Sweden-Number/graphics/d3dtexture.c

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/* Direct3D Texture
(c) 1998 Lionel ULMER
This files contains the implementation of interface Direct3DTexture2. */
#include "config.h"
#include "windows.h"
#include "wintypes.h"
#include "winerror.h"
#include "interfaces.h"
#include "heap.h"
#include "ddraw.h"
#include "d3d.h"
#include "debug.h"
#include "d3d_private.h"
#ifdef HAVE_MESAGL
static IDirect3DTexture2_VTable texture2_vtable;
static IDirect3DTexture_VTable texture_vtable;
/*******************************************************************************
* Texture2 Creation functions
*/
LPDIRECT3DTEXTURE2 d3dtexture2_create(LPDIRECTDRAWSURFACE3 surf)
{
LPDIRECT3DTEXTURE2 mat;
mat = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DTexture2));
mat->ref = 1;
mat->lpvtbl = &texture2_vtable;
mat->surface = surf;
return mat;
}
/*******************************************************************************
* Texture Creation functions
*/
LPDIRECT3DTEXTURE d3dtexture_create(LPDIRECTDRAWSURFACE3 surf)
{
LPDIRECT3DTEXTURE mat;
mat = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DTexture));
mat->ref = 1;
mat->lpvtbl = (IDirect3DTexture2_VTable*) &texture_vtable;
mat->surface = surf;
return mat;
}
/*******************************************************************************
* IDirect3DTexture2 methods
*/
static HRESULT WINAPI IDirect3DTexture2_QueryInterface(LPDIRECT3DTEXTURE2 this,
REFIID riid,
LPVOID* ppvObj)
{
char xrefiid[50];
WINE_StringFromCLSID((LPCLSID)riid,xrefiid);
FIXME(ddraw, "(%p)->(%s,%p): stub\n", this, xrefiid,ppvObj);
return S_OK;
}
static ULONG WINAPI IDirect3DTexture2_AddRef(LPDIRECT3DTEXTURE2 this)
{
TRACE(ddraw, "(%p)->()incrementing from %lu.\n", this, this->ref );
return ++(this->ref);
}
static ULONG WINAPI IDirect3DTexture2_Release(LPDIRECT3DTEXTURE2 this)
{
FIXME( ddraw, "(%p)->() decrementing from %lu.\n", this, this->ref );
if (!--(this->ref)) {
/* Delete texture from OpenGL */
glDeleteTextures(1, &(this->tex_name));
/* Release surface */
this->surface->lpvtbl->fnRelease(this->surface);
HeapFree(GetProcessHeap(),0,this);
return 0;
}
return this->ref;
}
/*** IDirect3DTexture methods ***/
static HRESULT WINAPI IDirect3DTexture_GetHandle(LPDIRECT3DTEXTURE this,
LPDIRECT3DDEVICE lpD3DDevice,
LPD3DTEXTUREHANDLE lpHandle)
{
FIXME(ddraw, "(%p)->(%p,%p): stub\n", this, lpD3DDevice, lpHandle);
*lpHandle = (DWORD) this;
return D3D_OK;
}
static HRESULT WINAPI IDirect3DTexture_Initialize(LPDIRECT3DTEXTURE this,
LPDIRECT3DDEVICE lpD3DDevice,
LPDIRECTDRAWSURFACE lpSurface)
{
TRACE(ddraw, "(%p)->(%p,%p)\n", this, lpD3DDevice, lpSurface);
return DDERR_ALREADYINITIALIZED;
}
static HRESULT WINAPI IDirect3DTexture_Unload(LPDIRECT3DTEXTURE this)
{
FIXME(ddraw, "(%p)->(): stub\n", this);
return D3D_OK;
}
/*** IDirect3DTexture2 methods ***/
static HRESULT WINAPI IDirect3DTexture2_GetHandle(LPDIRECT3DTEXTURE2 this,
LPDIRECT3DDEVICE2 lpD3DDevice2,
LPD3DTEXTUREHANDLE lpHandle)
{
TRACE(ddraw, "(%p)->(%p,%p)\n", this, lpD3DDevice2, lpHandle);
/* For 32 bits OSes, handles = pointers */
*lpHandle = (DWORD) this;
/* Now, bind a new texture */
lpD3DDevice2->set_context(lpD3DDevice2);
this->D3Ddevice = (void *) lpD3DDevice2;
glGenTextures(1, &(this->tex_name));
TRACE(ddraw, "OpenGL texture handle is : %d\n", this->tex_name);
return D3D_OK;
}
/* Common methods */
static HRESULT WINAPI IDirect3DTexture2_PaletteChanged(LPDIRECT3DTEXTURE2 this,
DWORD dwStart,
DWORD dwCount)
{
FIXME(ddraw, "(%p)->(%8ld,%8ld): stub\n", this, dwStart, dwCount);
return D3D_OK;
}
static HRESULT WINAPI IDirect3DTexture2_Load(LPDIRECT3DTEXTURE2 this,
LPDIRECT3DTEXTURE2 lpD3DTexture2)
{
DDSURFACEDESC *src_d, *dst_d;
TRACE(ddraw, "(%p)->(%p)\n", this, lpD3DTexture2);
/* Hack ? */
TRACE(ddraw, "Copied to surface %p, surface %p\n", this->surface, lpD3DTexture2->surface);
this->surface->s.surface_desc.ddsCaps.dwCaps &= ~DDSCAPS_ALLOCONLOAD;
/* Copy one surface on the other */
dst_d = &(this->surface->s.surface_desc);
src_d = &(lpD3DTexture2->surface->s.surface_desc);
if ((src_d->dwWidth != dst_d->dwWidth) || (src_d->dwHeight != dst_d->dwHeight)) {
/* Should also check for same pixel format, lPitch, ... */
ERR(ddraw, "Error in surface sizes\n");
return D3DERR_TEXTURE_LOAD_FAILED;
} else {
/* LPDIRECT3DDEVICE2 d3dd = (LPDIRECT3DDEVICE2) this->D3Ddevice; */
/* I should put a macro for the calculus of bpp */
int bpp = (src_d->ddpfPixelFormat.dwFlags & DDPF_PALETTEINDEXED8 ?
