Exemple #1
0
/*****************************************************************************
 * IDirect3DViewport3::SetViewport2
 *
 * Sets the viewport from a D3DVIEWPORT2 structure
 *
 * Params:
 *  lpData: Viewport to set
 *
 * Returns:
 *  D3D_OK on success
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_SetViewport2(IDirect3DViewport3 *iface,
                                   D3DVIEWPORT2 *lpData)
{
    IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
    LPDIRECT3DVIEWPORT3 current_viewport;

    TRACE("iface %p, data %p.\n", iface, lpData);

    if (TRACE_ON(ddraw))
    {
        TRACE("  getting D3DVIEWPORT2 :\n");
        _dump_D3DVIEWPORT2(lpData);
    }

    EnterCriticalSection(&ddraw_cs);
    This->use_vp2 = 1;
    memset(&(This->viewports.vp2), 0, sizeof(This->viewports.vp2));
    memcpy(&(This->viewports.vp2), lpData, lpData->dwSize);

    if (This->active_device) {
        IDirect3DDevice3 *d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
        IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
        if (current_viewport)
        {
            if ((IDirect3DViewportImpl *)current_viewport == This) viewport_activate(This, FALSE);
            IDirect3DViewport3_Release(current_viewport);
        }
    }
    LeaveCriticalSection(&ddraw_cs);

    return D3D_OK;
}
Exemple #2
0
/*****************************************************************************
 * IDirect3DViewport3::SetViewport2
 *
 * Sets the viewport from a D3DVIEWPORT2 structure
 *
 * Params:
 *  lpData: Viewport to set
 *
 * Returns:
 *  D3D_OK on success
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_SetViewport2(IDirect3DViewport3 *iface,
                                   D3DVIEWPORT2 *lpData)
{
    ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
    LPDIRECT3DVIEWPORT3 current_viewport;
    TRACE("(%p/%p)->(%p)\n", This, iface, lpData);

    if (TRACE_ON(d3d7)) {
        TRACE("  getting D3DVIEWPORT2 :\n");
	_dump_D3DVIEWPORT2(lpData);
    }

    EnterCriticalSection(&ddraw_cs);
    This->use_vp2 = 1;
    memset(&(This->viewports.vp2), 0, sizeof(This->viewports.vp2));
    memcpy(&(This->viewports.vp2), lpData, lpData->dwSize);

    if (This->active_device) {
        IDirect3DDevice3_GetCurrentViewport(ICOM_INTERFACE(This->active_device, IDirect3DDevice3), &current_viewport);
        if (current_viewport) {
            if (ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, current_viewport) == This)
                This->activate(This, FALSE);
            IDirect3DViewport3_Release(current_viewport);
        }
    }
    LeaveCriticalSection(&ddraw_cs);

    return D3D_OK;
}
Exemple #3
0
/*****************************************************************************
 * IDirect3DViewport3::Clear
 *
 * Clears the render target and / or the z buffer
 *
 * Params:
 *  dwCount: The amount of rectangles to clear. If 0, the whole buffer is
 *           cleared
 *  lpRects: Pointer to the array of rectangles. If NULL, Count must be 0
 *  dwFlags: D3DCLEAR_ZBUFFER and / or D3DCLEAR_TARGET
 *
 * Returns:
 *  D3D_OK on success
 *  D3DERR_VIEWPORTHASNODEVICE if there's no active device
 *  The return value of IDirect3DDevice7::Clear
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
                            DWORD dwCount, 
                            D3DRECT *lpRects,
                            DWORD dwFlags)
{
    ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
    DWORD color = 0x00000000;
    HRESULT hr;
    LPDIRECT3DVIEWPORT3 current_viewport;

    TRACE("(%p/%p)->(%08x,%p,%08x)\n", This, iface, dwCount, lpRects, dwFlags);
    if (This->active_device == NULL) {
        ERR(" Trying to clear a viewport not attached to a device !\n");
	return D3DERR_VIEWPORTHASNODEVICE;
    }

    EnterCriticalSection(&ddraw_cs);
    if (dwFlags & D3DCLEAR_TARGET) {
        if (This->background == NULL) {
	    ERR(" Trying to clear the color buffer without background material !\n");
	} else {
	    color = 
	      ((int) ((This->background->mat.u.diffuse.u1.r) * 255) << 16) |
	      ((int) ((This->background->mat.u.diffuse.u2.g) * 255) <<  8) |
	      ((int) ((This->background->mat.u.diffuse.u3.b) * 255) <<  0) |
	      ((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24);
	}
    }

    /* Need to temporarily activate viewport to clear it. Previously active one will be restored
        afterwards. */
    This->activate(This, TRUE);

    hr = IDirect3DDevice7_Clear(ICOM_INTERFACE(This->active_device, IDirect3DDevice7),
                                dwCount,
                                lpRects,
                                dwFlags & (D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET),
                                color,
                                1.0,
                                0x00000000);

