wine/dlls/d3d8/cubetexture.c
2005-11-10 12:14:56 +00:00

304 lines
12 KiB
C

/*
* IDirect3DCubeTexture8 implementation
*
* Copyright 2002 Jason Edmeades
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include <stdarg.h>
#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/* IDirect3DCubeTexture8 IUnknown parts follow: */
HRESULT WINAPI IDirect3DCubeTexture8Impl_QueryInterface(LPDIRECT3DCUBETEXTURE8 iface,REFIID riid,LPVOID *ppobj)
{
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
TRACE("(%p) : QueryInterface\n", This);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DResource8)
|| IsEqualGUID(riid, &IID_IDirect3DBaseTexture8)
|| IsEqualGUID(riid, &IID_IDirect3DCubeTexture8)) {
IDirect3DCubeTexture8Impl_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IDirect3DCubeTexture8Impl_AddRef(LPDIRECT3DCUBETEXTURE8 iface) {
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
return ref;
}
ULONG WINAPI IDirect3DCubeTexture8Impl_Release(LPDIRECT3DCUBETEXTURE8 iface) {
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
unsigned int i, j;
TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
if (ref == 0) {
for (i = 0; i < This->levels; i++) {
for (j = 0; j < 6; j++) {
if (This->surfaces[j][i] != NULL) {
TRACE("(%p) : Releasing surface %p\n", This, This->surfaces[j][i]);
IDirect3DSurface8Impl_Release((LPDIRECT3DSURFACE8) This->surfaces[j][i]);
}
}
}
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* IDirect3DCubeTexture8 (Inherited from IDirect3DResource8) */
HRESULT WINAPI IDirect3DCubeTexture8Impl_GetDevice(LPDIRECT3DCUBETEXTURE8 iface, IDirect3DDevice8** ppDevice) {
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
TRACE("(%p) : returning %p\n", This, This->Device);
*ppDevice = (LPDIRECT3DDEVICE8) This->Device;
/**
* Note Calling this method will increase the internal reference count
* on the IDirect3DDevice8 interface.
*/
IDirect3DDevice8Impl_AddRef(*ppDevice);
return D3D_OK;
}
HRESULT WINAPI IDirect3DCubeTexture8Impl_SetPrivateData(LPDIRECT3DCUBETEXTURE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DCubeTexture8Impl_GetPrivateData(LPDIRECT3DCUBETEXTURE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DCubeTexture8Impl_FreePrivateData(LPDIRECT3DCUBETEXTURE8 iface, REFGUID refguid) {
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
DWORD WINAPI IDirect3DCubeTexture8Impl_SetPriority(LPDIRECT3DCUBETEXTURE8 iface, DWORD PriorityNew) {
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
FIXME("(%p) : stub\n", This);
return 0;
}
DWORD WINAPI IDirect3DCubeTexture8Impl_GetPriority(LPDIRECT3DCUBETEXTURE8 iface) {
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
FIXME("(%p) : stub\n", This);
return 0;
}
static const GLenum cube_targets[6] = {
#if defined(GL_VERSION_1_3)
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
#else
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
#endif
};
void WINAPI IDirect3DCubeTexture8Impl_PreLoad(LPDIRECT3DCUBETEXTURE8 iface) {
unsigned int i, j;
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->Dirty);
ENTER_GL();
for (i = 0; i < This->levels; i++) {
if (i == 0 && This->surfaces[0][0]->textureName != 0 && This->Dirty == FALSE) {
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
#if defined(GL_VERSION_1_3)
glBindTexture(GL_TEXTURE_CUBE_MAP, This->surfaces[0][0]->textureName);
#else
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->surfaces[0][0]->textureName);
#endif
checkGLcall("glBindTexture");
TRACE("Texture %p (level %d) given name %d\n", This->surfaces[0][0], i, This->surfaces[0][0]->textureName);
/* No need to walk through all mip-map levels, since already all assigned */
i = This->levels;
} else {
if (i == 0) {
if (This->surfaces[0][0]->textureName == 0) {
glGenTextures(1, &This->surfaces[0][0]->textureName);
checkGLcall("glGenTextures");
TRACE("Texture %p (level %d) given name %d\n", This->surfaces[0][i], i, This->surfaces[0][0]->textureName);
}
#if defined(GL_VERSION_1_3)
glBindTexture(GL_TEXTURE_CUBE_MAP, This->surfaces[0][0]->textureName);
#else
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->surfaces[0][0]->textureName);
#endif
checkGLcall("glBindTexture");
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->levels - 1);
#if defined(GL_VERSION_1_3)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, This->levels - 1);
#else
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAX_LEVEL, This->levels - 1);
#endif
checkGLcall("glTexParameteri(GL_TEXTURE_CUBE, GL_TEXTURE_MAX_LEVEL, This->levels - 1)");
}
for (j = 0; j < 6; j++) {
IDirect3DSurface8Impl_LoadTexture((LPDIRECT3DSURFACE8) This->surfaces[j][i], cube_targets[j], i);
