mirror of
https://github.com/reactos/reactos.git
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c424146e2c
svn path=/branches/cmake-bringup/; revision=48236
1127 lines
37 KiB
C
1127 lines
37 KiB
C
/* Direct3D Viewport
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* Copyright (c) 1998 Lionel ULMER
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* Copyright (c) 2006-2007 Stefan DÖSINGER
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*
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* This file contains the implementation of Direct3DViewport2.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wine/port.h"
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#include <assert.h>
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#include <stdarg.h>
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#include <string.h>
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#include <stdlib.h>
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#define COBJMACROS
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#define NONAMELESSUNION
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#include "windef.h"
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#include "winbase.h"
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#include "winerror.h"
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#include "wingdi.h"
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#include "wine/exception.h"
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#include "ddraw.h"
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#include "d3d.h"
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#include "ddraw_private.h"
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#include "wine/debug.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
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/*****************************************************************************
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* Helper functions
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*****************************************************************************/
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/*****************************************************************************
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* viewport_activate
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*
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* activates the viewport using IDirect3DDevice7::SetViewport
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*
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*****************************************************************************/
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void viewport_activate(IDirect3DViewportImpl* This, BOOL ignore_lights) {
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IDirect3DLightImpl* light;
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D3DVIEWPORT7 vp;
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if (!ignore_lights) {
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/* Activate all the lights associated with this context */
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light = This->lights;
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while (light != NULL) {
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light->activate(light);
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light = light->next;
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}
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}
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/* And copy the values in the structure used by the device */
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if (This->use_vp2) {
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vp.dwX = This->viewports.vp2.dwX;
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vp.dwY = This->viewports.vp2.dwY;
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vp.dwHeight = This->viewports.vp2.dwHeight;
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vp.dwWidth = This->viewports.vp2.dwWidth;
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vp.dvMinZ = This->viewports.vp2.dvMinZ;
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vp.dvMaxZ = This->viewports.vp2.dvMaxZ;
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} else {
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vp.dwX = This->viewports.vp1.dwX;
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vp.dwY = This->viewports.vp1.dwY;
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vp.dwHeight = This->viewports.vp1.dwHeight;
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vp.dwWidth = This->viewports.vp1.dwWidth;
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vp.dvMinZ = This->viewports.vp1.dvMinZ;
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vp.dvMaxZ = This->viewports.vp1.dvMaxZ;
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}
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/* And also set the viewport */
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IDirect3DDevice7_SetViewport((IDirect3DDevice7 *)This->active_device, &vp);
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}
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/*****************************************************************************
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* _dump_D3DVIEWPORT, _dump_D3DVIEWPORT2
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*
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* Writes viewport information to TRACE
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*
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*****************************************************************************/
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static void _dump_D3DVIEWPORT(const D3DVIEWPORT *lpvp)
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{
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TRACE(" - dwSize = %d dwX = %d dwY = %d\n",
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lpvp->dwSize, lpvp->dwX, lpvp->dwY);
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TRACE(" - dwWidth = %d dwHeight = %d\n",
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lpvp->dwWidth, lpvp->dwHeight);
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TRACE(" - dvScaleX = %f dvScaleY = %f\n",
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lpvp->dvScaleX, lpvp->dvScaleY);
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TRACE(" - dvMaxX = %f dvMaxY = %f\n",
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lpvp->dvMaxX, lpvp->dvMaxY);
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TRACE(" - dvMinZ = %f dvMaxZ = %f\n",
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lpvp->dvMinZ, lpvp->dvMaxZ);
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}
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static void _dump_D3DVIEWPORT2(const D3DVIEWPORT2 *lpvp)
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{
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TRACE(" - dwSize = %d dwX = %d dwY = %d\n",
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lpvp->dwSize, lpvp->dwX, lpvp->dwY);
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TRACE(" - dwWidth = %d dwHeight = %d\n",
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lpvp->dwWidth, lpvp->dwHeight);
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TRACE(" - dvClipX = %f dvClipY = %f\n",
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lpvp->dvClipX, lpvp->dvClipY);
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TRACE(" - dvClipWidth = %f dvClipHeight = %f\n",
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lpvp->dvClipWidth, lpvp->dvClipHeight);
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TRACE(" - dvMinZ = %f dvMaxZ = %f\n",
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lpvp->dvMinZ, lpvp->dvMaxZ);
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}
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/*****************************************************************************
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* IUnknown Methods.
