/* * 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" #include #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)) { 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; 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]); } } HeapFree(GetProcessHeap(), 0, This); } 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); 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; } HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetPrivateData(LPDIRECT3DVOLUMETEXTURE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { ICOM_THIS(IDirect3DVolumeTexture8Impl,iface); 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; } DWORD WINAPI IDirect3DVolumeTexture8Impl_SetPriority(LPDIRECT3DVOLUMETEXTURE8 iface, DWORD PriorityNew) { ICOM_THIS(IDirect3DVolumeTexture8Impl,iface); FIXME("(%p) : stub returning 0\n", This); return 0; } DWORD WINAPI IDirect3DVolumeTexture8Impl_GetPriority(LPDIRECT3DVOLUMETEXTURE8 iface) { ICOM_THIS(IDirect3DVolumeTexture8Impl,iface); FIXME("(%p) : stub returning 0\n", This); return 0; } 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 ; } 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: */ DWORD WINAPI IDirect3DVolumeTexture8Impl_SetLOD(LPDIRECT3DVOLUMETEXTURE8 iface, DWORD LODNew) { ICOM_THIS(IDirect3DVolumeTexture8Impl,iface); FIXME("(%p) : stub returning 0\n", This); return 0; } DWORD WINAPI IDirect3DVolumeTexture8Impl_GetLOD(LPDIRECT3DVOLUMETEXTURE8 iface) { ICOM_THIS(IDirect3DVolumeTexture8Impl,iface); FIXME("(%p) : stub returning 0\n", This); return 0; } DWORD WINAPI IDirect3DVolumeTexture8Impl_GetLevelCount(LPDIRECT3DVOLUMETEXTURE8 iface) { ICOM_THIS(IDirect3DVolumeTexture8Impl,iface); TRACE("(%p) : returning %d\n", This, This->levels); return This->levels; } /* 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; } HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetVolumeLevel(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level, IDirect3DVolume8** ppVolumeLevel) { 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; } HRESULT WINAPI IDirect3DVolumeTexture8Impl_LockBox(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) { HRESULT hr; 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; } HRESULT WINAPI IDirect3DVolumeTexture8Impl_UnlockBox(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level) { HRESULT hr; 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; } 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); } IDirect3DVolumeTexture8Vtbl Direct3DVolumeTexture8_Vtbl = { ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE 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 };