Commit 3175d58f authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Add basic functions and stubs for MatrixStack.

parent 303b1a11
......@@ -2,6 +2,7 @@
* Direct3D X 8 private include file
*
* Copyright 2002 Raphael Junqueira
* Copyright 2007 David Adam
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
......@@ -30,6 +31,7 @@
/* Interfaces */
typedef struct ID3DXBufferImpl ID3DXBufferImpl;
typedef struct ID3DXFontImpl ID3DXFontImpl;
typedef struct ID3DXMatrixStackImpl ID3DXMatrixStackImpl;
/* ----------- */
/* ID3DXBuffer */
......@@ -70,4 +72,22 @@ struct ID3DXFontImpl
/* ID3DXFont fields */
};
/* ----------- */
/* ID3DXMatrix */
/* ----------- */
/*****************************************************************************
* ID3DXMatrixStackImpl implementation structure
*/
struct ID3DXMatrixStackImpl
{
/* IUnknown fields */
const ID3DXMatrixStackVtbl *lpVtbl;
LONG ref;
/* ID3DXMatrixStack fields */
int current;
D3DXMATRIX *stack;
};
#endif /*__WINE_D3DX8_PRIVATE_H */
......@@ -26,12 +26,14 @@
#include "windef.h"
#include "winbase.h"
#include "wingdi.h"
#include "d3dx8.h"
#include "d3dx8_private.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3dx8);
static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl;
/*_________________D3DXColor____________________*/
D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
......@@ -583,6 +585,166 @@ D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
return pout;
}
/*_________________D3DXMatrixStack____________________*/
static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **ppobj)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3DXMatrixStack))
{
ID3DXMatrixStack_AddRef(iface);
*ppobj = This;
return S_OK;
}
*ppobj = NULL;
ERR("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
return E_NOINTERFACE;
}
static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef from %d\n", This, ref - 1);
return ref;
}
static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack* iface)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
if ( !ref ) HeapFree(GetProcessHeap(), 0, This);
TRACE("(%p) : ReleaseRef to %d\n", This, ref);
return ref;
}
static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
FIXME("(%p) : stub\n",This);
return NULL;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
FIXME("(%p) : stub\n",This);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, LPD3DXMATRIX pm)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
FIXME("(%p) : stub\n",This);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, LPD3DXMATRIX pm)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
FIXME("(%p) : stub\n",This);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, LPD3DXMATRIX pm)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
FIXME("(%p) : stub\n",This);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
FIXME("(%p) : stub\n",This);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
FIXME("(%p) : stub\n",This);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, LPD3DXVECTOR3 pv, FLOAT angle)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
FIXME("(%p) : stub\n",This);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, LPD3DXVECTOR3 pv, FLOAT angle)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
FIXME("(%p) : stub\n",This);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
FIXME("(%p) : stub\n",This);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
FIXME("(%p) : stub\n",This);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
FIXME("(%p) : stub\n",This);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
FIXME("(%p) : stub\n",This);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
FIXME("(%p) : stub\n",This);
return D3D_OK;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
{
ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
FIXME("(%p) : stub\n",This);
return D3D_OK;
}
static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl =
{
ID3DXMatrixStackImpl_QueryInterface,
ID3DXMatrixStackImpl_AddRef,
ID3DXMatrixStackImpl_Release,
ID3DXMatrixStackImpl_Pop,
ID3DXMatrixStackImpl_Push,
ID3DXMatrixStackImpl_LoadIdentity,
ID3DXMatrixStackImpl_LoadMatrix,
ID3DXMatrixStackImpl_MultMatrix,
ID3DXMatrixStackImpl_MultMatrixLocal,
ID3DXMatrixStackImpl_RotateAxis,
ID3DXMatrixStackImpl_RotateAxisLocal,
ID3DXMatrixStackImpl_RotateYawPitchRoll,
ID3DXMatrixStackImpl_RotateYawPitchRollLocal,
ID3DXMatrixStackImpl_Scale,
ID3DXMatrixStackImpl_ScaleLocal,
ID3DXMatrixStackImpl_Translate,
ID3DXMatrixStackImpl_TranslateLocal,
ID3DXMatrixStackImpl_GetTop
};
/*_________________D3DXPLANE________________*/
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal)
......
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