1 /* 8 bit of palette index */:
src_d->ddpfPixelFormat.x.dwRGBBitCount / 8 /* RGB bits for each colors */ );
GLuint current_texture;
/* Not sure if this is usefull ! */
memcpy(dst_d->y.lpSurface, src_d->y.lpSurface, src_d->dwWidth * src_d->dwHeight * bpp);
/* Now, load the texture */
/* d3dd->set_context(d3dd); We need to set the context somehow.... */
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
glBindTexture(GL_TEXTURE_2D, this->tex_name);
if (src_d->ddpfPixelFormat.dwFlags & DDPF_PALETTEINDEXED8) {
LPDIRECTDRAWPALETTE pal = this->surface->s.palette;
BYTE table[256][4];
int i;
if (pal == NULL) {
ERR(ddraw, "Palettized texture Loading with a NULL palette !\n");
return D3DERR_TEXTURE_LOAD_FAILED;
}
/* Get the surface's palette */
for (i = 0; i < 256; i++) {
table[i][0] = pal->palents[i].peRed;
table[i][1] = pal->palents[i].peGreen;
table[i][2] = pal->palents[i].peBlue;
if ((this->surface->s.surface_desc.dwFlags & DDSD_CKSRCBLT) &&
(i >= this->surface->s.surface_desc.ddckCKSrcBlt.dwColorSpaceLowValue) &&
(i <= this->surface->s.surface_desc.ddckCKSrcBlt.dwColorSpaceHighValue))
table[i][3] = 0x00;
else
table[i][3] = 0xFF;
}
#if 0
/* If you want to see how the game manages its textures :-) */
{
FILE *f;
char buf[32];
int x, y;
sprintf(buf, "%d.pnm", this->tex_name);
f = fopen(buf, "wb");
fprintf(f, "P6\n%d %d\n255\n", src_d->dwWidth, src_d->dwHeight);
for (y = 0; y < src_d->dwHeight; y++) {
for (x = 0; x < src_d->dwWidth; x++) {
unsigned char c = ((unsigned char *) src_d->y.lpSurface)[y * src_d->dwWidth + x];
fputc(table[c][0], f);
fputc(table[c][1], f);
fputc(table[c][2], f);
}
}
fclose(f);
}
#endif
/* Use Paletted Texture Extension */
glColorTableEXT(GL_TEXTURE_2D, /* target */
GL_RGBA, /* internal format */
256, /* table size */
GL_RGBA, /* table format */
GL_UNSIGNED_BYTE, /* table type */
table); /* the color table */
glTexImage2D(GL_TEXTURE_2D, /* target */
0, /* level */
GL_COLOR_INDEX8_EXT, /* internal format */
src_d->dwWidth, src_d->dwHeight, /* width, height */
0, /* border */
GL_COLOR_INDEX, /* texture format */
GL_UNSIGNED_BYTE, /* texture type */
src_d->y.lpSurface); /* the texture */
} else {
ERR(ddraw, "Unhandled texture format\n");
}
glBindTexture(GL_TEXTURE_2D, current_texture);
}
return D3D_OK;
}
/*******************************************************************************
* IDirect3DTexture2 VTable
*/
static IDirect3DTexture2_VTable texture2_vtable = {
/*** IUnknown methods ***/
IDirect3DTexture2_QueryInterface,
IDirect3DTexture2_AddRef,
IDirect3DTexture2_Release,
/*** IDirect3DTexture methods ***/
IDirect3DTexture2_GetHandle,
IDirect3DTexture2_PaletteChanged,
IDirect3DTexture2_Load
};
/*******************************************************************************
* IDirect3DTexture VTable
*/
static IDirect3DTexture_VTable texture_vtable = {
/*** IUnknown methods ***/
IDirect3DTexture2_QueryInterface,
IDirect3DTexture2_AddRef,
IDirect3DTexture2_Release,
/*** IDirect3DTexture methods ***/
IDirect3DTexture_Initialize,
IDirect3DTexture_GetHandle,
IDirect3DTexture2_PaletteChanged,
IDirect3DTexture2_Load,
IDirect3DTexture_Unload
};
#else /* HAVE_MESAGL */
/* These function should never be called if MesaGL is not present */
LPDIRECT3DTEXTURE2 d3dtexture2_create(LPDIRECTDRAWSURFACE3 surf) {
ERR(ddraw, "Should not be called...\n");
return NULL;
}
LPDIRECT3DTEXTURE d3dtexture_create(LPDIRECTDRAWSURFACE3 surf) {
ERR(ddraw, "Should not be called...\n");
return NULL;
}
#endif /* HAVE_MESAGL */