    IDirect3DDevice3_GetCurrentViewport(ICOM_INTERFACE(This->active_device, IDirect3DDevice3), &current_viewport);
    if(current_viewport) {
        IDirect3DViewportImpl *vp = ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, current_viewport);
        vp->activate(vp, TRUE);
        IDirect3DViewport3_Release(current_viewport);
    }

    LeaveCriticalSection(&ddraw_cs);
    return hr;
}
Exemple #4
0
/*****************************************************************************
 * IDirect3DViewport3::Clear
 *
 * Clears the render target and / or the z buffer
 *
 * Params:
 *  dwCount: The amount of rectangles to clear. If 0, the whole buffer is
 *           cleared
 *  lpRects: Pointer to the array of rectangles. If NULL, Count must be 0
 *  dwFlags: D3DCLEAR_ZBUFFER and / or D3DCLEAR_TARGET
 *
 * Returns:
 *  D3D_OK on success
 *  D3DERR_VIEWPORTHASNODEVICE if there's no active device
 *  The return value of IDirect3DDevice7::Clear
 *
 *****************************************************************************/
static HRESULT WINAPI IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
        DWORD dwCount, D3DRECT *lpRects, DWORD dwFlags)
{
    IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
    DWORD color = 0x00000000;
    HRESULT hr;
    LPDIRECT3DVIEWPORT3 current_viewport;
    IDirect3DDevice3 *d3d_device3;

    TRACE("iface %p, rect_count %u, rects %p, flags %#x.\n", iface, dwCount, lpRects, dwFlags);

    if (This->active_device == NULL) {
        ERR(" Trying to clear a viewport not attached to a device !\n");
        return D3DERR_VIEWPORTHASNODEVICE;
    }
    d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;

    EnterCriticalSection(&ddraw_cs);
    if (dwFlags & D3DCLEAR_TARGET) {
        if (This->background == NULL) {
            ERR(" Trying to clear the color buffer without background material !\n");
        }
        else
        {
            color = ((int)((This->background->mat.u.diffuse.u1.r) * 255) << 16)
                    | ((int) ((This->background->mat.u.diffuse.u2.g) * 255) <<  8)
                    | ((int) ((This->background->mat.u.diffuse.u3.b) * 255) <<  0)
                    | ((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24);
        }
    }

    /* Need to temporarily activate viewport to clear it. Previously active one will be restored
        afterwards. */
    viewport_activate(This, TRUE);

    hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device, dwCount, lpRects,
            dwFlags & (D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET), color, 1.0, 0x00000000);

    IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
    if(current_viewport) {
        IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
        viewport_activate(vp, TRUE);
        IDirect3DViewport3_Release(current_viewport);
    }

    LeaveCriticalSection(&ddraw_cs);
    return hr;
}
Exemple #5
0
/*****************************************************************************
 * IDirect3DViewport3::Clear2
 *
 * Another clearing method
 *
 * Params:
 *  Count: Number of rectangles to clear
 *  Rects: Rectangle array to clear
 *  Flags: Some flags :)
 *  Color: Color to fill the render target with
 *  Z: Value to fill the depth buffer with
 *  Stencil: Value to fill the stencil bits with
 *
 * Returns:
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_Clear2(IDirect3DViewport3 *iface,
                             DWORD dwCount,
                             LPD3DRECT lpRects,
                             DWORD dwFlags,
                             DWORD dwColor,
                             D3DVALUE dvZ,
                             DWORD dwStencil)
{
    ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
    HRESULT hr;
    LPDIRECT3DVIEWPORT3 current_viewport;
    TRACE("(%p)->(%08x,%p,%08x,%08x,%f,%08x)\n", This, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);

    EnterCriticalSection(&ddraw_cs);
    if (This->active_device == NULL) {
        ERR(" Trying to clear a viewport not attached to a device !\n");
        LeaveCriticalSection(&ddraw_cs);
        return D3DERR_VIEWPORTHASNODEVICE;
    }
    /* Need to temporarily activate viewport to clear it. Previously active one will be restored
        afterwards. */
    This->activate(This, TRUE);

    hr = IDirect3DDevice7_Clear(ICOM_INTERFACE(This->active_device, IDirect3DDevice7),
                                dwCount,
                                lpRects,
                                dwFlags,
                                dwColor,
                                dvZ,
                                dwStencil);
    IDirect3DDevice3_GetCurrentViewport(ICOM_INTERFACE(This->active_device, IDirect3DDevice3), &current_viewport);
    if(current_viewport) {
        IDirect3DViewportImpl *vp = ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, current_viewport);
        vp->activate(vp, TRUE);
        IDirect3DViewport3_Release(current_viewport);
    }
    LeaveCriticalSection(&ddraw_cs);
    return hr;
}
Exemple #6
0
/*****************************************************************************
 * IDirect3DViewport3::SetViewport
 *
 * Sets the viewport information for this interface
 *
 * Params:
 *  lpData: Viewport to set
 *
 * Returns:
 *  D3D_OK on success
 *  DDERR_INVALIDPARAMS if Data is NULL
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_SetViewport(IDirect3DViewport3 *iface,
                                  D3DVIEWPORT *lpData)
{
    IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
    LPDIRECT3DVIEWPORT3 current_viewport;