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*****************************************************************************/
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/*****************************************************************************
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* IDirect3DViewport3::QueryInterface
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*
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* A normal QueryInterface. Can query all interface versions and the
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* IUnknown interface. The VTables of the different versions
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* are equal
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*
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* Params:
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* refiid: Interface id queried for
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* obj: Address to write the interface pointer to
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*
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* Returns:
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* S_OK on success.
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* E_NOINTERFACE if the requested interface wasn't found
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IDirect3DViewportImpl_QueryInterface(IDirect3DViewport3 *iface,
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REFIID riid,
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void **obp)
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{
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TRACE("(%p)->(%s,%p)\n", iface, debugstr_guid(riid), obp);
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*obp = NULL;
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if ( IsEqualGUID(&IID_IUnknown, riid) ||
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IsEqualGUID(&IID_IDirect3DViewport, riid) ||
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IsEqualGUID(&IID_IDirect3DViewport2, riid) ||
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IsEqualGUID(&IID_IDirect3DViewport3, riid) ) {
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IDirect3DViewport3_AddRef(iface);
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*obp = iface;
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TRACE(" Creating IDirect3DViewport1/2/3 interface %p\n", *obp);
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return S_OK;
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}
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FIXME("(%p): interface for IID %s NOT found!\n", iface, debugstr_guid(riid));
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return E_NOINTERFACE;
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}
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/*****************************************************************************
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* IDirect3DViewport3::AddRef
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*
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* Increases the refcount.
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*
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* Returns:
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* The new refcount
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*
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*****************************************************************************/
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static ULONG WINAPI
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IDirect3DViewportImpl_AddRef(IDirect3DViewport3 *iface)
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{
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IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
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ULONG ref = InterlockedIncrement(&This->ref);
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TRACE("(%p)->() incrementing from %u.\n", This, ref - 1);
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return ref;
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}
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/*****************************************************************************
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* IDirect3DViewport3::Release
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*
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* Reduces the refcount. If it falls to 0, the interface is released
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*
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* Returns:
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* The new refcount
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*
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*****************************************************************************/
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static ULONG WINAPI
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IDirect3DViewportImpl_Release(IDirect3DViewport3 *iface)
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{
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IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
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ULONG ref = InterlockedDecrement(&This->ref);
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TRACE("(%p)->() decrementing from %u.\n", This, ref + 1);
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if (!ref) {
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HeapFree(GetProcessHeap(), 0, This);
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return 0;
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}
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return ref;
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}
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/*****************************************************************************
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* IDirect3DViewport Methods.
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*****************************************************************************/
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/*****************************************************************************
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* IDirect3DViewport3::Initialize
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*
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* No-op initialization.
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*
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* Params:
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* Direct3D: The direct3D device this viewport is assigned to
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*
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* Returns:
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* DDERR_ALREADYINITIALIZED
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IDirect3DViewportImpl_Initialize(IDirect3DViewport3 *iface,
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IDirect3D *Direct3D)
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{
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TRACE("(%p)->(%p) no-op...\n", iface, Direct3D);
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return DDERR_ALREADYINITIALIZED;
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}
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/*****************************************************************************
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* IDirect3DViewport3::GetViewport
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*
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* Returns the viewport data assigned to this viewport interface
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*
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* Params:
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* Data: Address to store the data
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*
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* Returns:
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* D3D_OK on success
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* DDERR_INVALIDPARAMS if Data is NULL
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IDirect3DViewportImpl_GetViewport(IDirect3DViewport3 *iface,
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D3DVIEWPORT *lpData)
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{
