Leaked source code of windows server 2003
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/*==========================================================================;
*
* Copyright (C) 1995 Microsoft Corporation. All Rights Reserved.
*
* File: light.c
* Content: Direct3D light management
*@@BEGIN_MSINTERNAL
*
* History:
* Date By Reason
* ==== == ======
* 11/11/95 stevela Initial rev with this header.
* Light handling changed.
*@@END_MSINTERNAL
*
***************************************************************************/
/*
* Create an api for the Direct3DLight object
*/
#include "pch.cpp"
#pragma hdrstop
HRESULT
hookLightToD3D(LPDIRECT3DI lpD3DI,
LPDIRECT3DLIGHTI lpD3DLight)
{
LIST_INSERT_ROOT(&lpD3DI->lights, lpD3DLight, list);
lpD3DLight->lpDirect3DI = lpD3DI;
lpD3DI->numLights++;
return (D3D_OK);
}
HRESULT D3DAPI DIRECT3DLIGHTI::Initialize(LPDIRECT3D lpD3D)
{
return DDERR_ALREADYINITIALIZED;
}
void inverseRotateVector(D3DVECTOR* d, D3DVECTOR* v, D3DMATRIX* M)
{
D3DVALUE vx = v->x;
D3DVALUE vy = v->y;
D3DVALUE vz = v->z;
d->x = vx * M->_11 + vy * M->_12 + vz * M->_13;
d->y = vx * M->_21 + vy * M->_22 + vz * M->_23;
d->z = vx * M->_31 + vy * M->_32 + vz * M->_33;
}
void inverseTransformVector(D3DVECTOR* d, D3DVECTOR* v, D3DMATRIX* M)
{
D3DVALUE vx = v->x;
D3DVALUE vy = v->y;
D3DVALUE vz = v->z;
vx -= M->_41; vy -= M->_42; vz -= M->_43;
d->x = vx * M->_11 + vy * M->_12 + vz * M->_13;
d->y = vx * M->_21 + vy * M->_22 + vz * M->_23;
d->z = vx * M->_31 + vy * M->_32 + vz * M->_33;
}
void D3DI_UpdateLightInternal(LPDIRECT3DLIGHTI lpLight)
{
LPDIRECT3DVIEWPORTI lpViewI = lpLight->lpD3DViewportI;
LPD3DLIGHT2 lpLight2 = (D3DLIGHT2 *)&lpLight->dlLight;
if (sizeof(D3DLIGHT) == lpLight->dlLight.dwSize)
{
lpLight->diLightData.version = 1;
lpLight->diLightData.flags = D3DLIGHT_ACTIVE;
} else {
lpLight->diLightData.version = 2;
lpLight->diLightData.flags = lpLight2->dwFlags;
}
lpLight->diLightData.valid = TRUE;
lpLight->diLightData.type = lpLight->dlLight.dltType;
lpLight->diLightData.red = lpLight->dlLight.dcvColor.r;
lpLight->diLightData.green = lpLight->dlLight.dcvColor.g;
lpLight->diLightData.blue = lpLight->dlLight.dcvColor.b;
lpLight->diLightData.position.x = lpLight->dlLight.dvPosition.x;
lpLight->diLightData.position.y = lpLight->dlLight.dvPosition.y;
lpLight->diLightData.position.z = lpLight->dlLight.dvPosition.z;
lpLight->diLightData.direction.x = lpLight->dlLight.dvDirection.x;
