Sweden-Number/dlls/ddraw/d3dtexture.c

777 lines
26 KiB
C

/* Direct3D Texture
* Copyright (c) 1998 Lionel ULMER
*
* This file contains the implementation of interface Direct3DTexture2.
*
* 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 <string.h>
#include "windef.h"
#include "winerror.h"
#include "objbase.h"
#include "ddraw.h"
#include "d3d.h"
#include "wine/debug.h"
#include "mesa_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
/* Define this if you want to save to a file all the textures used by a game
(can be funny to see how they managed to cram all the pictures in
texture memory) */
#undef TEXTURE_SNOOP
#ifdef TEXTURE_SNOOP
#include <stdio.h>
#define SNOOP_PALETTED() \
{ \
FILE *f; \
char buf[32]; \
int x, y; \
\
sprintf(buf, "%ld.pnm", glThis->tex_name); \
f = fopen(buf, "wb"); \
fprintf(f, "P6\n%ld %ld\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->lpSurface)[y * src_d->dwWidth + x]; \
fputc(table[c][0], f); \
fputc(table[c][1], f); \
fputc(table[c][2], f); \
} \
} \
fclose(f); \
}
#define SNOOP_5650() \
{ \
FILE *f; \
char buf[32]; \
int x, y; \
\
sprintf(buf, "%ld.pnm", glThis->tex_name); \
f = fopen(buf, "wb"); \
fprintf(f, "P6\n%ld %ld\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 short c = ((unsigned short *) src_d->lpSurface)[y * src_d->dwWidth + x]; \
fputc((c & 0xF800) >> 8, f); \
fputc((c & 0x07E0) >> 3, f); \
fputc((c & 0x001F) << 3, f); \
} \
} \
fclose(f); \
}
#define SNOOP_5551() \
{ \
FILE *f; \
char buf[32]; \
int x, y; \
\
sprintf(buf, "%ld.pnm", glThis->tex_name); \
f = fopen(buf, "wb"); \
fprintf(f, "P6\n%ld %ld\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 short c = ((unsigned short *) src_d->lpSurface)[y * src_d->dwWidth + x]; \
fputc((c & 0xF800) >> 8, f); \
fputc((c & 0x07C0) >> 3, f); \
fputc((c & 0x003E) << 2, f); \
} \
} \
fclose(f); \
}
#define SNOOP_1555() \
{ \
FILE *f; \
char buf[32]; \
int x, y; \
\
sprintf(buf, "%ld.pnm", glThis->tex_name); \
f = fopen(buf, "wb"); \
fprintf(f, "P6\n%ld %ld\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 short c = ((unsigned short *) src_d->lpSurface)[y * src_d->dwWidth + x]; \
fputc((c & 0x7C00) >> 7, f); \
fputc((c & 0x03E0) >> 2, f); \
fputc((c & 0x001F) << 3, f); \
} \
} \
fclose(f); \
}
#else
#define SNOOP_PALETTED()
#define SNOOP_5650()
#define SNOOP_5551()
#define SNOOP_1555()
#endif
/*******************************************************************************
* IDirectSurface callback methods
*/
HRESULT WINAPI SetColorKey_cb(IDirect3DTextureImpl *texture, DWORD dwFlags, LPDDCOLORKEY ckey )
{
DDSURFACEDESC *tex_d;
GLuint current_texture;
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) texture;
TRACE("(%p) : colorkey callback\n", texture);
/* Get the texture description */
tex_d = (DDSURFACEDESC *)&(texture->surface->surface_desc);
/* Now, save the current texture */
ENTER_GL();
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
/* If the GetHandle was not done yet, it's an error */
if (glThis->tex_name == 0) {
ERR("Unloaded texture !\n");
LEAVE_GL();
