/* 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, ¤t_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 */