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IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
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DWORD dwSize;
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TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
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EnterCriticalSection(&ddraw_cs);
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dwSize = lpData->dwSize;
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memset(lpData, 0, dwSize);
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if (!This->use_vp2)
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memcpy(lpData, &(This->viewports.vp1), dwSize);
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else {
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D3DVIEWPORT vp1;
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vp1.dwSize = sizeof(vp1);
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vp1.dwX = This->viewports.vp2.dwX;
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vp1.dwY = This->viewports.vp2.dwY;
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vp1.dwWidth = This->viewports.vp2.dwWidth;
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vp1.dwHeight = This->viewports.vp2.dwHeight;
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vp1.dvMaxX = 0.0;
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vp1.dvMaxY = 0.0;
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vp1.dvScaleX = 0.0;
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vp1.dvScaleY = 0.0;
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vp1.dvMinZ = This->viewports.vp2.dvMinZ;
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vp1.dvMaxZ = This->viewports.vp2.dvMaxZ;
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memcpy(lpData, &vp1, dwSize);
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}
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if (TRACE_ON(d3d7)) {
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TRACE(" returning D3DVIEWPORT :\n");
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_dump_D3DVIEWPORT(lpData);
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}
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LeaveCriticalSection(&ddraw_cs);
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return DD_OK;
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}
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/*****************************************************************************
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* IDirect3DViewport3::SetViewport
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*
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* Sets the viewport information for this interface
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*
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* Params:
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* lpData: Viewport to set
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*
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* Returns:
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* D3D_OK on success
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* DDERR_INVALIDPARAMS if Data is NULL
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IDirect3DViewportImpl_SetViewport(IDirect3DViewport3 *iface,
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D3DVIEWPORT *lpData)
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{
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IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
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LPDIRECT3DVIEWPORT3 current_viewport;
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TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
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if (TRACE_ON(d3d7)) {
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TRACE(" getting D3DVIEWPORT :\n");
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_dump_D3DVIEWPORT(lpData);
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}
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EnterCriticalSection(&ddraw_cs);
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This->use_vp2 = 0;
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memset(&(This->viewports.vp1), 0, sizeof(This->viewports.vp1));
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memcpy(&(This->viewports.vp1), lpData, lpData->dwSize);
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/* Tests on two games show that these values are never used properly so override
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them with proper ones :-)
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*/
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This->viewports.vp1.dvMinZ = 0.0;
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This->viewports.vp1.dvMaxZ = 1.0;
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if (This->active_device) {
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IDirect3DDevice3 *d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
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IDirect3DDevice3_GetCurrentViewport(d3d_device3, ¤t_viewport);
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if (current_viewport) {
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if ((IDirect3DViewportImpl *)current_viewport == This) This->activate(This, FALSE);
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IDirect3DViewport3_Release(current_viewport);
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}
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}
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LeaveCriticalSection(&ddraw_cs);
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return DD_OK;
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}
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/*****************************************************************************
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* IDirect3DViewport3::TransformVertices
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*
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* Transforms vertices by the transformation matrix.
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*
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* This function is pretty similar to IDirect3DVertexBuffer7::ProcessVertices,
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* so it's tempting to forward it to there. However, there are some
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* tiny differences. First, the lpOffscreen flag that is reported back,
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* then there is the homogeneous vertex that is generated. Also there's a lack
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* of FVFs, but still a custom stride. Last, the d3d1 - d3d3 viewport has some
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* settings (scale) that d3d7 and wined3d do not have. All in all wrapping to
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* ProcessVertices doesn't pay of in terms of wrapper code needed and code
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* reused.
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*
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* Params:
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* dwVertexCount: The number of vertices to be transformed
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* lpData: Pointer to the vertex data
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* dwFlags: D3DTRANSFORM_CLIPPED or D3DTRANSFORM_UNCLIPPED
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* lpOffScreen: Set to the clipping plane clipping the vertex, if only one
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* vertex is transformed and clipping is on. 0 otherwise
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*
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* Returns:
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* D3D_OK on success
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* D3DERR_VIEWPORTHASNODEVICE if the viewport is not assigned to a device
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* DDERR_INVALIDPARAMS if no clipping flag is specified
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IDirect3DViewportImpl_TransformVertices(IDirect3DViewport3 *iface,
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DWORD dwVertexCount,
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D3DTRANSFORMDATA *lpData,