return DD_OK;
}
glBindTexture(GL_TEXTURE_2D, glThis->tex_name);
if (tex_d->ddpfPixelFormat.dwFlags & DDPF_PALETTEINDEXED8) {
FIXME("Todo Paletted\n");
} else if (tex_d->ddpfPixelFormat.dwFlags & DDPF_RGB) {
if (tex_d->ddpfPixelFormat.u1.dwRGBBitCount == 8) {
FIXME("Todo 3_3_2_0\n");
} else if (tex_d->ddpfPixelFormat.u1.dwRGBBitCount == 16) {
if (tex_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000000) {
/* Now transform the 5_6_5 into a 5_5_5_1 surface to support color keying */
unsigned short *dest = (unsigned short *) HeapAlloc(GetProcessHeap(),
HEAP_ZERO_MEMORY,
tex_d->u1.lPitch * tex_d->dwHeight);
unsigned short *src = (unsigned short *) tex_d->lpSurface;
int x, y;
for (y = 0; y < tex_d->dwHeight; y++) {
for (x = 0; x < tex_d->dwWidth; x++) {
unsigned short cpixel = src[x + y * tex_d->dwWidth];
if ((dwFlags & DDCKEY_SRCBLT) &&
(cpixel >= ckey->dwColorSpaceLowValue) &&
(cpixel <= ckey->dwColorSpaceHighValue)) /* No alpha bit => this pixel is transparent */
dest[x + y * tex_d->dwWidth] = (cpixel & ~0x003F) | ((cpixel & 0x001F) << 1) | 0x0000;
else /* Alpha bit is set => this pixel will be seen */
dest[x + y * tex_d->dwWidth] = (cpixel & ~0x003F) | ((cpixel & 0x001F) << 1) | 0x0001;
}
}
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
tex_d->dwWidth, tex_d->dwHeight,
0,
GL_RGBA,
GL_UNSIGNED_SHORT_5_5_5_1,
dest);
/* Frees the temporary surface */
HeapFree(GetProcessHeap(),0,dest);
} else if (tex_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000001) {
FIXME("Todo 5_5_5_1\n");
} else if (tex_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x0000000F) {
FIXME("Todo 4_4_4_4\n");
} else {
ERR("Unhandled texture format (bad Aplha channel for a 16 bit texture)\n");
}
} else if (tex_d->ddpfPixelFormat.u1.dwRGBBitCount == 24) {
FIXME("Todo 8_8_8_0\n");
} else if (tex_d->ddpfPixelFormat.u1.dwRGBBitCount == 32) {
FIXME("Todo 8_8_8_8\n");
} else {
ERR("Unhandled texture format (bad RGB count)\n");
}
} else {
ERR("Unhandled texture format (neither RGB nor INDEX)\n");
}
LEAVE_GL();
return DD_OK;
}
HRESULT WINAPI
Main_IDirect3DTextureImpl_2_1T_QueryInterface(LPDIRECT3DTEXTURE2 iface,
REFIID riid,
LPVOID* obp)
{
ICOM_THIS_FROM(IDirect3DTextureImpl, IDirect3DTexture2, iface);
TRACE("(%p/%p)->(%s,%p): stub!\n", This, iface, debugstr_guid(riid), obp);
*obp = NULL;
if ( IsEqualGUID( &IID_IUnknown, riid ) ) {
IDirect3DTexture2_AddRef(ICOM_INTERFACE(This, IDirect3DTexture2));
*obp = iface;
TRACE(" Creating IUnknown interface at %p.\n", *obp);
return S_OK;
}
if ( IsEqualGUID( &IID_IDirect3DTexture, riid ) ) {
IDirect3DTexture2_AddRef(ICOM_INTERFACE(This, IDirect3DTexture2));
*obp = ICOM_INTERFACE(This, IDirect3DTexture);
TRACE(" Creating IDirect3DTexture interface %p\n", *obp);
return S_OK;
}
if ( IsEqualGUID( &IID_IDirect3DTexture2, riid ) ) {
IDirect3DTexture2_AddRef(ICOM_INTERFACE(This, IDirect3DTexture2));
*obp = ICOM_INTERFACE(This, IDirect3DTexture2);
TRACE(" Creating IDirect3DTexture2 interface %p\n", *obp);
return S_OK;
}
FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid));
