(lpData);
270     }
271     LeaveCriticalSection(&ddraw_cs);
272
273     return DD_OK;
274 }
275
276 /*****************************************************************************
277  * IDirect3DViewport3::SetViewport
278  *
279  * Sets the viewport information for this interface
280  *
281  * Params:
282  *  lpData: Viewport to set
283  *
284  * Returns:
285  *  D3D_OK on success
286  *  DDERR_INVALIDPARAMS if Data is NULL
287  *
288  *****************************************************************************/
289 static HRESULT WINAPI
290 IDirect3DViewportImpl_SetViewport(IDirect3DViewport3 *iface,
291                                   D3DVIEWPORT *lpData)
292 {
293     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
294     LPDIRECT3DVIEWPORT3 current_viewport;
295     TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
296
297     if (TRACE_ON(d3d7)) {
298         TRACE("  getting D3DVIEWPORT :\n");
299         _dump_D3DVIEWPORT(lpData);
300     }
301
302     EnterCriticalSection(&ddraw_cs);
303     This->use_vp2 = 0;
304     memset(&(This->viewports.vp1), 0, sizeof(This->viewports.vp1));
305     memcpy(&(This->viewports.vp1), lpData, lpData->dwSize);
306
307     /* Tests on two games show that these values are never used properly so override
308        them with proper ones :-)
309     */
310     This->viewports.vp1.dvMinZ = 0.0;
311     This->viewports.vp1.dvMaxZ = 1.0;
312
313     if (This->active_device) {
314         IDirect3DDevice3 *d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
315         IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
316         if (current_viewport) {
317             if ((IDirect3DViewportImpl *)current_viewport == This) This->activate(This, FALSE);
318             IDirect3DViewport3_Release(current_viewport);
319         }
320     }
321     LeaveCriticalSection(&ddraw_cs);
322
323     return DD_OK;
324 }
325
326 /*****************************************************************************
327  * IDirect3DViewport3::TransformVertices
328  *
329  * Transforms vertices by the transformation matrix.
330  *
331  * This function is pretty similar to IDirect3DVertexBuffer7::ProcessVertices,
332  * so it's tempting to forward it to there. However, there are some
333  * tiny differences. First, the lpOffscreen flag that is reported back,
334  * then there is the homogeneous vertex that is generated. Also there's a lack
335  * of FVFs, but still a custom stride. Last, the d3d1 - d3d3 viewport has some
336  * settings (scale) that d3d7 and wined3d do not have. All in all wrapping to
337  * ProcessVertices doesn't pay of in terms of wrapper code needed and code
338  * reused.
339  *
340  * Params:
341  *  dwVertexCount: The number of vertices to be transformed
342  *  lpData: Pointer to the vertex data
343  *  dwFlags: D3DTRANSFORM_CLIPPED or D3DTRANSFORM_UNCLIPPED
344  *  lpOffScreen: Set to the clipping plane clipping the vertex, if only one
345  *               vertex is transformed and clipping is on. 0 otherwise
346  *
347  * Returns:
348  *  D3D_OK on success
349  *  D3DERR_VIEWPORTHASNODEVICE if the viewport is not assigned to a device
350  *  DDERR_INVALIDPARAMS if no clipping flag is specified
351  *
352  *****************************************************************************/
353 static HRESULT WINAPI
354 IDirect3DViewportImpl_TransformVertices(IDirect3DViewport3 *iface,
355                                         DWORD dwVertexCount,
356                                         D3DTRANSFORMDATA *lpData,
357                                         DWORD dwFlags,