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DWORD dwFlags,
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DWORD *lpOffScreen)
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{
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IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
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D3DMATRIX view_mat, world_mat, proj_mat, mat;
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float *in;
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float *out;
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float x, y, z, w;
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unsigned int i;
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D3DVIEWPORT vp = This->viewports.vp1;
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D3DHVERTEX *outH;
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TRACE("(%p)->(%08x,%p,%08x,%p)\n", This, dwVertexCount, lpData, dwFlags, lpOffScreen);
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/* Tests on windows show that Windows crashes when this occurs,
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* so don't return the (intuitive) return value
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if(!This->active_device)
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{
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WARN("No device active, returning D3DERR_VIEWPORTHASNODEVICE\n");
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return D3DERR_VIEWPORTHASNODEVICE;
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}
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*/
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if(!(dwFlags & (D3DTRANSFORM_UNCLIPPED | D3DTRANSFORM_CLIPPED)))
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{
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WARN("No clipping flag passed, returning DDERR_INVALIDPARAMS\n");
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return DDERR_INVALIDPARAMS;
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}
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EnterCriticalSection(&ddraw_cs);
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IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
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D3DTRANSFORMSTATE_VIEW,
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(WINED3DMATRIX*) &view_mat);
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IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
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D3DTRANSFORMSTATE_PROJECTION,
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(WINED3DMATRIX*) &proj_mat);
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IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
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WINED3DTS_WORLDMATRIX(0),
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(WINED3DMATRIX*) &world_mat);
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multiply_matrix(&mat,&view_mat,&world_mat);
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multiply_matrix(&mat,&proj_mat,&mat);
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in = lpData->lpIn;
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out = lpData->lpOut;
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outH = lpData->lpHOut;
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for(i = 0; i < dwVertexCount; i++)
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{
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x = (in[0] * mat._11) + (in[1] * mat._21) + (in[2] * mat._31) + (1.0 * mat._41);
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y = (in[0] * mat._12) + (in[1] * mat._22) + (in[2] * mat._32) + (1.0 * mat._42);
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z = (in[0] * mat._13) + (in[1] * mat._23) + (in[2] * mat._33) + (1.0 * mat._43);
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w = (in[0] * mat._14) + (in[1] * mat._24) + (in[2] * mat._34) + (1.0 * mat._44);
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if(dwFlags & D3DTRANSFORM_CLIPPED)
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{
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/* If clipping is enabled, Windows assumes that outH is
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* a valid pointer
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*/
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outH[i].u1.hx = x; outH[i].u2.hy = y; outH[i].u3.hz = z;
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outH[i].dwFlags = 0;
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if(x * vp.dvScaleX > ((float) vp.dwWidth * 0.5))
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outH[i].dwFlags |= D3DCLIP_RIGHT;
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if(x * vp.dvScaleX <= -((float) vp.dwWidth) * 0.5)
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outH[i].dwFlags |= D3DCLIP_LEFT;
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if(y * vp.dvScaleY > ((float) vp.dwHeight * 0.5))
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outH[i].dwFlags |= D3DCLIP_TOP;
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if(y * vp.dvScaleY <= -((float) vp.dwHeight) * 0.5)
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outH[i].dwFlags |= D3DCLIP_BOTTOM;
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if(z < 0.0)
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outH[i].dwFlags |= D3DCLIP_FRONT;
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if(z > 1.0)
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outH[i].dwFlags |= D3DCLIP_BACK;
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if(outH[i].dwFlags)
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{
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/* Looks like native just drops the vertex, leaves whatever data
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* it has in the output buffer and goes on with the next vertex.
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* The exact scheme hasn't been figured out yet, but windows
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* definitely writes something there.
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*/
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out[0] = x;
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out[1] = y;
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out[2] = z;
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out[3] = w;
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in = (float *) ((char *) in + lpData->dwInSize);
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out = (float *) ((char *) out + lpData->dwOutSize);
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continue;
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}
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}
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w = 1 / w;
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x *= w; y *= w; z *= w;
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out[0] = vp.dwWidth / 2 + vp.dwX + x * vp.dvScaleX;
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out[1] = vp.dwHeight / 2 + vp.dwY - y * vp.dvScaleY;
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out[2] = z;
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out[3] = w;
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in = (float *) ((char *) in + lpData->dwInSize);
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out = (float *) ((char *) out + lpData->dwOutSize);
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}
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|
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/* According to the d3d test, the offscreen flag is set only
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* if exactly one vertex is transformed. Its not documented,
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|
* but the test shows that the lpOffscreen flag is set to the
|
|
* flag combination of clipping planes that clips the vertex.
|
|
*
|
|
* If clipping is requested, Windows assumes that the offscreen
|
|
* param is a valid pointer.
|
|
*/
|
|
if(dwVertexCount == 1 && dwFlags & D3DTRANSFORM_CLIPPED)
|
|
{
|
|
*lpOffScreen = outH[0].dwFlags;
|
|
}
|
|
else if(*lpOffScreen)
|
|
{
|
|
*lpOffScreen = 0;
|
|
}
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
|
|
TRACE("All done\n");
|
|
return DD_OK;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DViewport3::LightElements
|
|
*
|
|
* The DirectX 5.0 sdk says that it's not implemented
|
|
*
|
|
* Params:
|
|
* ?