lpLight->diLightData.direction.y = lpLight->dlLight.dvDirection.y;
lpLight->diLightData.direction.z = lpLight->dlLight.dvDirection.z;
lpLight->diLightData.attenuation0 = lpLight->dlLight.dvAttenuation0;
lpLight->diLightData.attenuation1 = lpLight->dlLight.dvAttenuation1;
lpLight->diLightData.attenuation2 = lpLight->dlLight.dvAttenuation2;
VecNormalize(lpLight->diLightData.direction);
lpLight->diLightData.range = lpLight->dlLight.dvRange;
lpLight->diLightData.range_squared = lpLight->dlLight.dvRange * lpLight->dlLight.dvRange;
lpLight->diLightData.shade = lpLight->dlLight.dcvColor.r * 0.3f +
lpLight->dlLight.dcvColor.g * 0.59f +
lpLight->dlLight.dcvColor.b * 0.11f;
if (lpLight->dlLight.dltType == D3DLIGHT_SPOT)
{
lpLight->diLightData.cos_theta_by_2 = (float)cos(lpLight->dlLight.dvTheta / 2.0);
lpLight->diLightData.cos_phi_by_2 = (float)cos(lpLight->dlLight.dvPhi / 2.0);
if (lpLight->diLightData.version == 1)
{
if (lpLight->diLightData.cos_phi_by_2 < lpLight->diLightData.cos_theta_by_2)
{
lpLight->diLightData.falloff =
1.0f / (lpLight->diLightData.cos_theta_by_2 -
lpLight->diLightData.cos_phi_by_2);
}
else
{
lpLight->diLightData.falloff = DTOVAL(0.0);
}
}
else
{
lpLight->diLightData.falloff = lpLight->dlLight.dvFalloff;
lpLight->diLightData.inv_theta_minus_phi = lpLight->diLightData.cos_theta_by_2 -
lpLight->diLightData.cos_phi_by_2;
if (lpLight->diLightData.inv_theta_minus_phi != 0.0)
{
lpLight->diLightData.inv_theta_minus_phi = 1.0f/lpLight->diLightData.inv_theta_minus_phi;
}
else
{
lpLight->diLightData.inv_theta_minus_phi = 1.0f;
}
}
}
/* set internal flags */
if (lpLight->diLightData.version != 1)
{
if (lpLight->diLightData.attenuation0 != 0.0)
{
lpLight->diLightData.flags |= D3DLIGHTI_ATT0_IS_NONZERO;
}
if (lpLight->diLightData.attenuation1 != 0.0)
{
lpLight->diLightData.flags |= D3DLIGHTI_ATT1_IS_NONZERO;
}
if (lpLight->diLightData.attenuation2 != 0.0)
{
lpLight->diLightData.flags |= D3DLIGHTI_ATT2_IS_NONZERO;
}
if (lpLight->diLightData.falloff == 1.0)
{
lpLight->diLightData.flags |= D3DLIGHTI_LINEAR_FALLOFF;
}
}
if (lpViewI)
{
lpViewI->bLightsChanged = TRUE;
}
}
/*
* Create the Light
*/
#undef DPF_MODNAME
#define DPF_MODNAME "Direct3D::CreateLight"
HRESULT D3DAPI
DIRECT3DI::CreateLight(LPDIRECT3DLIGHT* lplpLight,
IUnknown* pUnkOuter)
{
LPDIRECT3DLIGHTI lpLight;
HRESULT ret;
if(pUnkOuter != NULL) {
return CLASS_E_NOAGGREGATION;
}
ret = D3D_OK;
CLockD3D lockObject(DPF_MODNAME, REMIND("")); // Takes D3D lock.