358                                         DWORD *lpOffScreen)
359 {
360     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
361     D3DMATRIX view_mat, world_mat, proj_mat, mat;
362     float *in;
363     float *out;
364     float x, y, z, w;
365     unsigned int i;
366     D3DVIEWPORT vp = This->viewports.vp1;
367     D3DHVERTEX *outH;
368     TRACE("(%p)->(%08x,%p,%08x,%p)\n", This, dwVertexCount, lpData, dwFlags, lpOffScreen);
369
370     /* Tests on windows show that Windows crashes when this occurs,
371      * so don't return the (intuitive) return value
372     if(!This->active_device)
373     {
374         WARN("No device active, returning D3DERR_VIEWPORTHASNODEVICE\n");
375         return D3DERR_VIEWPORTHASNODEVICE;
376     }
377      */
378
379     if(!(dwFlags & (D3DTRANSFORM_UNCLIPPED | D3DTRANSFORM_CLIPPED)))
380     {
381         WARN("No clipping flag passed, returning DDERR_INVALIDPARAMS\n");
382         return DDERR_INVALIDPARAMS;
383     }
384
385
386     EnterCriticalSection(&ddraw_cs);
387     IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
388                                 D3DTRANSFORMSTATE_VIEW,
389                                 (WINED3DMATRIX*) &view_mat);
390
391     IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
392                                 D3DTRANSFORMSTATE_PROJECTION,
393                                 (WINED3DMATRIX*) &proj_mat);
394
395     IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
396                                 WINED3DTS_WORLDMATRIX(0),
397                                 (WINED3DMATRIX*) &world_mat);
398     multiply_matrix(&mat,&view_mat,&world_mat);
399     multiply_matrix(&mat,&proj_mat,&mat);
400
401     in = lpData->lpIn;
402     out = lpData->lpOut;
403     outH = lpData->lpHOut;
404     for(i = 0; i < dwVertexCount; i++)
405     {
406         x = (in[0] * mat._11) + (in[1] * mat._21) + (in[2] * mat._31) + (1.0 * mat._41);
407         y = (in[0] * mat._12) + (in[1] * mat._22) + (in[2] * mat._32) + (1.0 * mat._42);
408         z = (in[0] * mat._13) + (in[1] * mat._23) + (in[2] * mat._33) + (1.0 * mat._43);
409         w = (in[0] * mat._14) + (in[1] * mat._24) + (in[2] * mat._34) + (1.0 * mat._44);
410
411         if(dwFlags & D3DTRANSFORM_CLIPPED)
412         {
413             /* If clipping is enabled, Windows assumes that outH is
414              * a valid pointer
415              */
416             outH[i].u1.hx = x; outH[i].u2.hy = y; outH[i].u3.hz = z;
417
418             outH[i].dwFlags = 0;
419             if(x * vp.dvScaleX > ((float) vp.dwWidth * 0.5))
420                 outH[i].dwFlags |= D3DCLIP_RIGHT;
421             if(x * vp.dvScaleX <= -((float) vp.dwWidth) * 0.5)
422                 outH[i].dwFlags |= D3DCLIP_LEFT;
423             if(y * vp.dvScaleY > ((float) vp.dwHeight * 0.5))
424                 outH[i].dwFlags |= D3DCLIP_TOP;
425             if(y * vp.dvScaleY <= -((float) vp.dwHeight) * 0.5)
426                 outH[i].dwFlags |= D3DCLIP_BOTTOM;
427             if(z < 0.0)
428                 outH[i].dwFlags |= D3DCLIP_FRONT;
429             if(z > 1.0)
430                 outH[i].dwFlags |= D3DCLIP_BACK;
431
432             if(outH[i].dwFlags)
433             {
434                 /* Looks like native just drops the vertex, leaves whatever data
435                  * it has in the output buffer and goes on with the next vertex.
436                  * The exact scheme hasn't been figured out yet, but windows
437                  * definitely writes something there.
