/* * IWineD3DCubeTexture implementation * * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * Copyright 2005 Oliver Stieber * * 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 "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info 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 }; /* ******************************************* IWineD3DCubeTexture IUnknown parts follow ******************************************* */ HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj) { IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IWineD3DBase) || IsEqualGUID(riid, &IID_IWineD3DResource) || IsEqualGUID(riid, &IID_IWineD3DBaseTexture) || IsEqualGUID(riid, &IID_IWineD3DTexture)) { IUnknown_AddRef(iface); *ppobj = This; return S_OK; } *ppobj = NULL; return E_NOINTERFACE; } ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) { IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref); return InterlockedIncrement(&This->resource.ref); } ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) { IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; ULONG ref; TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref); ref = InterlockedDecrement(&This->resource.ref); if (ref == 0) { int i,j; TRACE("(%p) : Cleaning up\n",This); for (i = 0; i < This->baseTexture.levels; i++) { for (j = 0; j < 6; j++) { if (This->surfaces[j][i] != NULL) { /* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */ IUnknown* surfaceParent; /* Clean out the texture name we gave to the suface so that the surface doesn't try and release it */ IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, 0); /* Cleanup the container */ IWineD3DSurface_SetContainer(This->surfaces[j][i], 0); /* Now, release the parent, which will take care of cleaning up the surface for us */ TRACE("(%p) : Releasing surface%d %d %p\n", This, j, i, This->surfaces[j][i]); IWineD3DSurface_GetParent(This->surfaces[j][i], &surfaceParent); IUnknown_Release(surfaceParent); IUnknown_Release(surfaceParent); } } } IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface); /* finally delete the object */ HeapFree(GetProcessHeap(), 0, This); } return ref; } /* **************************************************** IWineD3DCubeTexture IWineD3DResource parts follow **************************************************** */ HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) { return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); } HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); } HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); } HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) { return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); } DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) { return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); } DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) { return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); } void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) { /* Override the IWineD3DResource Preload method */ unsigned int i,j; BOOL setGlTextureDesc = FALSE; IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty); if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE; IWineD3DCubeTexture_BindTexture(iface); ENTER_GL(); /* If were dirty then reload the surfaces */ if (This->baseTexture.dirty != FALSE) { for (i = 0; i < This->baseTexture.levels; i++) { for (j = D3DCUBEMAP_FACE_POSITIVE_X; j <= D3DCUBEMAP_FACE_NEGATIVE_Z ; j++) { if(setGlTextureDesc) IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]); IWineD3DSurface_LoadTexture(This->surfaces[j][i]); } } /* No longer dirty */ This->baseTexture.dirty = FALSE; } LEAVE_GL(); return ; } WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) { return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); } HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) { return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); } /* ****************************************************** IWineD3DCubeTexture IWineD3DBaseTexture parts follow ****************************************************** */ DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) { return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew); } DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) { return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface); } DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) { return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface); } HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) { return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType); } WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) { return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface); } void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) { return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface); } /* Internal function, No d3d mapping */ BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) { return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty); } /* Internal function, No d3d mapping */ BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) { return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface); } HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) { IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; TRACE("(%p) : relay to BaseTexture\n", This); return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface); } HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) { IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; TRACE("(%p) : relay to BaseTexture\n", This); return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface); } UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){ IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; TRACE("(%p)\n", This); return GL_TEXTURE_CUBE_MAP_ARB; } void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) { IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; float matrix[16]; IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates); /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */ if(This->pow2scalingFactor != 1.0f) { if((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == D3DTSS_TCI_PASSTHRU && (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED)) { glMatrixMode(GL_TEXTURE); memset(matrix, 0 , sizeof(matrix)); matrix[0] = This->pow2scalingFactor; matrix[5] = This->pow2scalingFactor; matrix[10] = This->pow2scalingFactor; #if 0 /* Translation fixup is no longer required (here for reminder) */ matrix[12] = -0.25f / (float)This->edgeLength; matrix[13] = -0.75f / (float)This->edgeLength; matrix[14] = -0.25f / (float)This->edgeLength; #endif TRACE("(%p) Setup Matrix:\n", This); TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]); TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]); TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]); TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]); TRACE("\n"); glMultMatrixf(matrix); } else { /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */ FIXME("Non-power2 texture being used with generated texture coords\n"); } } } /* ******************************************* IWineD3DCubeTexture IWineD3DCubeTexture parts follow ******************************************* */ HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) { IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; if (Level < This->baseTexture.levels) { TRACE("(%p) level (%d)\n", This, Level); return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc); } FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); return WINED3DERR_INVALIDCALL; } HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) { IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; HRESULT hr = WINED3DERR_INVALIDCALL; if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) { *ppCubeMapSurface = This->surfaces[FaceType][Level]; IWineD3DSurface_AddRef(*ppCubeMapSurface); hr = WINED3D_OK; } if (WINED3D_OK == hr) { TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]); } else { WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType); } return hr; } HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) { HRESULT hr = WINED3DERR_INVALIDCALL; IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) { hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags); } if (WINED3D_OK == hr) { TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%lu)\n", This, FaceType, Level, pLockedRect->pBits, hr); } else { WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType); } return hr; } HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) { HRESULT hr = WINED3DERR_INVALIDCALL; IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) { hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]); } if (WINED3D_OK == hr) { TRACE("(%p) -> faceType(%d) level(%d) success(%lu)\n", This, FaceType, Level, hr); } else { WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType); } return hr; } HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) { HRESULT hr = WINED3DERR_INVALIDCALL; IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; This->baseTexture.dirty = TRUE; TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType); if (FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) { hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect); } else { WARN("(%p) overflow FaceType(%d)\n", This, FaceType); } return hr; } const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl = { /* IUnknown */ IWineD3DCubeTextureImpl_QueryInterface, IWineD3DCubeTextureImpl_AddRef, IWineD3DCubeTextureImpl_Release, /* IWineD3DResource */ IWineD3DCubeTextureImpl_GetParent, IWineD3DCubeTextureImpl_GetDevice, IWineD3DCubeTextureImpl_SetPrivateData, IWineD3DCubeTextureImpl_GetPrivateData, IWineD3DCubeTextureImpl_FreePrivateData, IWineD3DCubeTextureImpl_SetPriority, IWineD3DCubeTextureImpl_GetPriority, IWineD3DCubeTextureImpl_PreLoad, IWineD3DCubeTextureImpl_GetType, /* IWineD3DBaseTexture */ IWineD3DCubeTextureImpl_SetLOD, IWineD3DCubeTextureImpl_GetLOD, IWineD3DCubeTextureImpl_GetLevelCount, IWineD3DCubeTextureImpl_SetAutoGenFilterType, IWineD3DCubeTextureImpl_GetAutoGenFilterType, IWineD3DCubeTextureImpl_GenerateMipSubLevels, IWineD3DCubeTextureImpl_SetDirty, IWineD3DCubeTextureImpl_GetDirty, IWineD3DCubeTextureImpl_BindTexture, IWineD3DCubeTextureImpl_UnBindTexture, IWineD3DCubeTextureImpl_GetTextureDimensions, IWineD3DCubeTextureImpl_ApplyStateChanges, /* IWineD3DCubeTexture */ IWineD3DCubeTextureImpl_GetLevelDesc, IWineD3DCubeTextureImpl_GetCubeMapSurface, IWineD3DCubeTextureImpl_LockRect, IWineD3DCubeTextureImpl_UnlockRect, IWineD3DCubeTextureImpl_AddDirtyRect };