Leaked source code of windows server 2003
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157 lines
3.7 KiB

/*==========================================================================;
*
* Copyright (C) 1995 Microsoft Corporation. All Rights Reserved.
*
* File: liunk.c
* Content: Direct3DLight IUnknown implementation
*@@BEGIN_MSINTERNAL
*
* History:
* Date By Reason
* ==== == ======
* 10/12/95 stevela Initial rev with this header.
*@@END_MSINTERNAL
*
***************************************************************************/
#include "pch.cpp"
#pragma hdrstop
/*
* D3DLight_QueryInterface
*/
#undef DPF_MODNAME
#define DPF_MODNAME "Direct3DLight::QueryInterface"
HRESULT D3DAPI DIRECT3DLIGHTI::QueryInterface(REFIID riid, LPVOID* ppvObj)
{
/*
* validate parms
*/
TRY
{
if (!VALID_DIRECT3DLIGHT_PTR(this)) {
D3D_ERR( "Invalid Direct3DLight pointer" );
return DDERR_INVALIDOBJECT;
}
if (!VALID_OUTPTR(ppvObj)) {
D3D_ERR( "Invalid pointer to pointer" );
return DDERR_INVALIDPARAMS;
}
}
EXCEPT( EXCEPTION_EXECUTE_HANDLER )
{
D3D_ERR( "Exception encountered validating parameters" );
return DDERR_INVALIDPARAMS;
}
if (!VALID_OUTPTR(ppvObj)) {
return (DDERR_INVALIDPARAMS);
}
*ppvObj = NULL;
if(IsEqualIID(riid, IID_IUnknown) ||
IsEqualIID(riid, IID_IDirect3DLight) )
{
AddRef();
*ppvObj = static_cast<LPVOID>(static_cast<LPDIRECT3DLIGHT>(this));
return (D3D_OK);
}
return (E_NOINTERFACE);
} /* D3DLight_QueryInterface */
/*
* D3DLight_AddRef
*/
#undef DPF_MODNAME
#define DPF_MODNAME "Direct3DLight::AddRef"
ULONG D3DAPI DIRECT3DLIGHTI::AddRef()
{
DWORD rcnt;
CLockD3D lockObject(DPF_MODNAME, REMIND("")); // Takes D3D lock.
// Release in the destructor
/*
* validate parms
*/
TRY
{
if (!VALID_DIRECT3DLIGHT_PTR(this)) {
D3D_ERR( "Invalid Direct3DLight pointer" );
return 0;
}
}
EXCEPT( EXCEPTION_EXECUTE_HANDLER )
{
D3D_ERR( "Exception encountered validating parameters" );
return 0;
}
this->refCnt++;
rcnt = this->refCnt;
return (rcnt);
} /* D3DLight_AddRef */
/*
* D3DLight_Release
*
*/
#undef DPF_MODNAME
#define DPF_MODNAME "Direct3DLight::Release"
ULONG D3DAPI DIRECT3DLIGHTI::Release()
{
DWORD lastrefcnt;
CLockD3D lockObject(DPF_MODNAME, REMIND("")); // Takes D3D lock.
// Release in the destructor
/*
* validate parms
*/
TRY
{
if (!VALID_DIRECT3DLIGHT_PTR(this)) {
D3D_ERR( "Invalid Direct3DLight pointer" );
return 0;
}
}
EXCEPT( EXCEPTION_EXECUTE_HANDLER )
{
D3D_ERR( "Exception encountered validating parameters" );
return 0;
}
/*
* decrement the ref count. if we hit 0, free the object
*/
this->refCnt--;
lastrefcnt = this->refCnt;
if( lastrefcnt == 0 )
{
delete this;
return 0;
}
return lastrefcnt;
} /* D3DLight_Release */
DIRECT3DLIGHTI::~DIRECT3DLIGHTI()
{
/* remove us from our viewport's list of lights */
if (this->lpD3DViewportI) {
CIRCLE_QUEUE_DELETE(&this->lpD3DViewportI->lights, this, light_list);
this->lpD3DViewportI->numLights--;
this->lpD3DViewportI->bLightsChanged = TRUE;
}
/* remove us from the Direct3D object list of lights */
LIST_DELETE(this, list);
this->lpDirect3DI->numLights--;
}