438                  */
439                 out[0] = x;
440                 out[1] = y;
441                 out[2] = z;
442                 out[3] = w;
443                 in = (float *) ((char *) in + lpData->dwInSize);
444                 out = (float *) ((char *) out + lpData->dwOutSize);
445                 continue;
446             }
447         }
448
449         w = 1 / w;
450         x *= w; y *= w; z *= w;
451
452         out[0] = vp.dwWidth / 2 + vp.dwX + x * vp.dvScaleX;
453         out[1] = vp.dwHeight / 2 + vp.dwY - y * vp.dvScaleY;
454         out[2] = z;
455         out[3] = w;
456         in = (float *) ((char *) in + lpData->dwInSize);
457         out = (float *) ((char *) out + lpData->dwOutSize);
458     }
459
460     /* According to the d3d test, the offscreen flag is set only
461      * if exactly one vertex is transformed. Its not documented,
462      * but the test shows that the lpOffscreen flag is set to the
463      * flag combination of clipping planes that clips the vertex.
464      *
465      * If clipping is requested, Windows assumes that the offscreen
466      * param is a valid pointer.
467      */
468     if(dwVertexCount == 1 && dwFlags & D3DTRANSFORM_CLIPPED)
469     {
470         *lpOffScreen = outH[0].dwFlags;
471     }
472     else if(*lpOffScreen)
473     {
474         *lpOffScreen = 0;
475     }
476     LeaveCriticalSection(&ddraw_cs);
477
478     TRACE("All done\n");
479     return DD_OK;
480 }
481
482 /*****************************************************************************
483  * IDirect3DViewport3::LightElements
484  *
485  * The DirectX 5.0 sdk says that it's not implemented
486  *
487  * Params:
488  *  ?
489  *
490  * Returns:
491  *  DDERR_UNSUPPORTED
492  *
493  *****************************************************************************/
494 static HRESULT WINAPI
495 IDirect3DViewportImpl_LightElements(IDirect3DViewport3 *iface,
496                                     DWORD dwElementCount,
497                                     LPD3DLIGHTDATA lpData)
498 {
499     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
500     TRACE("(%p)->(%08x,%p): Unimplemented!\n", This, dwElementCount, lpData);
501     return DDERR_UNSUPPORTED;
502 }
503
504 /*****************************************************************************
505  * IDirect3DViewport3::SetBackground
506  *
507  * Sets tje background material
508  *
509  * Params:
510  *  hMat: Handle from a IDirect3DMaterial interface
511  *
512  * Returns:
513  *  D3D_OK on success
514  *
515  *****************************************************************************/
516 static HRESULT WINAPI
517 IDirect3DViewportImpl_SetBackground(IDirect3DViewport3 *iface,
518                                     D3DMATERIALHANDLE hMat)
519 {
520     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
521     TRACE("(%p)->(%d)\n", This, hMat);
522
523     EnterCriticalSection(&ddraw_cs);
524     if(hMat && hMat > This->ddraw->d3ddevice->numHandles)
525     {
526         WARN("Specified Handle %d out of range\n", hMat);
527         LeaveCriticalSection(&ddraw_cs);
528         return DDERR_INVALIDPARAMS;
529     }
530     else if(hMat && This->ddraw->d3ddevice->Handles[hMat - 1].type != DDrawHandle_Material)
531     {
532         WARN("Handle %d is not a material handle\n", hMat);
533         LeaveCriticalSection(&ddraw_cs);
534         return DDERR_INVALIDPARAMS;
535     }
536
537     if(hMat)
538     {
539         This->background = This->ddraw->d3ddevice->Handles[hMat - 1].ptr;
540         TRACE(" setting background color : %f %f %f %f\n",
541               This->background->mat.u.diffuse.u1.r,
542               This->background->mat.u.diffuse.u2.g,
543               This->background->mat.u.diffuse.u3.b,
544               This->background->mat.u.diffuse.u4.a);
545     }
546     else
547     {
548         This->background = NULL;
549         TRACE("Setting background to NULL\n");
550     }
551
552     LeaveCriticalSection(&ddraw_cs);
553     return D3D_OK;
554 }
555