|
|
*
|
|
* Returns:
|
|
* DDERR_UNSUPPORTED
|
|
*
|
|
*****************************************************************************/
|
|
static HRESULT WINAPI
|
|
IDirect3DViewportImpl_LightElements(IDirect3DViewport3 *iface,
|
|
DWORD dwElementCount,
|
|
LPD3DLIGHTDATA lpData)
|
|
{
|
|
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
|
|
TRACE("(%p)->(%08x,%p): Unimplemented!\n", This, dwElementCount, lpData);
|
|
return DDERR_UNSUPPORTED;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DViewport3::SetBackground
|
|
*
|
|
* Sets tje background material
|
|
*
|
|
* Params:
|
|
* hMat: Handle from a IDirect3DMaterial interface
|
|
*
|
|
* Returns:
|
|
* D3D_OK on success
|
|
*
|
|
*****************************************************************************/
|
|
static HRESULT WINAPI
|
|
IDirect3DViewportImpl_SetBackground(IDirect3DViewport3 *iface,
|
|
D3DMATERIALHANDLE hMat)
|
|
{
|
|
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
|
|
TRACE("(%p)->(%d)\n", This, hMat);
|
|
|
|
EnterCriticalSection(&ddraw_cs);
|
|
if(hMat && hMat > This->ddraw->d3ddevice->numHandles)
|
|
{
|
|
WARN("Specified Handle %d out of range\n", hMat);
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
else if(hMat && This->ddraw->d3ddevice->Handles[hMat - 1].type != DDrawHandle_Material)
|
|
{
|
|
WARN("Handle %d is not a material handle\n", hMat);
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
if(hMat)
|
|
{
|
|
This->background = This->ddraw->d3ddevice->Handles[hMat - 1].ptr;
|
|
TRACE(" setting background color : %f %f %f %f\n",
|
|
This->background->mat.u.diffuse.u1.r,
|
|
This->background->mat.u.diffuse.u2.g,
|
|
This->background->mat.u.diffuse.u3.b,
|
|
This->background->mat.u.diffuse.u4.a);
|
|
}
|
|
else
|
|
{
|
|
This->background = NULL;
|
|
TRACE("Setting background to NULL\n");
|
|
}
|
|
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
return D3D_OK;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DViewport3::GetBackground
|
|
*
|
|
* Returns the material handle assigned to the background of the viewport
|
|
*
|
|
* Params:
|
|
* lphMat: Address to store the handle
|
|
* lpValid: is set to FALSE if no background is set, TRUE if one is set
|
|
*
|
|
* Returns:
|
|
* D3D_OK
|
|
*
|
|
*****************************************************************************/
|
|
static HRESULT WINAPI
|
|
IDirect3DViewportImpl_GetBackground(IDirect3DViewport3 *iface,
|
|
D3DMATERIALHANDLE *lphMat,
|
|
BOOL *lpValid)
|
|
{
|
|
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
|
|
TRACE("(%p)->(%p,%p)\n", This, lphMat, lpValid);
|
|
|
|
EnterCriticalSection(&ddraw_cs);
|
|
if(lpValid)
|
|
{
|
|
*lpValid = This->background != NULL;
|
|
}
|
|
if(lphMat)
|
|
{
|
|
if(This->background)
|
|
{
|
|
*lphMat = This->background->Handle;
|
|
}
|
|
else
|
|
{
|
|
*lphMat = 0;
|
|
}
|
|
}
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DViewport3::SetBackgroundDepth
|
|
*
|
|
* Sets a surface that represents the background depth. It's contents are
|
|
* used to set the depth buffer in IDirect3DViewport3::Clear
|
|
*
|
|
* Params:
|
|
* lpDDSurface: Surface to set
|
|
*
|
|
* Returns: D3D_OK, because it's a stub
|
|
*
|
|
*****************************************************************************/
|
|
static HRESULT WINAPI
|
|
IDirect3DViewportImpl_SetBackgroundDepth(IDirect3DViewport3 *iface,
|
|
IDirectDrawSurface *lpDDSurface)
|
|
{
|
|
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
|
|
FIXME("(%p)->(%p): stub!\n", This, lpDDSurface);
|
|
return D3D_OK;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DViewport3::GetBackgroundDepth
|
|
*
|
|
* Returns the surface that represents the depth field
|
|
*
|
|
* Params:
|
|
* lplpDDSurface: Address to store the interface pointer
|
|
* lpValid: Set to TRUE if a depth is assigned, FALSE otherwise
|
|
*
|
|
* Returns:
|
|
* D3D_OK, because it's a stub
|
|
* (DDERR_INVALIDPARAMS if DDSurface of Valid is NULL)
|
|
*
|
|
*****************************************************************************/
|
|
