Leaked source code of windows server 2003
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/*==========================================================================;
* * Copyright (C) 1998 Microsoft Corporation. All Rights Reserved. * * File: lighting.cpp * Content: Direct3D material/light management * ***************************************************************************/
#include "pch.cpp"
#pragma hdrstop
#include "ddibase.h"
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CheckLightParams"
void CheckLightParams(CONST D3DLIGHT8* lpData) { if (lpData->Type != D3DLIGHT_POINT && lpData->Type != D3DLIGHT_SPOT && lpData->Type != D3DLIGHT_DIRECTIONAL) { D3D_ERR( "Invalid D3DLIGHT type" ); throw D3DERR_INVALIDCALL; }
if (lpData->Range < 0.0f || lpData->Range > D3DLIGHT_RANGE_MAX) { D3D_ERR( "Invalid D3DLIGHT range" ); throw D3DERR_INVALIDCALL; } if (lpData->Type == D3DLIGHT_SPOT || lpData->Type == D3DLIGHT_DIRECTIONAL) { float magnitude; magnitude = lpData->Direction.x * lpData->Direction.x + lpData->Direction.y * lpData->Direction.y + lpData->Direction.z * lpData->Direction.z; if (magnitude < 0.00001f) { D3D_ERR( "Invalid D3DLIGHT direction" ); throw D3DERR_INVALIDCALL; } if (lpData->Type == D3DLIGHT_SPOT) { if (lpData->Phi < 0.0f) { D3D_ERR( "Invalid D3DLIGHT Phi angle, must be >= 0" ); throw D3DERR_INVALIDCALL; } if (lpData->Phi > 3.1415927f) { D3D_ERR( "Invalid D3DLIGHT Phi angle, must be <= pi" ); throw D3DERR_INVALIDCALL; } if (lpData->Theta < 0.0f) { D3D_ERR( "Invalid D3DLIGHT Theta angle, must be >= 0" ); throw D3DERR_INVALIDCALL; } if (lpData->Theta > lpData->Phi) { D3D_ERR( "Invalid D3DLIGHT Theta angle, must be <= Phi" ); throw D3DERR_INVALIDCALL; } } } if (lpData->Type != D3DLIGHT_DIRECTIONAL) { if (lpData->Attenuation0 < 0 || lpData->Attenuation1 < 0 || lpData->Attenuation2 < 0) { D3D_ERR( "Attenuation factor can not be negative" ); throw D3DERR_INVALIDCALL; } if (lpData->Attenuation0 == 0 && lpData->Attenuation1 == 0 && lpData->Attenuation2 == 0) { D3D_ERR("All attenuation factors are 0 for non-directional light"); throw D3DERR_INVALIDCALL; } } return; } //=====================================================================
//
// CD3DHal interface
//
//=====================================================================
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::SetMaterialFast"
HRESULT D3DAPI CD3DHal::SetMaterialFast(CONST D3DMATERIAL8* lpData) { #if DBG
if (!VALID_PTR(lpData, sizeof(*lpData))) { D3D_ERR("Invalid D3DMATERIAL pointer. SetMaterial failed."); return D3DERR_INVALIDCALL; } #endif
m_pv->lighting.material = *lpData; this->dwFEFlags |= D3DFE_MATERIAL_DIRTY | D3DFE_FRONTEND_DIRTY; if (!(m_dwRuntimeFlags & (D3DRT_EXECUTESTATEMODE | D3DRT_RSSOFTWAREPROCESSING))) { try { m_pDDI->SetMaterial(lpData); } catch(HRESULT ret) { D3D_ERR("SetMaterial failed."); return ret; } } return S_OK; } //---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::GetMaterial"
HRESULT D3DAPI CD3DHal::GetMaterial(D3DMATERIAL8* lpData) { API_ENTER(this); // Takes D3D Lock if necessary