556 /*****************************************************************************
557  * IDirect3DViewport3::GetBackground
558  *
559  * Returns the material handle assigned to the background of the viewport
560  *
561  * Params:
562  *  lphMat: Address to store the handle
563  *  lpValid: is set to FALSE if no background is set, TRUE if one is set
564  *
565  * Returns:
566  *  D3D_OK
567  *
568  *****************************************************************************/
569 static HRESULT WINAPI
570 IDirect3DViewportImpl_GetBackground(IDirect3DViewport3 *iface,
571                                     D3DMATERIALHANDLE *lphMat,
572                                     BOOL *lpValid)
573 {
574     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
575     TRACE("(%p)->(%p,%p)\n", This, lphMat, lpValid);
576
577     EnterCriticalSection(&ddraw_cs);
578     if(lpValid)
579     {
580         *lpValid = This->background != NULL;
581     }
582     if(lphMat)
583     {
584         if(This->background)
585         {
586             *lphMat = This->background->Handle;
587         }
588         else
589         {
590             *lphMat = 0;
591         }
592     }
593     LeaveCriticalSection(&ddraw_cs);
594
595     return D3D_OK;
596 }
597
598 /*****************************************************************************
599  * IDirect3DViewport3::SetBackgroundDepth
600  *
601  * Sets a surface that represents the background depth. It's contents are
602  * used to set the depth buffer in IDirect3DViewport3::Clear
603  *
604  * Params:
605  *  lpDDSurface: Surface to set
606  *
607  * Returns: D3D_OK, because it's a stub
608  *
609  *****************************************************************************/
610 static HRESULT WINAPI
611 IDirect3DViewportImpl_SetBackgroundDepth(IDirect3DViewport3 *iface,
612                                          IDirectDrawSurface *lpDDSurface)
613 {
614     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
615     FIXME("(%p)->(%p): stub!\n", This, lpDDSurface);
616     return D3D_OK;
617 }
618
619 /*****************************************************************************
620  * IDirect3DViewport3::GetBackgroundDepth
621  *
622  * Returns the surface that represents the depth field
623  *
624  * Params:
625  *  lplpDDSurface: Address to store the interface pointer
626  *  lpValid: Set to TRUE if a depth is assigned, FALSE otherwise
627  *
628  * Returns:
629  *  D3D_OK, because it's a stub
630  *  (DDERR_INVALIDPARAMS if DDSurface of Valid is NULL)
631  *
632  *****************************************************************************/
633 static HRESULT WINAPI
634 IDirect3DViewportImpl_GetBackgroundDepth(IDirect3DViewport3 *iface,
635                                          IDirectDrawSurface **lplpDDSurface,
636                                          LPBOOL lpValid)
637 {
638     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
639     FIXME("(%p)->(%p,%p): stub!\n", This, lplpDDSurface, lpValid);
640     return DD_OK;
641 }
642
643 /*****************************************************************************
644  * IDirect3DViewport3::Clear
645  *
646  * Clears the render target and / or the z buffer
647  *
648  * Params:
649  *  dwCount: The amount of rectangles to clear. If 0, the whole buffer is
650  *           cleared
651  *  lpRects: Pointer to the array of rectangles. If NULL, Count must be 0
652  *  dwFlags: D3DCLEAR_ZBUFFER and / or D3DCLEAR_TARGET
653  *
654  * Returns:
655  *  D3D_OK on success
656  *  D3DERR_VIEWPORTHASNODEVICE if there's no active device
657  *  The return value of IDirect3DDevice7::Clear
658  *
659  *****************************************************************************/
660 static HRESULT WINAPI
661 IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
662                             DWORD dwCount, 
663                             D3DRECT *lpRects,
664                             DWORD dwFlags)
665 {
666     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
667     DWORD color = 0x00000000;