static HRESULT WINAPI
|
|
IDirect3DViewportImpl_GetBackgroundDepth(IDirect3DViewport3 *iface,
|
|
IDirectDrawSurface **lplpDDSurface,
|
|
LPBOOL lpValid)
|
|
{
|
|
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
|
|
FIXME("(%p)->(%p,%p): stub!\n", This, lplpDDSurface, lpValid);
|
|
return DD_OK;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* 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("(%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;
|
|
}
|
|
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. */
|
|
This->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, ¤t_viewport);
|
|
if(current_viewport) {
|
|
IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
|
|
vp->activate(vp, TRUE);
|
|
IDirect3DViewport3_Release(current_viewport);
|
|
}
|
|
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
return hr;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DViewport3::AddLight
|
|
*
|
|
* Adds an light to the viewport
|
|
*
|
|
* Params:
|
|
* lpDirect3DLight: Interface of the light to add
|
|
*
|
|
* Returns:
|
|
* D3D_OK on success
|
|
* DDERR_INVALIDPARAMS if Direct3DLight is NULL
|
|
* DDERR_INVALIDPARAMS if there are 8 lights or more
|
|
*
|
|
*****************************************************************************/
|
|
static HRESULT WINAPI
|
|
IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
|
|
IDirect3DLight *lpDirect3DLight)
|
|
{
|
|
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
|
|
IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
|
|
DWORD i = 0;
|
|
DWORD map = This->map_lights;
|
|
|
|
TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
|
|
|
|
EnterCriticalSection(&ddraw_cs);
|
|
if (This->num_lights >= 8)
|
|
{
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
/* Find a light number and update both light and viewports objects accordingly */
|
|
while(map&1) {
|
|
map>>=1;
|
|
i++;
|
|
}
|
|
lpDirect3DLightImpl->dwLightIndex = i;
|
|
This->num_lights++;
|
|
This->map_lights |= 1<<i;
|
|
|
|
/* Add the light in the 'linked' chain */
|
|
lpDirect3DLightImpl->next = This->lights;
|
|
This->lights = lpDirect3DLightImpl;
|
|
IDirect3DLight_AddRef(lpDirect3DLight);
|
|
|
|
/* Attach the light to the viewport */
|
|
lpDirect3DLightImpl->active_viewport = This;
|
|
|
|
/* If active, activate the light */
|
|
if (This->active_device != NULL) {
|
|
lpDirect3DLightImpl->activate(lpDirect3DLightImpl);
|
|
}
|
|
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
return D3D_OK;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DViewport3::DeleteLight
|
|
*
|
|
* Deletes a light from the viewports' light list
|
|
*
|
|
* Params:
|
|
* lpDirect3DLight: Light to delete
|
|
*
|
|
* Returns:
|
|
* D3D_OK on success
|
|
* DDERR_INVALIDPARAMS if the light wasn't found
|
|
*
|
|
*****************************************************************************/
|
|
static HRESULT WINAPI
|
|
IDirect3DViewportImpl_DeleteLight(IDirect3DViewport3 *iface,
|
|
IDirect3DLight *lpDirect3DLight)
|
|
{
|
|
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
|
|
IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
|
|
IDirect3DLightImpl *cur_light, *prev_light = NULL;
|
|
|
|
TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
|
|
|
|
EnterCriticalSection(&ddraw_cs);
|
|
cur_light = This->lights;
|
|
while (cur_light != NULL) {
|
|
if (cur_light == lpDirect3DLightImpl) {
|
|
lpDirect3DLightImpl->desactivate(lpDirect3DLightImpl);
|
|
if (prev_light == NULL) This->lights = cur_light->next;
|
|
else prev_light->next = cur_light->next;
|
|
/* Detach the light to the viewport */
|
|
cur_light->active_viewport = NULL;
|
|
IDirect3DLight_Release( (IDirect3DLight *)cur_light );
|
|
This->num_lights--;
|
|
This->map_lights &= ~(1<<lpDirect3DLightImpl->dwLightIndex);
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
return D3D_OK;
|
|
}
|
|
prev_light = cur_light;
|
|
cur_light = cur_light->next;
|
|
}
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DViewport::NextLight
|
|
*
|
|
* Enumerates the lights associated with the viewport
