- moved loading code of volume texture to VolumeTexture::Preload as

done in Texture/CubeTexture
- fixed some stubs return values
This commit is contained in:
Raphael Junqueira 2003-05-13 23:52:50 +00:00 committed by Alexandre Julliard
parent b3ee1f7460
commit ad9121c4ad

View File

@ -87,27 +87,79 @@ HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetDevice(LPDIRECT3DVOLUMETEX
}
HRESULT WINAPI IDirect3DVolumeTexture8Impl_SetPrivateData(LPDIRECT3DVOLUMETEXTURE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetPrivateData(LPDIRECT3DVOLUMETEXTURE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DVolumeTexture8Impl_FreePrivateData(LPDIRECT3DVOLUMETEXTURE8 iface, REFGUID refguid) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
DWORD WINAPI IDirect3DVolumeTexture8Impl_SetPriority(LPDIRECT3DVOLUMETEXTURE8 iface, DWORD PriorityNew) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
FIXME("(%p) : stub returning 0\n", This);
return 0;
}
DWORD WINAPI IDirect3DVolumeTexture8Impl_GetPriority(LPDIRECT3DVOLUMETEXTURE8 iface) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
FIXME("(%p) : stub returning 0\n", This);
return 0;
}
void WINAPI IDirect3DVolumeTexture8Impl_PreLoad(LPDIRECT3DVOLUMETEXTURE8 iface) {
int i;
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
FIXME("(%p) : stub\n", This);
TRACE("(%p) : About to load texture\n", This);
for (i = 0; i < This->levels; i++) {
if (i == 0 && This->volumes[i]->textureName != 0 && This->Dirty == FALSE) {
glBindTexture(GL_TEXTURE_3D, This->volumes[i]->textureName);
checkGLcall("glBindTexture");
TRACE("Texture %p (level %d) given name %d\n", This->volumes[i], i, This->volumes[i]->textureName);
/* No need to walk through all mip-map levels, since already all assigned */
i = This->levels;
} else {
if (i == 0) {
if (This->volumes[i]->textureName == 0) {
glGenTextures(1, &This->volumes[i]->textureName);
checkGLcall("glGenTextures");
TRACE("Texture %p (level %d) given name %d\n", This->volumes[i], i, This->volumes[i]->textureName);
}
glBindTexture(GL_TEXTURE_3D, This->volumes[i]->textureName);
checkGLcall("glBindTexture");
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->levels - 1);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, This->levels - 1);
checkGLcall("glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, This->levels - 1)");
}
TRACE("Calling glTexImage3D %x i=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%lx, Mem=%p\n",
GL_TEXTURE_3D, i, fmt2glintFmt(This->format),
This->volumes[i]->myDesc.Width, This->volumes[i]->myDesc.Height,
This->volumes[i]->myDesc.Depth,
0, fmt2glFmt(This->format), fmt2glType(This->format),
This->volumes[i]->allocatedMemory);
glTexImage3D(GL_TEXTURE_3D,
i,
fmt2glintFmt(This->format),
This->volumes[i]->myDesc.Width,
This->volumes[i]->myDesc.Height,
This->volumes[i]->myDesc.Depth,
0,
fmt2glFmt(This->format),
fmt2glType(This->format),
This->volumes[i]->allocatedMemory);
checkGLcall("glTexImage3D");
/* Removed glTexParameterf now TextureStageStates are initialized at startup */
This->Dirty = FALSE;
}
}
return ;
}
D3DRESOURCETYPE WINAPI IDirect3DVolumeTexture8Impl_GetType(LPDIRECT3DVOLUMETEXTURE8 iface) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
@ -118,11 +170,13 @@ D3DRESOURCETYPE WINAPI IDirect3DVolumeTexture8Impl_GetType(LPDIRECT3DVOLUMETEXTU
/* IDirect3DVolumeTexture8 IDirect3DBaseTexture8 Interface follow: */
DWORD WINAPI IDirect3DVolumeTexture8Impl_SetLOD(LPDIRECT3DVOLUMETEXTURE8 iface, DWORD LODNew) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
FIXME("(%p) : stub returning 0\n", This);
return 0;
}
DWORD WINAPI IDirect3DVolumeTexture8Impl_GetLOD(LPDIRECT3DVOLUMETEXTURE8 iface) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
FIXME("(%p) : stub returning 0\n", This);
return 0;
}
DWORD WINAPI IDirect3DVolumeTexture8Impl_GetLevelCount(LPDIRECT3DVOLUMETEXTURE8 iface) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
@ -135,7 +189,7 @@ HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetLevelDesc(LPDIRECT3DVOLUME
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
if (Level < This->levels) {
TRACE("(%p) Level (%d)\n", This, Level);
return IDirect3DVolume8Impl_GetDesc((LPDIRECT3DVOLUME8)This->volumes[Level], pDesc);
return IDirect3DVolume8Impl_GetDesc((LPDIRECT3DVOLUME8) This->volumes[Level], pDesc);
} else {
FIXME("(%p) Level (%d)\n", This, Level);
}