668     HRESULT hr;
669     LPDIRECT3DVIEWPORT3 current_viewport;
670     IDirect3DDevice3 *d3d_device3;
671
672     TRACE("(%p/%p)->(%08x,%p,%08x)\n", This, iface, dwCount, lpRects, dwFlags);
673     if (This->active_device == NULL) {
674         ERR(" Trying to clear a viewport not attached to a device !\n");
675         return D3DERR_VIEWPORTHASNODEVICE;
676     }
677     d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
678
679     EnterCriticalSection(&ddraw_cs);
680     if (dwFlags & D3DCLEAR_TARGET) {
681         if (This->background == NULL) {
682             ERR(" Trying to clear the color buffer without background material !\n");
683         } else {
684             color = 
685               ((int) ((This->background->mat.u.diffuse.u1.r) * 255) << 16) |
686               ((int) ((This->background->mat.u.diffuse.u2.g) * 255) <<  8) |
687               ((int) ((This->background->mat.u.diffuse.u3.b) * 255) <<  0) |
688               ((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24);
689         }
690     }
691
692     /* Need to temporarily activate viewport to clear it. Previously active one will be restored
693         afterwards. */
694     This->activate(This, TRUE);
695
696     hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device, dwCount, lpRects,
697             dwFlags & (D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET), color, 1.0, 0x00000000);
698
699     IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
700     if(current_viewport) {
701         IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
702         vp->activate(vp, TRUE);
703         IDirect3DViewport3_Release(current_viewport);
704     }
705
706     LeaveCriticalSection(&ddraw_cs);
707     return hr;
708 }
709
710 /*****************************************************************************
711  * IDirect3DViewport3::AddLight
712  *
713  * Adds an light to the viewport
714  *
715  * Params:
716  *  lpDirect3DLight: Interface of the light to add
717  *
718  * Returns:
719  *  D3D_OK on success
720  *  DDERR_INVALIDPARAMS if Direct3DLight is NULL
721  *  DDERR_INVALIDPARAMS if there are 8 lights or more
722  *
723  *****************************************************************************/
724 static HRESULT WINAPI
725 IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
726                                IDirect3DLight *lpDirect3DLight)
727 {
728     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
729     IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
730     DWORD i = 0;
731     DWORD map = This->map_lights;
732     
733     TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
734
735     EnterCriticalSection(&ddraw_cs);
736     if (This->num_lights >= 8)
737     {
738         LeaveCriticalSection(&ddraw_cs);
739         return DDERR_INVALIDPARAMS;
740     }
741
742     /* Find a light number and update both light and viewports objects accordingly */
743     while(map&1) {
744         map>>=1;
745         i++;
746     }
747     lpDirect3DLightImpl->dwLightIndex = i;
748     This->num_lights++;
749     This->map_lights |= 1<<i;
750
751     /* Add the light in the 'linked' chain */
752     lpDirect3DLightImpl->next = This->lights;
753     This->lights = lpDirect3DLightImpl;
754
755     /* Attach the light to the viewport */
756     lpDirect3DLightImpl->active_viewport = This;
757     
758     /* If active, activate the light */
759     if (This->active_device != NULL) {
760         lpDirect3DLightImpl->activate(lpDirect3DLightImpl);
761     }
762
763     LeaveCriticalSection(&ddraw_cs);
764     return D3D_OK;
765 }
766
767 /*****************************************************************************
768  * IDirect3DViewport3::DeleteLight
769  *
770  * Deletes a light from the viewports' light list
771  *
772  * Params:
773  *  lpDirect3DLight: Light to delete
774  *
775  * Returns:
776  *  D3D_OK on success
777  *  DDERR_INVALIDPARAMS if the light wasn't found
778  *
779  *****************************************************************************/