|
|
*
|
|
* Params:
|
|
* lpDirect3DLight: Light to start with
|
|
* lplpDirect3DLight: Address to store the successor to
|
|
*
|
|
* Returns:
|
|
* D3D_OK, because it's a stub
|
|
*
|
|
*****************************************************************************/
|
|
static HRESULT WINAPI
|
|
IDirect3DViewportImpl_NextLight(IDirect3DViewport3 *iface,
|
|
IDirect3DLight *lpDirect3DLight,
|
|
IDirect3DLight **lplpDirect3DLight,
|
|
DWORD dwFlags)
|
|
{
|
|
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
|
|
IDirect3DLightImpl *cur_light, *prev_light = NULL;
|
|
|
|
TRACE("(%p)->(%p,%p,%08x)\n", This, lpDirect3DLight, lplpDirect3DLight, dwFlags);
|
|
|
|
if (!lplpDirect3DLight)
|
|
return DDERR_INVALIDPARAMS;
|
|
|
|
*lplpDirect3DLight = NULL;
|
|
|
|
EnterCriticalSection(&ddraw_cs);
|
|
|
|
cur_light = This->lights;
|
|
|
|
switch (dwFlags) {
|
|
case D3DNEXT_NEXT:
|
|
if (!lpDirect3DLight) {
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
while (cur_light != NULL) {
|
|
if (cur_light == (IDirect3DLightImpl *)lpDirect3DLight) {
|
|
*lplpDirect3DLight = (IDirect3DLight*)cur_light->next;
|
|
break;
|
|
}
|
|
cur_light = cur_light->next;
|
|
}
|
|
break;
|
|
case D3DNEXT_HEAD:
|
|
*lplpDirect3DLight = (IDirect3DLight*)This->lights;
|
|
break;
|
|
case D3DNEXT_TAIL:
|
|
while (cur_light != NULL) {
|
|
prev_light = cur_light;
|
|
cur_light = cur_light->next;
|
|
}
|
|
*lplpDirect3DLight = (IDirect3DLight*)prev_light;
|
|
break;
|
|
default:
|
|
ERR("Unknown flag %d\n", dwFlags);
|
|
break;
|
|
}
|
|
|
|
if (*lplpDirect3DLight)
|
|
IDirect3DLight_AddRef(*lplpDirect3DLight);
|
|
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
|
|
return *lplpDirect3DLight ? D3D_OK : DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DViewport2 Methods.
|
|
*****************************************************************************/
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DViewport3::GetViewport2
|
|
*
|
|
* Returns the currently set viewport in a D3DVIEWPORT2 structure.
|
|
* Similar to IDirect3DViewport3::GetViewport
|
|
*
|
|
* Params:
|
|
* lpData: Pointer to the structure to fill
|
|
*
|
|
* Returns:
|
|
* D3D_OK on success
|
|
* DDERR_INVALIDPARAMS if the viewport was set with
|
|
* IDirect3DViewport3::SetViewport
|
|
* DDERR_INVALIDPARAMS if Data is NULL
|
|
*
|
|
*****************************************************************************/
|
|
static HRESULT WINAPI
|
|
IDirect3DViewportImpl_GetViewport2(IDirect3DViewport3 *iface,
|
|
D3DVIEWPORT2 *lpData)
|
|
{
|
|
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
|
|
DWORD dwSize;
|
|
TRACE("(%p)->(%p)\n", This, lpData);
|
|
|
|
EnterCriticalSection(&ddraw_cs);
|
|
dwSize = lpData->dwSize;
|
|
memset(lpData, 0, dwSize);
|
|
if (This->use_vp2)
|
|
memcpy(lpData, &(This->viewports.vp2), dwSize);
|
|
else {
|
|
D3DVIEWPORT2 vp2;
|
|
vp2.dwSize = sizeof(vp2);
|
|
vp2.dwX = This->viewports.vp1.dwX;
|
|
vp2.dwY = This->viewports.vp1.dwY;
|
|
vp2.dwWidth = This->viewports.vp1.dwWidth;
|
|
vp2.dwHeight = This->viewports.vp1.dwHeight;
|
|
vp2.dvClipX = 0.0;
|
|
vp2.dvClipY = 0.0;
|
|
vp2.dvClipWidth = 0.0;
|
|
vp2.dvClipHeight = 0.0;
|
|
vp2.dvMinZ = This->viewports.vp1.dvMinZ;
|
|
vp2.dvMaxZ = This->viewports.vp1.dvMaxZ;
|
|
memcpy(lpData, &vp2, dwSize);
|
|
}
|
|
|
|
if (TRACE_ON(d3d7)) {
|
|
TRACE(" returning D3DVIEWPORT2 :\n");
|
|
_dump_D3DVIEWPORT2(lpData);
|
|
}
|
|
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
return D3D_OK;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* 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("(%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 *d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
|
|
IDirect3DDevice3_GetCurrentViewport(d3d_device3, ¤t_viewport);
|
|
if (current_viewport) {
|
|
if ((IDirect3DViewportImpl *)current_viewport == This) This->activate(This, FALSE);
|
|
IDirect3DViewport3_Release(current_viewport);
|
|
}
|
|
}
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DViewport3 Methods.
