333 lines
14 KiB
C
333 lines
14 KiB
C
/*
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* IWineD3DVolumeTexture implementation
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*
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2005 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
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/* *******************************************
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IWineD3DTexture IUnknown parts follow
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******************************************* */
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HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DVolumeTexture *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
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|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
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|| IsEqualGUID(riid, &IID_IWineD3DVolumeTexture)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return D3D_OK;
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}
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return E_NOINTERFACE;
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}
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ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DVolumeTexture *iface) {
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
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IUnknown_AddRef(This->resource.parent);
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return InterlockedIncrement(&This->resource.ref);
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}
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ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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ULONG ref;
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int i;
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TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
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ref = InterlockedDecrement(&This->resource.ref);
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if (ref == 0) {
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for (i = 0; i < This->baseTexture.levels; i++) {
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if (This->volumes[i] != NULL) {
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TRACE("(%p) : Releasing volume %p\n", This, This->volumes[i]);
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IWineD3DVolume_Release((IWineD3DSurface *) This->volumes[i]);
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}
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}
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if(This->baseTexture.textureName != 0){
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ENTER_GL();
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TRACE("Deleting texture %d\n", This->baseTexture.textureName);
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glDeleteTextures(1, &This->baseTexture.textureName);
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LEAVE_GL();
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}
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HeapFree(GetProcessHeap(), 0, This);
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} else {
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IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */
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}
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return ref;
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}
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/* ****************************************************
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IWineD3DVolumeTexture IWineD3DResource parts follow
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**************************************************** */
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HRESULT WINAPI IWineD3DVolumeTextureImpl_GetDevice(IWineD3DVolumeTexture *iface, IWineD3DDevice** ppDevice) {
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return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
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return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
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}
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DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
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return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
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}
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DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
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return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
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}
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void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
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/* Overrider the IWineD3DResource Preload method */
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UINT i;
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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TRACE("(%p) : About to load texture\n", This);
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ENTER_GL();
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#if 0 /* TODO: context manager support */
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IWineD3DContextManager_PushState(This->contextManager, GL_TEXTURE_3D, ENABLED, NOW /* make sure the state is applied now */);
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#endif
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glEnable(GL_TEXTURE_3D); /* make sure texture support is enabled in this context */
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/* Generate a texture name if we don't already have one */
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if (This->baseTexture.textureName == 0) {
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glGenTextures(1, &This->baseTexture.textureName);
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checkGLcall("glGenTextures");
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TRACE("Generated texture %d\n", This->baseTexture.textureName);
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if (This->baseTexture.pool == D3DPOOL_DEFAULT) {
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/* Tell opengl to try and keep this texture in video ram (well mostly) */
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GLclampf tmp;
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tmp = 0.9f;
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glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp);
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}
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}
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/* Bind the texture */
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if (This->baseTexture.textureName != 0) {
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glBindTexture(GL_TEXTURE_3D, This->baseTexture.textureName);
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checkGLcall("glBindTexture");
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} else { /* this only happened if we've run out of openGL textures */
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WARN("This texture doesn't have an openGL texture assigned to it\n");
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return;
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}
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/* If were dirty then reload the volumes */
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if(This->baseTexture.dirty != FALSE) {
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for (i = 0; i < This->baseTexture.levels; i++) {
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IWineD3DVolume_LoadTexture(This->volumes[i], i);
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}
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/* No longer dirty */
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This->baseTexture.dirty = FALSE;
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}
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TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
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checkGLcall("glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, This->levels - 1)");
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LEAVE_GL();
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return ;
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}
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D3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
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return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) {
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return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
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}
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/* ******************************************************
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IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
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****************************************************** */
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DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
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return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
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}
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DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
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}
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DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
