Sweden-Number/dlls/d3d8/volumetexture.c

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/*
* IDirect3DVolumeTexture8 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"
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#include <stdarg.h>
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#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);
/* IDirect3DVolumeTexture8 IUnknown parts follow: */
HRESULT WINAPI IDirect3DVolumeTexture8Impl_QueryInterface(LPDIRECT3DVOLUMETEXTURE8 iface,REFIID riid,LPVOID *ppobj)
{
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
TRACE("(%p) : QueryInterface\n", This);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DResource8)
|| IsEqualGUID(riid, &IID_IDirect3DBaseTexture8)
|| IsEqualGUID(riid, &IID_IDirect3DVolumeTexture8)) {
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IDirect3DVolumeTexture8Impl_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IDirect3DVolumeTexture8Impl_AddRef(LPDIRECT3DVOLUMETEXTURE8 iface) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
TRACE("(%p) : AddRef from %ld\n", This, This->ref);
return ++(This->ref);
}
ULONG WINAPI IDirect3DVolumeTexture8Impl_Release(LPDIRECT3DVOLUMETEXTURE8 iface) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
ULONG ref = --This->ref;
UINT i;
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TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
if (ref == 0) {
for (i = 0; i < This->levels; i++) {
if (This->volumes[i] != NULL) {
TRACE("(%p) : Releasing volume %p\n", This, This->volumes[i]);
IDirect3DVolume8Impl_Release((LPDIRECT3DVOLUME8) This->volumes[i]);
}
}
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HeapFree(GetProcessHeap(), 0, This);
}
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return ref;
}
/* IDirect3DVolumeTexture8 IDirect3DResource8 Interface follow: */
HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetDevice(LPDIRECT3DVOLUMETEXTURE8 iface, IDirect3DDevice8** ppDevice) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,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);
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return D3D_OK;
}
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;
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}
HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetPrivateData(LPDIRECT3DVOLUMETEXTURE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
FIXME("(%p) : stub\n", This);
return D3D_OK;
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}
HRESULT WINAPI IDirect3DVolumeTexture8Impl_FreePrivateData(LPDIRECT3DVOLUMETEXTURE8 iface, REFGUID refguid) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
FIXME("(%p) : stub\n", This);
return D3D_OK;
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}
DWORD WINAPI IDirect3DVolumeTexture8Impl_SetPriority(LPDIRECT3DVOLUMETEXTURE8 iface, DWORD PriorityNew) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
FIXME("(%p) : stub returning 0\n", This);
return 0;
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}
DWORD WINAPI IDirect3DVolumeTexture8Impl_GetPriority(LPDIRECT3DVOLUMETEXTURE8 iface) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
FIXME("(%p) : stub returning 0\n", This);
return 0;
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}
void WINAPI IDirect3DVolumeTexture8Impl_PreLoad(LPDIRECT3DVOLUMETEXTURE8 iface) {
int i;
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
TRACE("(%p) : About to load texture\n", This);
ENTER_GL();
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=%x, Mem=%p\n",
GL_TEXTURE_3D,
i,
D3DFmt2GLIntFmt(This->Device, This->format),
This->volumes[i]->myDesc.Width,
This->volumes[i]->myDesc.Height,
This->volumes[i]->myDesc.Depth,
0,
D3DFmt2GLFmt(This->Device, This->format),
D3DFmt2GLType(This->Device, This->format),
This->volumes[i]->allocatedMemory);
glTexImage3D(GL_TEXTURE_3D,
i,
D3DFmt2GLIntFmt(This->Device, This->format),
This->volumes[i]->myDesc.Width,
This->volumes[i]->myDesc.Height,
This->volumes[i]->myDesc.Depth,
0,
D3DFmt2GLFmt(This->Device, This->format),
D3DFmt2GLType(This->Device, This->format),
This->volumes[i]->allocatedMemory);
checkGLcall("glTexImage3D");
/* Removed glTexParameterf now TextureStageStates are initialized at startup */
This->Dirty = FALSE;
}
}
LEAVE_GL();
return ;
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}
D3DRESOURCETYPE WINAPI IDirect3DVolumeTexture8Impl_GetType(LPDIRECT3DVOLUMETEXTURE8 iface) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
TRACE("(%p) : returning %d\n", This, This->ResourceType);
return This->ResourceType;