return OLE_E_ENUM_NOMORE;
}
ULONG WINAPI
Main_IDirect3DTextureImpl_2_1T_AddRef(LPDIRECT3DTEXTURE2 iface)
{
ICOM_THIS_FROM(IDirect3DTextureImpl, IDirect3DTexture2, iface);
TRACE("(%p/%p)->() incrementing from %lu.\n", This, iface, This->ref);
return ++(This->ref);
}
ULONG WINAPI
Main_IDirect3DTextureImpl_2_1T_Release(LPDIRECT3DTEXTURE2 iface)
{
ICOM_THIS_FROM(IDirect3DTextureImpl, IDirect3DTexture2, iface);
FIXME("(%p/%p)->() decrementing from %lu.\n", This, iface, This->ref);
if (!--(This->ref)) {
/* Release surface */
IDirectDrawSurface3_Release(ICOM_INTERFACE(This->surface, IDirectDrawSurface3));
HeapFree(GetProcessHeap(),0,This);
return 0;
}
return This->ref;
}
HRESULT WINAPI
Main_IDirect3DTextureImpl_1_Initialize(LPDIRECT3DTEXTURE iface,
LPDIRECT3DDEVICE lpDirect3DDevice,
LPDIRECTDRAWSURFACE lpDDSurface)
{
ICOM_THIS_FROM(IDirect3DTextureImpl, IDirect3DTexture, iface);
FIXME("(%p/%p)->(%p,%p) no-op...\n", This, iface, lpDirect3DDevice, lpDDSurface);
return DD_OK;
}
HRESULT WINAPI
Main_IDirect3DTextureImpl_2_1T_PaletteChanged(LPDIRECT3DTEXTURE2 iface,
DWORD dwStart,
DWORD dwCount)
{
ICOM_THIS_FROM(IDirect3DTextureImpl, IDirect3DTexture2, iface);
FIXME("(%p/%p)->(%08lx,%08lx): stub!\n", This, iface, dwStart, dwCount);
return DD_OK;
}
HRESULT WINAPI
Main_IDirect3DTextureImpl_1_Unload(LPDIRECT3DTEXTURE iface)
{
ICOM_THIS_FROM(IDirect3DTextureImpl, IDirect3DTexture, iface);
FIXME("(%p/%p)->(): stub!\n", This, iface);
return DD_OK;
}
HRESULT WINAPI
Main_IDirect3DTextureImpl_2_1T_GetHandle(LPDIRECT3DTEXTURE2 iface,
LPDIRECT3DDEVICE2 lpDirect3DDevice2,
LPD3DTEXTUREHANDLE lpHandle)
{
ICOM_THIS_FROM(IDirect3DTextureImpl, IDirect3DTexture2, iface);
FIXME("(%p/%p)->(%p,%p): stub!\n", This, iface, lpDirect3DDevice2, lpHandle);
return DD_OK;
}
HRESULT WINAPI
Main_IDirect3DTextureImpl_2_1T_Load(LPDIRECT3DTEXTURE2 iface,
LPDIRECT3DTEXTURE2 lpD3DTexture2)
{
ICOM_THIS_FROM(IDirect3DTextureImpl, IDirect3DTexture2, iface);
FIXME("(%p/%p)->(%p): stub!\n", This, iface, lpD3DTexture2);
return DD_OK;
}
ULONG WINAPI
GL_IDirect3DTextureImpl_2_1T_Release(LPDIRECT3DTEXTURE2 iface)
{
ICOM_THIS_FROM(IDirect3DTextureImpl, IDirect3DTexture2, iface);
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This;
FIXME("(%p/%p)->() decrementing from %lu.\n", This, iface, This->ref);
if (!--(This->ref)) {
DWORD mem_used;
/* Release surface */
IDirectDrawSurface3_Release(ICOM_INTERFACE(This->surface, IDirectDrawSurface3));
/* And delete texture handle */
ENTER_GL();
glDeleteTextures(1, &(glThis->tex_name));
LEAVE_GL();
/* And if this texture was the current one, remove it at the device level */
if (This->d3ddevice != NULL)
if (This->d3ddevice->current_texture[0] == This)
This->d3ddevice->current_texture[0] = NULL;
if (This->loaded) {
mem_used = This->surface->surface_desc.dwHeight *
This->surface->surface_desc.dwHeight *
This->surface->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount;
This->surface->ddraw_owner->free_memory(This->surface->ddraw_owner, mem_used);
}
HeapFree(GetProcessHeap(),0,This);
return 0;
}
return This->ref;
