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;
}