    TRACE("iface %p, data %p.\n", iface, lpData);

    if (TRACE_ON(ddraw))
    {
        TRACE("  getting D3DVIEWPORT :\n");
        _dump_D3DVIEWPORT(lpData);
    }

    EnterCriticalSection(&ddraw_cs);
    This->use_vp2 = 0;
    memset(&(This->viewports.vp1), 0, sizeof(This->viewports.vp1));
    memcpy(&(This->viewports.vp1), lpData, lpData->dwSize);

    /* Tests on two games show that these values are never used properly so override
       them with proper ones :-)
    */
    This->viewports.vp1.dvMinZ = 0.0;
    This->viewports.vp1.dvMaxZ = 1.0;

    if (This->active_device) {
        IDirect3DDevice3 *d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
        IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
        if (current_viewport)
        {
            if ((IDirect3DViewportImpl *)current_viewport == This) viewport_activate(This, FALSE);
            IDirect3DViewport3_Release(current_viewport);
        }
    }
    LeaveCriticalSection(&ddraw_cs);

    return DD_OK;
}
Exemple #7
0
/*****************************************************************************
 * IDirect3DViewport3::Clear2
 *
 * Another clearing method
 *
 * Params:
 *  Count: Number of rectangles to clear
 *  Rects: Rectangle array to clear
 *  Flags: Some flags :)
 *  Color: Color to fill the render target with
 *  Z: Value to fill the depth buffer with
 *  Stencil: Value to fill the stencil bits with
 *
 * Returns:
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_Clear2(IDirect3DViewport3 *iface,
                             DWORD dwCount,
                             LPD3DRECT lpRects,
                             DWORD dwFlags,
                             DWORD dwColor,
                             D3DVALUE dvZ,
                             DWORD dwStencil)
{
    IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
    HRESULT hr;
    LPDIRECT3DVIEWPORT3 current_viewport;
    IDirect3DDevice3 *d3d_device3;

    TRACE("iface %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
            iface, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);

    EnterCriticalSection(&ddraw_cs);
    if (This->active_device == NULL) {
        ERR(" Trying to clear a viewport not attached to a device !\n");
        LeaveCriticalSection(&ddraw_cs);
        return D3DERR_VIEWPORTHASNODEVICE;
    }
    d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
    /* Need to temporarily activate viewport to clear it. Previously active
     * one will be restored afterwards. */
    viewport_activate(This, TRUE);

    hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device,
            dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
    IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
    if(current_viewport) {
        IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
        viewport_activate(vp, TRUE);
        IDirect3DViewport3_Release(current_viewport);
    }
    LeaveCriticalSection(&ddraw_cs);
    return hr;
}
Exemple #8
0
/*****************************************************************************
 * IDirect3DViewport3::SetViewport
 *
 * Sets the viewport information for this interface
 *
 * Params:
 *  lpData: Viewport to set
 *
 * Returns:
 *  D3D_OK on success
 *  DDERR_INVALIDPARAMS if Data is NULL
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_SetViewport(IDirect3DViewport3 *iface,
                                  D3DVIEWPORT *lpData)
{
    ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
    LPDIRECT3DVIEWPORT3 current_viewport;
    TRACE("(%p/%p)->(%p)\n", This, iface, lpData);

    if (TRACE_ON(d3d7)) {
        TRACE("  getting D3DVIEWPORT :\n");
	_dump_D3DVIEWPORT(lpData);
    }

    EnterCriticalSection(&ddraw_cs);
    This->use_vp2 = 0;
    memset(&(This->viewports.vp1), 0, sizeof(This->viewports.vp1));
    memcpy(&(This->viewports.vp1), lpData, lpData->dwSize);

    /* Tests on two games show that these values are never used properly so override
       them with proper ones :-)
    */
    This->viewports.vp1.dvMinZ = 0.0;
    This->viewports.vp1.dvMaxZ = 1.0;

    if (This->active_device) {
        IDirect3DDevice3_GetCurrentViewport(ICOM_INTERFACE(This->active_device, IDirect3DDevice3), &current_viewport);
        if (current_viewport) {
            if (ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, current_viewport) == This)
                This->activate(This, FALSE);
            IDirect3DViewport3_Release(current_viewport);
        }
    }
    LeaveCriticalSection(&ddraw_cs);

    return DD_OK;
}