}
HRESULT WINAPI
GL_IDirect3DTextureImpl_2_1T_GetHandle(LPDIRECT3DTEXTURE2 iface,
LPDIRECT3DDEVICE2 lpDirect3DDevice2,
LPD3DTEXTUREHANDLE lpHandle)
{
ICOM_THIS_FROM(IDirect3DTextureImpl, IDirect3DTexture2, iface);
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This;
IDirect3DDeviceImpl *lpDeviceImpl = ICOM_OBJECT(IDirect3DDeviceImpl, IDirect3DDevice2, lpDirect3DDevice2);
TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpDirect3DDevice2, lpHandle);
/* The handle is simply the pointer to the implementation structure */
*lpHandle = (D3DTEXTUREHANDLE) This;
TRACE(" returning handle %08lx.\n", *lpHandle);
/* Now, bind a new texture */
This->d3ddevice = lpDeviceImpl;
ENTER_GL();
if (glThis->tex_name == 0)
glGenTextures(1, &(glThis->tex_name));
LEAVE_GL();
/* Associate the texture with the device and perform the appropriate AddRef/Release */
/* FIXME: Is there only one or several textures associated with the device ? */
if (lpDeviceImpl->current_texture[0] != NULL)
IDirect3DTexture2_Release(ICOM_INTERFACE(lpDeviceImpl->current_texture[0], IDirect3DTexture2));
IDirect3DTexture2_AddRef(ICOM_INTERFACE(This, IDirect3DTexture2));
lpDeviceImpl->current_texture[0] = This;
TRACE("OpenGL texture handle is : %d\n", glThis->tex_name);
return D3D_OK;
}
/* NOTE : if you experience crashes in this function, you must have a buggy
version of Mesa. See the file d3dtexture.c for a cure */
HRESULT WINAPI
GL_IDirect3DTextureImpl_2_1T_Load(LPDIRECT3DTEXTURE2 iface,
LPDIRECT3DTEXTURE2 lpD3DTexture2)
{
ICOM_THIS_FROM(IDirect3DTextureImpl, IDirect3DTexture2, iface);
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This;
IDirect3DTextureImpl *lpD3DTextureImpl = ICOM_OBJECT(IDirect3DTextureImpl, IDirect3DTexture2, lpD3DTexture2);
DWORD mem_used;
DDSURFACEDESC *src_d, *dst_d;
static void (*ptr_ColorTableEXT) (GLenum target, GLenum internalformat,
GLsizei width, GLenum format, GLenum type, const GLvoid *table) = NULL;
#if 0
static BOOL color_table_queried = FALSE;
#endif
TRACE("(%p/%p)->(%p)\n", This, iface, lpD3DTexture2);
if (This->loaded == FALSE) {
/* Only check memory for not already loaded texture... */
mem_used = This->surface->surface_desc.dwHeight *
This->surface->surface_desc.dwHeight *
This->surface->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount;
if (This->surface->ddraw_owner->allocate_memory(This->surface->ddraw_owner, mem_used) < 0) {
TRACE(" out of virtual memory... Warning application.\n");
return D3DERR_TEXTURE_LOAD_FAILED;
}
}
This->loaded = TRUE;
TRACE("Copied surface %p to surface %p\n", lpD3DTextureImpl->surface, This->surface);
if ( This->surface->surface_desc.ddsCaps.dwCaps & DDSCAPS_ALLOCONLOAD )
/* If the surface is not allocated and its location is not yet specified,
force it to video memory */
if ( !(This->surface->surface_desc.ddsCaps.dwCaps & (DDSCAPS_SYSTEMMEMORY|DDSCAPS_VIDEOMEMORY)) )
This->surface->surface_desc.ddsCaps.dwCaps |= DDSCAPS_VIDEOMEMORY;
/* Suppress the ALLOCONLOAD flag */
This->surface->surface_desc.ddsCaps.dwCaps &= ~DDSCAPS_ALLOCONLOAD;