}
/* IDirect3DVolumeTexture8 IDirect3DBaseTexture8 Interface follow: */
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DWORD WINAPI IDirect3DVolumeTexture8Impl_SetLOD(LPDIRECT3DVOLUMETEXTURE8 iface, DWORD LODNew) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
FIXME("(%p) : stub returning 0\n", This);
return 0;
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}
DWORD WINAPI IDirect3DVolumeTexture8Impl_GetLOD(LPDIRECT3DVOLUMETEXTURE8 iface) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
FIXME("(%p) : stub returning 0\n", This);
return 0;
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}
DWORD WINAPI IDirect3DVolumeTexture8Impl_GetLevelCount(LPDIRECT3DVOLUMETEXTURE8 iface) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
TRACE("(%p) : returning %d\n", This, This->levels);
return This->levels;
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}
/* IDirect3DVolumeTexture8 */
HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetLevelDesc(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level,D3DVOLUME_DESC *pDesc) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
if (Level < This->levels) {
TRACE("(%p) Level (%d)\n", This, Level);
return IDirect3DVolume8Impl_GetDesc((LPDIRECT3DVOLUME8) This->volumes[Level], pDesc);
} else {
FIXME("(%p) Level (%d)\n", This, Level);
}
return D3D_OK;
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}
HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetVolumeLevel(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level, IDirect3DVolume8** ppVolumeLevel) {
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ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
if (Level < This->levels) {
*ppVolumeLevel = (LPDIRECT3DVOLUME8)This->volumes[Level];
IDirect3DVolume8Impl_AddRef((LPDIRECT3DVOLUME8) *ppVolumeLevel);
TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
} else {
FIXME("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->levels);
return D3DERR_INVALIDCALL;
}
return D3D_OK;
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}
HRESULT WINAPI IDirect3DVolumeTexture8Impl_LockBox(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
HRESULT hr;
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ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
if (Level < This->levels) {
/**
* Not dirtified while Surfaces don't notify dirtification
* This->Dirty = TRUE;
*/
hr = IDirect3DVolume8Impl_LockBox((LPDIRECT3DVOLUME8) This->volumes[Level], pLockedVolume, pBox, Flags);
TRACE("(%p) Level (%d) success(%lu)\n", This, Level, hr);
} else {
FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->levels);
return D3DERR_INVALIDCALL;
}
return hr;
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}
HRESULT WINAPI IDirect3DVolumeTexture8Impl_UnlockBox(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level) {
HRESULT hr;
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ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
if (Level < This->levels) {
hr = IDirect3DVolume8Impl_UnlockBox((LPDIRECT3DVOLUME8) This->volumes[Level]);
TRACE("(%p) -> level(%d) success(%lu)\n", This, Level, hr);
} else {
FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->levels);
return D3DERR_INVALIDCALL;
}
return hr;
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}
HRESULT WINAPI IDirect3DVolumeTexture8Impl_AddDirtyBox(LPDIRECT3DVOLUMETEXTURE8 iface, CONST D3DBOX* pDirtyBox) {
ICOM_THIS(IDirect3DVolumeTexture8Impl,iface);
This->Dirty = TRUE;
TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
return IDirect3DVolume8Impl_AddDirtyBox((LPDIRECT3DVOLUME8) This->volumes[0], pDirtyBox);
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}
IDirect3DVolumeTexture8Vtbl Direct3DVolumeTexture8_Vtbl =
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{
IDirect3DVolumeTexture8Impl_QueryInterface,
IDirect3DVolumeTexture8Impl_AddRef,
IDirect3DVolumeTexture8Impl_Release,
IDirect3DVolumeTexture8Impl_GetDevice,
IDirect3DVolumeTexture8Impl_SetPrivateData,
IDirect3DVolumeTexture8Impl_GetPrivateData,
IDirect3DVolumeTexture8Impl_FreePrivateData,
IDirect3DVolumeTexture8Impl_SetPriority,
IDirect3DVolumeTexture8Impl_GetPriority,
IDirect3DVolumeTexture8Impl_PreLoad,
IDirect3DVolumeTexture8Impl_GetType,
IDirect3DVolumeTexture8Impl_SetLOD,
IDirect3DVolumeTexture8Impl_GetLOD,
IDirect3DVolumeTexture8Impl_GetLevelCount,
IDirect3DVolumeTexture8Impl_GetLevelDesc,
IDirect3DVolumeTexture8Impl_GetVolumeLevel,
IDirect3DVolumeTexture8Impl_LockBox,
IDirect3DVolumeTexture8Impl_UnlockBox,
IDirect3DVolumeTexture8Impl_AddDirtyBox
};