780 static HRESULT WINAPI
781 IDirect3DViewportImpl_DeleteLight(IDirect3DViewport3 *iface,
782                                   IDirect3DLight *lpDirect3DLight)
783 {
784     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
785     IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
786     IDirect3DLightImpl *cur_light, *prev_light = NULL;
787     
788     TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
789
790     EnterCriticalSection(&ddraw_cs);
791     cur_light = This->lights;
792     while (cur_light != NULL) {
793         if (cur_light == lpDirect3DLightImpl) {
794             lpDirect3DLightImpl->desactivate(lpDirect3DLightImpl);
795             if (prev_light == NULL) This->lights = cur_light->next;
796             else prev_light->next = cur_light->next;
797             /* Detach the light to the viewport */
798             cur_light->active_viewport = NULL;
799             This->num_lights--;
800             This->map_lights &= ~(1<<lpDirect3DLightImpl->dwLightIndex);
801             LeaveCriticalSection(&ddraw_cs);
802             return D3D_OK;
803         }
804         prev_light = cur_light;
805         cur_light = cur_light->next;
806     }
807     LeaveCriticalSection(&ddraw_cs);
808
809     return DDERR_INVALIDPARAMS;
810 }
811
812 /*****************************************************************************
813  * IDirect3DViewport::NextLight
814  *
815  * Enumerates the lights associated with the viewport
816  *
817  * Params:
818  *  lpDirect3DLight: Light to start with
819  *  lplpDirect3DLight: Address to store the successor to
820  *
821  * Returns:
822  *  D3D_OK, because it's a stub
823  *
824  *****************************************************************************/
825 static HRESULT WINAPI
826 IDirect3DViewportImpl_NextLight(IDirect3DViewport3 *iface,
827                                 IDirect3DLight *lpDirect3DLight,
828                                 IDirect3DLight **lplpDirect3DLight,
829                                 DWORD dwFlags)
830 {
831     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
832     IDirect3DLightImpl *cur_light, *prev_light = NULL;
833
834     TRACE("(%p)->(%p,%p,%08x)\n", This, lpDirect3DLight, lplpDirect3DLight, dwFlags);
835
836     if (!lplpDirect3DLight)
837         return DDERR_INVALIDPARAMS;
838
839     *lplpDirect3DLight = NULL;
840
841     EnterCriticalSection(&ddraw_cs);
842
843     cur_light = This->lights;
844
845     switch (dwFlags) {
846         case D3DNEXT_NEXT:
847             if (!lpDirect3DLight) {
848                 LeaveCriticalSection(&ddraw_cs);
849                 return DDERR_INVALIDPARAMS;
850             }
851             while (cur_light != NULL) {
852                 if (cur_light == (IDirect3DLightImpl *)lpDirect3DLight) {
853                     *lplpDirect3DLight = (IDirect3DLight*)cur_light->next;
854                     break;
855                 }
856                 cur_light = cur_light->next;
857             }
858             break;
859         case D3DNEXT_HEAD:
860             *lplpDirect3DLight = (IDirect3DLight*)This->lights;
861             break;
862         case D3DNEXT_TAIL:
863             while (cur_light != NULL) {
864                 prev_light = cur_light;
865                 cur_light = cur_light->next;
866             }
867             *lplpDirect3DLight = (IDirect3DLight*)prev_light;
868             break;
869         default:
870             ERR("Unknown flag %d\n", dwFlags);
871             break;
872     }
873
874     LeaveCriticalSection(&ddraw_cs);
875
876     return *lplpDirect3DLight ? D3D_OK : DDERR_INVALIDPARAMS;
877 }
878
879 /*****************************************************************************
880  * IDirect3DViewport2 Methods.
881  *****************************************************************************/
882
883 /*****************************************************************************
884  * IDirect3DViewport3::GetViewport2
885  *
886  * Returns the currently set viewport in a D3DVIEWPORT2 structure.