/* Copy one surface on the other */
dst_d = (DDSURFACEDESC *)&(This->surface->surface_desc);
src_d = (DDSURFACEDESC *)&(lpD3DTextureImpl->surface->surface_desc);
/* Install the callbacks to the destination surface */
This->surface->texture = This;
This->surface->SetColorKey_cb = SetColorKey_cb;
if ((src_d->dwWidth != dst_d->dwWidth) || (src_d->dwHeight != dst_d->dwHeight)) {
/* Should also check for same pixel format, u1.lPitch, ... */
ERR("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 */
GLuint current_texture;
/* Copy the main memry texture into the surface that corresponds to the OpenGL
texture object. */
memcpy(dst_d->lpSurface, src_d->lpSurface, src_d->u1.lPitch * src_d->dwHeight);
ENTER_GL();
/* Now, load the texture */
/* d3dd->set_context(d3dd); We need to set the context somehow.... */
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
/* If the GetHandle was not done, get the texture name here */
if (glThis->tex_name == 0)
glGenTextures(1, &(glThis->tex_name));
glBindTexture(GL_TEXTURE_2D, glThis->tex_name);
if (src_d->ddpfPixelFormat.dwFlags & DDPF_PALETTEINDEXED8) {
/* ****************
Paletted Texture
**************** */
IDirectDrawPaletteImpl* pal = lpD3DTextureImpl->surface->palette;
BYTE table[256][4];
int i;
#if 0
if (color_table_queried == FALSE) {
ptr_ColorTableEXT =
((Mesa_DeviceCapabilities *) ((x11_dd_private *) This->surface->s.ddraw->d->private)->device_capabilities)->ptr_ColorTableEXT;
}
#endif
if (pal == NULL) {
ERR("Palettized texture Loading with a NULL palette !\n");
LEAVE_GL();
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->surface_desc.dwFlags & DDSD_CKSRCBLT) &&
(i >= This->surface->surface_desc.ddckCKSrcBlt.dwColorSpaceLowValue) &&
(i <= This->surface->surface_desc.ddckCKSrcBlt.dwColorSpaceHighValue))
table[i][3] = 0x00;
else
table[i][3] = 0xFF;
}
/* Texture snooping */
SNOOP_PALETTED();
if (ptr_ColorTableEXT != NULL) {
/* use Paletted Texture Extension */
ptr_ColorTableEXT(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->lpSurface); /* the texture */
} else {
DWORD *surface = (DWORD *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, src_d->dwWidth * src_d->dwHeight * sizeof(DWORD));
DWORD i;
BYTE *src = (BYTE *) src_d->lpSurface, *dst = (BYTE *) surface;
for (i = 0; i < src_d->dwHeight * src_d->dwWidth; i++) {
BYTE color = *src++;
*dst++ = table[color][0];
*dst++ = table[color][1];
*dst++ = table[color][2];
*dst++ = table[color][3];
}
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
src_d->dwWidth, src_d->dwHeight,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
surface);
HeapFree(GetProcessHeap(), 0, surface);
}
} else if (src_d->ddpfPixelFormat.dwFlags & DDPF_RGB) {
/* ************
RGB Textures
************ */
if (src_d->ddpfPixelFormat.u1.dwRGBBitCount == 8) {
/* **********************
GL_UNSIGNED_BYTE_3_3_2
********************** */
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGB,
src_d->dwWidth, src_d->dwHeight,
0,
GL_RGB,
GL_UNSIGNED_BYTE_3_3_2,
src_d->lpSurface);
} else if (src_d->ddpfPixelFormat.u1.dwRGBBitCount == 16) {