|
|
*****************************************************************************/
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DViewport3::SetBackgroundDepth2
|
|
*
|
|
* Sets a IDirectDrawSurface4 surface as the background depth surface
|
|
*
|
|
* Params:
|
|
* lpDDS: Surface to set
|
|
*
|
|
* Returns:
|
|
* D3D_OK, because it's stub
|
|
*
|
|
*****************************************************************************/
|
|
static HRESULT WINAPI
|
|
IDirect3DViewportImpl_SetBackgroundDepth2(IDirect3DViewport3 *iface,
|
|
IDirectDrawSurface4 *lpDDS)
|
|
{
|
|
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
|
|
FIXME("(%p)->(%p): stub!\n", This, lpDDS);
|
|
return D3D_OK;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DViewport3::GetBackgroundDepth2
|
|
*
|
|
* Returns the IDirect3DSurface4 interface to the background depth surface
|
|
*
|
|
* Params:
|
|
* lplpDDS: Address to store the interface pointer at
|
|
* lpValid: Set to true if a surface is assigned
|
|
*
|
|
* Returns:
|
|
* D3D_OK because it's a stub
|
|
*
|
|
*****************************************************************************/
|
|
static HRESULT WINAPI
|
|
IDirect3DViewportImpl_GetBackgroundDepth2(IDirect3DViewport3 *iface,
|
|
IDirectDrawSurface4 **lplpDDS,
|
|
BOOL *lpValid)
|
|
{
|
|
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
|
|
FIXME("(%p/%p)->(%p,%p): stub!\n", This, iface, lplpDDS, lpValid);
|
|
return D3D_OK;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* 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("(%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;
|
|
}
|
|
d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
|
|
/* Need to temporarily activate viewport to clear it. Previously active one will be restored
|
|
afterwards. */
|
|
This->activate(This, TRUE);
|
|
|
|
hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device,
|
|
dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
|
|
IDirect3DDevice3_GetCurrentViewport(d3d_device3, ¤t_viewport);
|
|
if(current_viewport) {
|
|
IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
|
|
vp->activate(vp, TRUE);
|
|
IDirect3DViewport3_Release(current_viewport);
|
|
}
|
|
LeaveCriticalSection(&ddraw_cs);
|
|
return hr;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* The VTable
|
|
*****************************************************************************/
|
|
|
|
const IDirect3DViewport3Vtbl IDirect3DViewport3_Vtbl =
|
|
{
|
|
/*** IUnknown Methods ***/
|
|
IDirect3DViewportImpl_QueryInterface,
|
|
IDirect3DViewportImpl_AddRef,
|
|
IDirect3DViewportImpl_Release,
|
|
/*** IDirect3DViewport Methods */
|
|
IDirect3DViewportImpl_Initialize,
|
|
IDirect3DViewportImpl_GetViewport,
|
|
IDirect3DViewportImpl_SetViewport,
|
|
IDirect3DViewportImpl_TransformVertices,
|
|
IDirect3DViewportImpl_LightElements,
|
|
IDirect3DViewportImpl_SetBackground,
|
|
IDirect3DViewportImpl_GetBackground,
|
|
IDirect3DViewportImpl_SetBackgroundDepth,
|
|
IDirect3DViewportImpl_GetBackgroundDepth,
|
|
IDirect3DViewportImpl_Clear,
|
|
IDirect3DViewportImpl_AddLight,
|
|
IDirect3DViewportImpl_DeleteLight,
|
|
IDirect3DViewportImpl_NextLight,
|
|
/*** IDirect3DViewport2 Methods ***/
|
|
IDirect3DViewportImpl_GetViewport2,
|
|
IDirect3DViewportImpl_SetViewport2,
|
|
/*** IDirect3DViewport3 Methods ***/
|
|
IDirect3DViewportImpl_SetBackgroundDepth2,
|
|
IDirect3DViewportImpl_GetBackgroundDepth2,
|
|
IDirect3DViewportImpl_Clear2,
|
|
};
|