887  * Similar to IDirect3DViewport3::GetViewport
888  *
889  * Params:
890  *  lpData: Pointer to the structure to fill
891  *
892  * Returns:
893  *  D3D_OK on success
894  *  DDERR_INVALIDPARAMS if the viewport was set with
895  *                      IDirect3DViewport3::SetViewport
896  *  DDERR_INVALIDPARAMS if Data is NULL
897  *
898  *****************************************************************************/
899 static HRESULT WINAPI
900 IDirect3DViewportImpl_GetViewport2(IDirect3DViewport3 *iface,
901                                    D3DVIEWPORT2 *lpData)
902 {
903     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
904     DWORD dwSize;
905     TRACE("(%p)->(%p)\n", This, lpData);
906
907     EnterCriticalSection(&ddraw_cs);
908     if (This->use_vp2 != 1) {
909         ERR("  Requesting to get a D3DVIEWPORT2 struct where a D3DVIEWPORT was set !\n");
910         LeaveCriticalSection(&ddraw_cs);
911         return DDERR_INVALIDPARAMS;
912     }
913     dwSize = lpData->dwSize;
914     memset(lpData, 0, dwSize);
915     memcpy(lpData, &(This->viewports.vp2), dwSize);
916
917     if (TRACE_ON(d3d7)) {
918         TRACE("  returning D3DVIEWPORT2 :\n");
919         _dump_D3DVIEWPORT2(lpData);
920     }
921
922     LeaveCriticalSection(&ddraw_cs);
923     return D3D_OK;
924 }
925
926 /*****************************************************************************
927  * IDirect3DViewport3::SetViewport2
928  *
929  * Sets the viewport from a D3DVIEWPORT2 structure
930  *
931  * Params:
932  *  lpData: Viewport to set
933  *
934  * Returns:
935  *  D3D_OK on success
936  *
937  *****************************************************************************/
938 static HRESULT WINAPI
939 IDirect3DViewportImpl_SetViewport2(IDirect3DViewport3 *iface,
940                                    D3DVIEWPORT2 *lpData)
941 {
942     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
943     LPDIRECT3DVIEWPORT3 current_viewport;
944     TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
945
946     if (TRACE_ON(d3d7)) {
947         TRACE("  getting D3DVIEWPORT2 :\n");
948         _dump_D3DVIEWPORT2(lpData);
949     }
950
951     EnterCriticalSection(&ddraw_cs);
952     This->use_vp2 = 1;
953     memset(&(This->viewports.vp2), 0, sizeof(This->viewports.vp2));
954     memcpy(&(This->viewports.vp2), lpData, lpData->dwSize);
955
956     if (This->active_device) {
957         IDirect3DDevice3 *d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
958         IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
959         if (current_viewport) {
960             if ((IDirect3DViewportImpl *)current_viewport == This) This->activate(This, FALSE);
961             IDirect3DViewport3_Release(current_viewport);
962         }
963     }
964     LeaveCriticalSection(&ddraw_cs);
965
966     return D3D_OK;
967 }
968
969 /*****************************************************************************
970  * IDirect3DViewport3 Methods.
971  *****************************************************************************/
972
973 /*****************************************************************************
974  * IDirect3DViewport3::SetBackgroundDepth2
975  *
976  * Sets a IDirectDrawSurface4 surface as the background depth surface
977  *
978  * Params:
979  *  lpDDS: Surface to set
980  *
981  * Returns:
982  *  D3D_OK, because it's stub
983  *
984  *****************************************************************************/
985 static HRESULT WINAPI
986 IDirect3DViewportImpl_SetBackgroundDepth2(IDirect3DViewport3 *iface,
987                                           IDirectDrawSurface4 *lpDDS)
988 {
989     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
990     FIXME("(%p)->(%p): stub!\n", This, lpDDS);
991     return D3D_OK;
992 }
993
994 /*****************************************************************************
995  * IDirect3DViewport3::GetBackgroundDepth2
996  *
997  * Returns the IDirect3DSurface4 interface to the background depth surface
998  *
999  * Params:
1000  *  lplpDDS: Address to store the interface pointer at
1001  *  lpValid: Set to true if a surface is assigned
1002  *
1003  * Returns:
1004  *  D3D_OK because it's a stub
1005  *
1006  *****************************************************************************/
1007 static HRESULT WINAPI
1008 IDirect3DViewportImpl_GetBackgroundDepth2(IDirect3DViewport3 *iface,
1009                                           IDirectDrawSurface4 **lplpDDS,
1010                                           BOOL *lpValid)
1011 {
1012     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
1013     FIXME("(%p/%p)->(%p,%p): stub!\n", This, iface, lplpDDS, lpValid);
1014     return D3D_OK;
1015 }
1016
1017 /*****************************************************************************
1018  * IDirect3DViewport3::Clear2
1019  *
1020  * Another clearing method
1021  *
1022  * Params:
1023  *  Count: Number of rectangles to clear
1024  *  Rects: Rectangle array to clear
1025  *  Flags: Some flags :)
1026  *  Color: Color to fill the render target with
1027  *  Z: Value to fill the depth buffer with
1028  *  Stencil: Value to fill the stencil bits with
1029  *
1030  * Returns:
1031  *
1032  *****************************************************************************/
1033 static HRESULT WINAPI
1034 IDirect3DViewportImpl_Clear2(IDirect3DViewport3 *iface,
1035                              DWORD dwCount,
1036                              LPD3DRECT lpRects,
1037                              DWORD dwFlags,
1038                              DWORD dwColor,
1039                              D3DVALUE dvZ,
1040                              DWORD dwStencil)
1041 {
1042     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
1043     HRESULT hr;
1044     LPDIRECT3DVIEWPORT3 current_viewport;
1045     IDirect3DDevice3 *d3d_device3;
1046     TRACE("(%p)->(%08x,%p,%08x,%08x,%f,%08x)\n", This, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
1047
1048     EnterCriticalSection(&ddraw_cs);
1049     if (This->active_device == NULL) {
1050         ERR(" Trying to clear a viewport not attached to a device !\n");
1051         LeaveCriticalSection(&ddraw_cs);
1052         return D3DERR_VIEWPORTHASNODEVICE;
1053     }
1054     d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
1055     /* Need to temporarily activate viewport to clear it. Previously active one will be restored
1056         afterwards. */
1057     This->activate(This, TRUE);
1058
1059     hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device,
1060             dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
1061     IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
1062     if(current_viewport) {
1063         IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
1064         vp->activate(vp, TRUE);
1065         IDirect3DViewport3_Release(current_viewport);
1066     }
1067     LeaveCriticalSection(&ddraw_cs);
1068     return hr;
1069 }
1070
1071 /*****************************************************************************
1072  * The VTable
1073  *****************************************************************************/
1074
1075 const IDirect3DViewport3Vtbl IDirect3DViewport3_Vtbl =
1076 {
1077     /*** IUnknown Methods ***/
1078     IDirect3DViewportImpl_QueryInterface,
1079     IDirect3DViewportImpl_AddRef,
1080     IDirect3DViewportImpl_Release,
1081     /*** IDirect3DViewport Methods */
1082     IDirect3DViewportImpl_Initialize,
1083     IDirect3DViewportImpl_GetViewport,
1084     IDirect3DViewportImpl_SetViewport,
1085     IDirect3DViewportImpl_TransformVertices,
1086     IDirect3DViewportImpl_LightElements,
1087     IDirect3DViewportImpl_SetBackground,
1088     IDirect3DViewportImpl_GetBackground,
1089     IDirect3DViewportImpl_SetBackgroundDepth,
1090     IDirect3DViewportImpl_GetBackgroundDepth,
1091     IDirect3DViewportImpl_Clear,
1092     IDirect3DViewportImpl_AddLight,
1093     IDirect3DViewportImpl_DeleteLight,
1094     IDirect3DViewportImpl_NextLight,
1095     /*** IDirect3DViewport2 Methods ***/
1096     IDirect3DViewportImpl_GetViewport2,
1097     IDirect3DViewportImpl_SetViewport2,
1098     /*** IDirect3DViewport3 Methods ***/
1099     IDirect3DViewportImpl_SetBackgroundDepth2,
1100     IDirect3DViewportImpl_GetBackgroundDepth2,
1101     IDirect3DViewportImpl_Clear2,
1102 };