#if 0
static int gen = 0;
char buffer[4096];
snprintf(buffer, sizeof(buffer), "/tmp/cube%d_face%d_level%d_%d.png", This->surfaces[0][0]->textureName, j, i, ++gen);
IDirect3DSurface8Impl_SaveSnapshot((LPDIRECT3DSURFACE8) This->surfaces[j][i], buffer);
#endif
}
/* Removed glTexParameterf now TextureStageStates are initialized at startup */
This->Dirty = FALSE;
}
}
LEAVE_GL();
return ;
}
D3DRESOURCETYPE WINAPI IDirect3DCubeTexture8Impl_GetType(LPDIRECT3DCUBETEXTURE8 iface) {
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
TRACE("(%p) : returning %d\n", This, This->ResourceType);
return This->ResourceType;
}
/* IDirect3DCubeTexture8 (Inherited from IDirect3DBaseTexture8) */
DWORD WINAPI IDirect3DCubeTexture8Impl_SetLOD(LPDIRECT3DCUBETEXTURE8 iface, DWORD LODNew) {
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
FIXME("(%p) : stub\n", This);
return 0;
}
DWORD WINAPI IDirect3DCubeTexture8Impl_GetLOD(LPDIRECT3DCUBETEXTURE8 iface) {
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
FIXME("(%p) : stub\n", This);
return 0;
}
DWORD WINAPI IDirect3DCubeTexture8Impl_GetLevelCount(LPDIRECT3DCUBETEXTURE8 iface) {
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
TRACE("(%p) : returning %d\n", This, This->levels);
return This->levels;
}
/* IDirect3DCubeTexture8 */
HRESULT WINAPI IDirect3DCubeTexture8Impl_GetLevelDesc(LPDIRECT3DCUBETEXTURE8 iface, UINT Level, D3DSURFACE_DESC* pDesc) {
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
if (Level < This->levels) {
TRACE("(%p) level (%d)\n", This, Level);
return IDirect3DSurface8Impl_GetDesc((LPDIRECT3DSURFACE8) This->surfaces[0][Level], pDesc);
}
FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->levels);
return D3DERR_INVALIDCALL;
}
HRESULT WINAPI IDirect3DCubeTexture8Impl_GetCubeMapSurface(LPDIRECT3DCUBETEXTURE8 iface, D3DCUBEMAP_FACES FaceType, UINT Level, IDirect3DSurface8** ppCubeMapSurface) {
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
if (Level < This->levels) {
*ppCubeMapSurface = (LPDIRECT3DSURFACE8) This->surfaces[FaceType][Level];
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppCubeMapSurface);
TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
} else {
FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->levels);
return D3DERR_INVALIDCALL;
}
return D3D_OK;
}
HRESULT WINAPI IDirect3DCubeTexture8Impl_LockRect(LPDIRECT3DCUBETEXTURE8 iface, D3DCUBEMAP_FACES FaceType, UINT Level, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
HRESULT hr;
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
if (Level < This->levels) {
/**
* Not dirtified while Surfaces don't notify dirtification
* This->Dirty = TRUE;
*/
hr = IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8) This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%lu)\n", This, FaceType, Level, pLockedRect->pBits, hr);
} else {
FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->levels);
return D3DERR_INVALIDCALL;
}
return hr;
}
HRESULT WINAPI IDirect3DCubeTexture8Impl_UnlockRect(LPDIRECT3DCUBETEXTURE8 iface, D3DCUBEMAP_FACES FaceType, UINT Level) {
HRESULT hr;
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
if (Level < This->levels) {
hr = IDirect3DSurface8Impl_UnlockRect((LPDIRECT3DSURFACE8) This->surfaces[FaceType][Level]);
TRACE("(%p) -> faceType(%d) level(%d) success(%lu)\n", This, FaceType, Level, hr);
} else {
FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->levels);
return D3DERR_INVALIDCALL;
}
return hr;
}
HRESULT WINAPI IDirect3DCubeTexture8Impl_AddDirtyRect(LPDIRECT3DCUBETEXTURE8 iface, D3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
This->Dirty = TRUE;
TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
return IDirect3DSurface8Impl_AddDirtyRect((LPDIRECT3DSURFACE8) This->surfaces[FaceType][0], pDirtyRect);
}
const IDirect3DCubeTexture8Vtbl Direct3DCubeTexture8_Vtbl =
{
IDirect3DCubeTexture8Impl_QueryInterface,
IDirect3DCubeTexture8Impl_AddRef,
IDirect3DCubeTexture8Impl_Release,
IDirect3DCubeTexture8Impl_GetDevice,
IDirect3DCubeTexture8Impl_SetPrivateData,
IDirect3DCubeTexture8Impl_GetPrivateData,
IDirect3DCubeTexture8Impl_FreePrivateData,
IDirect3DCubeTexture8Impl_SetPriority,
IDirect3DCubeTexture8Impl_GetPriority,
IDirect3DCubeTexture8Impl_PreLoad,
IDirect3DCubeTexture8Impl_GetType,
IDirect3DCubeTexture8Impl_SetLOD,
IDirect3DCubeTexture8Impl_GetLOD,
IDirect3DCubeTexture8Impl_GetLevelCount,
IDirect3DCubeTexture8Impl_GetLevelDesc,
IDirect3DCubeTexture8Impl_GetCubeMapSurface,
IDirect3DCubeTexture8Impl_LockRect,
IDirect3DCubeTexture8Impl_UnlockRect,
IDirect3DCubeTexture8Impl_AddDirtyRect
};