// Release in the destructor
/*
* validate parms
*/
if (!VALID_DIRECT3D3_PTR(this)) {
D3D_ERR( "Invalid Direct3D pointer" );
return DDERR_INVALIDOBJECT;
}
if (!VALID_OUTPTR(lplpLight)) {
D3D_ERR( "Invalid pointer to pointer" );
return DDERR_INVALIDPARAMS;
}
*lplpLight = NULL;
/*
* setup the object
*/
lpLight = static_cast<LPDIRECT3DLIGHTI>(new DIRECT3DLIGHTI);
if (!lpLight) {
D3D_ERR("failed to allocate space for object");
return DDERR_OUTOFMEMORY;
}
/*
* Put this device in the list of those owned by the
* Direct3Dobject
*/
ret = hookLightToD3D(this, lpLight);
if (ret != D3D_OK) {
D3D_ERR("failed to associate light to Direct3D");
D3DFree(lpLight);
return ret;
}
*lplpLight = (LPDIRECT3DLIGHT)lpLight;
return (D3D_OK);
}
DIRECT3DLIGHTI::DIRECT3DLIGHTI()
{
lpD3DViewportI = NULL;
memset(&dlLight, 0, sizeof(D3DLIGHT2));
memset(&diLightData, 0, sizeof(D3DI_LIGHT)); // Internal representation of light
refCnt = 1;
}
#undef DPF_MODNAME
#define DPF_MODNAME "Direct3DLight::SetLight"
HRESULT D3DAPI
DIRECT3DLIGHTI::SetLight(LPD3DLIGHT lpData)
{
HRESULT ret;
ret = D3D_OK;
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 DDERR_INVALIDOBJECT;
}
if (!VALID_D3DLIGHT_PTR(lpData) && !VALID_D3DLIGHT2_PTR(lpData)) {
D3D_ERR( "Invalid D3DLIGHT pointer" );
return DDERR_INVALIDPARAMS;
}
if (lpData->dwSize == sizeof(D3DLIGHT2)) {
if (lpData->dltType != D3DLIGHT_POINT &&
lpData->dltType != D3DLIGHT_SPOT &&
lpData->dltType != D3DLIGHT_DIRECTIONAL &&
lpData->dltType != D3DLIGHT_PARALLELPOINT) {
D3D_ERR( "Invalid D3DLIGHT type" );
return DDERR_INVALIDPARAMS;
}
if (lpData->dvRange < 0.0f || lpData->dvRange > D3DLIGHT_RANGE_MAX) {
D3D_ERR( "Invalid D3DLIGHT range" );
return DDERR_INVALIDPARAMS;
}
if (lpData->dltType == D3DLIGHT_SPOT || lpData->dltType == D3DLIGHT_DIRECTIONAL) {
float magnitude;
magnitude = lpData->dvDirection.x * lpData->dvDirection.x +
lpData->dvDirection.y * lpData->dvDirection.y +
lpData->dvDirection.z * lpData->dvDirection.z;
if (magnitude < 0.00001f) {
D3D_ERR( "Invalid D3DLIGHT direction" );
return DDERR_INVALIDPARAMS;
}
if (lpData->dltType == D3DLIGHT_SPOT) {
if (lpData->dvPhi < 0.0f) {
D3D_ERR( "Invalid D3DLIGHT Phi angle, must be >= 0" );
return DDERR_INVALIDPARAMS;
}
if (lpData->dvPhi > 3.1415927f) {
D3D_ERR( "Invalid D3DLIGHT Phi angle, must be <= pi" );
return DDERR_INVALIDPARAMS;
}
if (lpData->dvTheta < 0.0f) {
D3D_ERR( "Invalid D3DLIGHT Theta angle, must be >= 0" );
return DDERR_INVALIDPARAMS;
}
if (lpData->dvTheta > lpData->dvPhi) {
D3D_ERR( "Invalid D3DLIGHT Theta angle, must be <= Phi" );
return DDERR_INVALIDPARAMS;
}
}
}
}
}
EXCEPT( EXCEPTION_EXECUTE_HANDLER )
{
D3D_ERR( "Exception encountered validating parameters" );
return DDERR_INVALIDPARAMS;
}
/* use memcpy so this works with either D3DLIGHT or D3DLIGHT2 */
memcpy(&this->dlLight, lpData, lpData->dwSize);
D3DI_UpdateLightInternal(this);
return ret;
}
#undef DPF_MODNAME
#define DPF_MODNAME "Direct3DLight::GetLight"
HRESULT D3DAPI
DIRECT3DLIGHTI::GetLight(LPD3DLIGHT lpData)
{
HRESULT ret;
ret = D3D_OK;
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 DDERR_INVALIDOBJECT;
}
if (!VALID_D3DLIGHT_PTR(lpData) && !VALID_D3DLIGHT2_PTR(lpData)) {
D3D_ERR( "Invalid D3DLIGHT pointer" );
return DDERR_INVALIDPARAMS;
}
}
EXCEPT( EXCEPTION_EXECUTE_HANDLER )
{
D3D_ERR( "Exception encountered validating parameters" );
return DDERR_INVALIDPARAMS;
}
/* use memcpy so this works with either D3DLIGHT or D3DLIGHT2 */
memcpy(lpData, &this->dlLight, this->dlLight.dwSize);
return (ret);
}