if (!VALID_WRITEPTR(lpData, sizeof(*lpData))) { D3D_ERR( "Invalid D3DMATERIAL pointer. GetMaterial failed." ); return D3DERR_INVALIDCALL; }
*lpData = m_pv->lighting.material; return D3D_OK; } //---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::SetLightI"
void CD3DHal::SetLightI(DWORD dwLightIndex, CONST D3DLIGHT8* lpData) { if( m_pLightArray->Check( dwLightIndex ) == FALSE ) {
if( FAILED( m_pLightArray->Grow( dwLightIndex ) ) ) { D3D_ERR("Not enough memory to grow light array"); throw E_OUTOFMEMORY; } LIST_INITIALIZE(&m_ActiveLights); // Clear active light list
for (DWORD i = 0; i < m_pLightArray->GetSize(); i++) { if ((*m_pLightArray)[i].m_pObj) { DIRECT3DLIGHTI* pLight = static_cast<DIRECT3DLIGHTI *>((*m_pLightArray)[i].m_pObj); if (pLight->Enabled()) { LIST_INSERT_ROOT(&m_ActiveLights, pLight, m_List); } } } }
if( (*m_pLightArray)[dwLightIndex].m_pObj == NULL ) { // Create light has been already sent to the driver
(*m_pLightArray)[dwLightIndex].m_pObj = (CD3DBaseObj *)new DIRECT3DLIGHTI; if( (*m_pLightArray)[dwLightIndex].m_pObj == NULL ) { D3D_ERR("Not enough memory to grow light array"); throw E_OUTOFMEMORY; } }
LPDIRECT3DLIGHTI pLight = static_cast<DIRECT3DLIGHTI *>((*m_pLightArray)[dwLightIndex].m_pObj);
pLight->m_Light = *lpData; if (!(this->m_dwRuntimeFlags & D3DRT_EXECUTESTATEMODE)) { if (m_dwRuntimeFlags & D3DRT_RSSOFTWAREPROCESSING) pLight->SetDirtyForDDI(); else m_pDDI->SetLight(dwLightIndex, &pLight->m_Light); }
dwFEFlags |= D3DFE_LIGHTS_DIRTY | D3DFE_NEED_TRANSFORM_LIGHTS | D3DFE_FRONTEND_DIRTY; pLight->m_LightI.flags |= D3DLIGHTI_DIRTY; } //---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::GetLight"
HRESULT D3DAPI CD3DHal::GetLight(DWORD dwLightIndex, D3DLIGHT8* lpData) { API_ENTER(this); // Takes D3D Lock if necessary
if (!VALID_WRITEPTR(lpData, sizeof(*lpData))) { D3D_ERR( "Invalid D3DLIGHT pointer. GetLight failed." ); return D3DERR_INVALIDCALL; }
if (m_pLightArray->Check( dwLightIndex ) == FALSE ) { D3D_ERR( "Invalid light index. GetLight failed." ); return D3DERR_INVALIDCALL; } LPDIRECT3DLIGHTI pLight = static_cast<DIRECT3DLIGHTI *>((*m_pLightArray)[dwLightIndex].m_pObj); if (pLight == NULL) { D3D_ERR( "Invalid light index. GetLight failed." ); return D3DERR_INVALIDCALL; }
*lpData = pLight->m_Light;
return D3D_OK; } //---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::LightEnableI"
void CD3DHal::LightEnableI(DWORD dwLightIndex, BOOL bEnable) { LPDIRECT3DLIGHTI pLight = static_cast<DIRECT3DLIGHTI *>((*m_pLightArray)[dwLightIndex].m_pObj); if (bEnable) { if (!pLight->Enabled()) {
LIST_INSERT_ROOT(&m_ActiveLights, pLight, m_List); pLight->m_LightI.flags |= D3DLIGHTI_ENABLED; dwFEFlags |= D3DFE_LIGHTS_DIRTY | D3DFE_NEED_TRANSFORM_LIGHTS | D3DFE_FRONTEND_DIRTY; } } else { if (pLight->Enabled()) { LIST_DELETE(pLight, m_List); pLight->m_LightI.flags &= ~D3DLIGHTI_ENABLED; dwFEFlags |= D3DFE_LIGHTS_DIRTY | D3DFE_NEED_TRANSFORM_LIGHTS | D3DFE_FRONTEND_DIRTY; } } // Update driver state
if (!(this->m_dwRuntimeFlags & D3DRT_EXECUTESTATEMODE)) { if (this->m_dwRuntimeFlags & D3DRT_RSSOFTWAREPROCESSING) pLight->SetEnableDirtyForDDI(); else m_pDDI->LightEnable(dwLightIndex, bEnable); } } //---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "CD3DHal::LightEnable"