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return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
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}
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D3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
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}
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void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
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return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
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}
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/* Internal function, No d3d mapping */
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BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
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return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
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}
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BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface) {
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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TRACE("(%p) : %d \n", This, This->baseTexture.textureName);
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/* make sure that there is a texture to bind */
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IWineD3DVolumeTexture_PreLoad(iface);
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ENTER_GL();
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glEnable(GL_TEXTURE_3D); /* all this enable disable stuff is a bit of a mess */
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/* FIXME: change to use this->textureName */
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glBindTexture(GL_TEXTURE_3D, This->baseTexture.textureName);
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LEAVE_GL();
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_UnBindTexture(IWineD3DVolumeTexture *iface) {
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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TRACE("(%p) \n", This);
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ENTER_GL();
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glBindTexture(GL_TEXTURE_3D, 0);
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glDisable(GL_TEXTURE_3D);
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LEAVE_GL();
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return D3D_OK;
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}
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UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) {
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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TRACE("(%p) \n", This);
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return GL_TEXTURE_3D;
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}
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/* *******************************************
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IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
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******************************************* */
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HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) {
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
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TRACE("(%p) Level (%d)\n", This, Level);
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return IWineD3DVolume_GetDesc((IWineD3DVolume *) This->volumes[Level], pDesc);
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} else {
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FIXME("(%p) Level (%d)\n", This, Level);
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}
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) {
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
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*ppVolumeLevel = (IWineD3DVolume *)This->volumes[Level];
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IWineD3DVolume_AddRef((IWineD3DVolume *) *ppVolumeLevel);
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TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
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} else {
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FIXME("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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return D3DERR_INVALIDCALL;
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}
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface, UINT Level, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
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HRESULT hr;
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
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hr = IWineD3DVolume_LockBox((IWineD3DVolume *)This->volumes[Level], pLockedVolume, pBox, Flags);
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TRACE("(%p) Level (%d) success(%lu)\n", This, Level, hr);
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} else {
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FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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return D3DERR_INVALIDCALL;
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}
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return hr;
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) {
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HRESULT hr;
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
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hr = IWineD3DVolume_UnlockBox((IWineD3DVolume*) This->volumes[Level]);
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TRACE("(%p) -> level(%d) success(%lu)\n", This, Level, hr);
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} else {
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FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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return D3DERR_INVALIDCALL;
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}
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return hr;
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST D3DBOX* pDirtyBox) {
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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This->baseTexture.dirty = TRUE;
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TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
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return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) This->volumes[0], pDirtyBox);
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}
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IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
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{
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/* IUnknown */
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IWineD3DVolumeTextureImpl_QueryInterface,
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IWineD3DVolumeTextureImpl_AddRef,
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IWineD3DVolumeTextureImpl_Release,
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/* resource */
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IWineD3DVolumeTextureImpl_GetParent,
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IWineD3DVolumeTextureImpl_GetDevice,
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IWineD3DVolumeTextureImpl_SetPrivateData,
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IWineD3DVolumeTextureImpl_GetPrivateData,
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IWineD3DVolumeTextureImpl_FreePrivateData,
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IWineD3DVolumeTextureImpl_SetPriority,
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IWineD3DVolumeTextureImpl_GetPriority,
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IWineD3DVolumeTextureImpl_PreLoad,
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IWineD3DVolumeTextureImpl_GetType,
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/* BaseTexture */
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IWineD3DVolumeTextureImpl_SetLOD,
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IWineD3DVolumeTextureImpl_GetLOD,
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IWineD3DVolumeTextureImpl_GetLevelCount,
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IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
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IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
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IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
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IWineD3DVolumeTextureImpl_SetDirty,
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IWineD3DVolumeTextureImpl_GetDirty,
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/* not in d3d */
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IWineD3DVolumeTextureImpl_BindTexture,
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IWineD3DVolumeTextureImpl_UnBindTexture,
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IWineD3DVolumeTextureImpl_GetTextureDimensions,
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/* volume texture */
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IWineD3DVolumeTextureImpl_GetLevelDesc,
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IWineD3DVolumeTextureImpl_GetVolumeLevel,
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IWineD3DVolumeTextureImpl_LockBox,
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IWineD3DVolumeTextureImpl_UnlockBox,
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IWineD3DVolumeTextureImpl_AddDirtyBox
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};
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