HRESULT D3DAPI CD3DHal::GetLightEnable(DWORD dwLightIndex, BOOL *pbEnable) { API_ENTER(this); // Takes D3D Lock if necessary
if (!VALID_WRITEPTR(pbEnable, sizeof(BOOL))) { D3D_ERR( "Invalid enable pointer. GetLightEnable failed." ); throw D3DERR_INVALIDCALL; }
if ((m_pLightArray->Check( dwLightIndex ) == FALSE) || ((*m_pLightArray)[dwLightIndex].m_pObj == NULL)) { D3D_ERR("Invalid light index OR light is not initialized. GetLightEnable failed."); return D3DERR_INVALIDCALL; } LPDIRECT3DLIGHTI pLight = static_cast<DIRECT3DLIGHTI *>((*m_pLightArray)[dwLightIndex].m_pObj); *pbEnable = pLight->Enabled(); return D3D_OK; } //---------------------------------------------------------------------
// Update internal light state
//
#undef DPF_MODNAME
#define DPF_MODNAME "DIRECT3DLIGHTI::SetInternalData"
HRESULT DIRECT3DLIGHTI::SetInternalData() { m_LightI.type = m_Light.Type; m_LightI.flags &= ~D3DLIGHTI_OPTIMIZATIONFLAGS;
if (FLOAT_EQZ(m_Light.Specular.r) && FLOAT_EQZ(m_Light.Specular.g) && FLOAT_EQZ(m_Light.Specular.b)) { m_LightI.flags |= D3DLIGHTI_SPECULAR_IS_ZERO; }
if (FLOAT_EQZ(m_Light.Ambient.r) && FLOAT_EQZ(m_Light.Ambient.g) && FLOAT_EQZ(m_Light.Ambient.b)) { m_LightI.flags |= D3DLIGHTI_AMBIENT_IS_ZERO; }
m_LightI.ambient.r = m_Light.Ambient.r; m_LightI.ambient.g = m_Light.Ambient.g; m_LightI.ambient.b = m_Light.Ambient.b;
m_LightI.specular.r = m_Light.Specular.r; m_LightI.specular.g = m_Light.Specular.g; m_LightI.specular.b = m_Light.Specular.b;
m_LightI.diffuse.r = m_Light.Diffuse.r; m_LightI.diffuse.g = m_Light.Diffuse.g; m_LightI.diffuse.b = m_Light.Diffuse.b;
m_LightI.position.x = m_Light.Position.x; m_LightI.position.y = m_Light.Position.y; m_LightI.position.z = m_Light.Position.z; m_LightI.direction.x = m_Light.Direction.x; m_LightI.direction.y = m_Light.Direction.y; m_LightI.direction.z = m_Light.Direction.z; m_LightI.attenuation0 = m_Light.Attenuation0; m_LightI.attenuation1 = m_Light.Attenuation1; m_LightI.attenuation2 = m_Light.Attenuation2;
m_LightI.range = m_Light.Range; m_LightI.range_squared = m_Light.Range * m_Light.Range;
if (m_Light.Type == D3DLIGHT_SPOT) { m_LightI.cos_theta_by_2 = (float)cos(m_Light.Theta / 2.0); m_LightI.cos_phi_by_2 = (float)cos(m_Light.Phi / 2.0);
m_LightI.falloff = m_Light.Falloff; m_LightI.inv_theta_minus_phi = m_LightI.cos_theta_by_2 - m_LightI.cos_phi_by_2; if (m_LightI.inv_theta_minus_phi != 0.0) { m_LightI.inv_theta_minus_phi = 1.0f/m_LightI.inv_theta_minus_phi; } else { m_LightI.inv_theta_minus_phi = 1.0f; } } if (m_Light.Type == D3DLIGHT_DIRECTIONAL || m_Light.Type == D3DLIGHT_SPOT) { VecNormalize(m_LightI.direction); }
// set internal flags
if (m_LightI.attenuation0 != 0.0) { m_LightI.flags |= D3DLIGHTI_ATT0_IS_NONZERO; } if (m_LightI.attenuation1 != 0.0) { m_LightI.flags |= D3DLIGHTI_ATT1_IS_NONZERO; } if (m_LightI.attenuation2 != 0.0) { m_LightI.flags |= D3DLIGHTI_ATT2_IS_NONZERO; } if (m_LightI.falloff == 1.0) { m_LightI.flags |= D3DLIGHTI_LINEAR_FALLOFF; } m_LightI.flags &= ~D3DLIGHTI_DIRTY; return D3D_OK; }
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