if (src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000000) {
/* Texture snooping */
SNOOP_5650();
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGB,
src_d->dwWidth, src_d->dwHeight,
0,
GL_RGB,
GL_UNSIGNED_SHORT_5_6_5,
src_d->lpSurface);
} else if (src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000001) {
/* Texture snooping */
SNOOP_5551();
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
src_d->dwWidth, src_d->dwHeight,
0,
GL_RGBA,
GL_UNSIGNED_SHORT_5_5_5_1,
src_d->lpSurface);
} else if (src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x0000000F) {
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
src_d->dwWidth, src_d->dwHeight,
0,
GL_RGBA,
GL_UNSIGNED_SHORT_4_4_4_4,
src_d->lpSurface);
} else if (src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00008000) {
/* Converting the 1555 format in 5551 packed */
WORD *surface = (WORD *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, src_d->dwWidth * src_d->dwHeight * sizeof(WORD));
DWORD i;
WORD *src = (WORD *) src_d->lpSurface, *dst = surface;
for (i = 0; i < src_d->dwHeight * src_d->dwWidth; i++) {
*dst++ = (((*src & 0x8000) >> 15) |
((*src & 0x7FFF) << 1));
src++;
}
SNOOP_1555();
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
src_d->dwWidth, src_d->dwHeight,
0,
GL_RGBA,
GL_UNSIGNED_SHORT_5_5_5_1,
surface);
HeapFree(GetProcessHeap(), 0, surface);
} else {
ERR("Unhandled texture format (bad Aplha channel for a 16 bit texture)\n");
}
} else if (src_d->ddpfPixelFormat.u1.dwRGBBitCount == 24) {
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGB,
src_d->dwWidth, src_d->dwHeight,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
src_d->lpSurface);
} else if (src_d->ddpfPixelFormat.u1.dwRGBBitCount == 32) {
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
src_d->dwWidth, src_d->dwHeight,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
src_d->lpSurface);
} else {
ERR("Unhandled texture format (bad RGB count)\n");
}
} else {
ERR("Unhandled texture format (neither RGB nor INDEX)\n");
}
glBindTexture(GL_TEXTURE_2D, current_texture);
LEAVE_GL();
}
return D3D_OK;
}
HRESULT WINAPI
Thunk_IDirect3DTextureImpl_1_QueryInterface(LPDIRECT3DTEXTURE iface,
REFIID riid,
LPVOID* obp)
{
TRACE("(%p)->(%s,%p) thunking to IDirect3DTexture2 interface.\n", iface, debugstr_guid(riid), obp);
return IDirect3DTexture2_QueryInterface(COM_INTERFACE_CAST(IDirect3DTextureImpl, IDirect3DTexture, IDirect3DTexture2, iface),
riid,
obp);
}
ULONG WINAPI
Thunk_IDirect3DTextureImpl_1_AddRef(LPDIRECT3DTEXTURE iface)
{
TRACE("(%p)->() thunking to IDirect3DTexture2 interface.\n", iface);
return IDirect3DTexture2_AddRef(COM_INTERFACE_CAST(IDirect3DTextureImpl, IDirect3DTexture, IDirect3DTexture2, iface));
}
ULONG WINAPI
Thunk_IDirect3DTextureImpl_1_Release(LPDIRECT3DTEXTURE iface)
{
TRACE("(%p)->() thunking to IDirect3DTexture2 interface.\n", iface);
return IDirect3DTexture2_Release(COM_INTERFACE_CAST(IDirect3DTextureImpl, IDirect3DTexture, IDirect3DTexture2, iface));
}
HRESULT WINAPI
Thunk_IDirect3DTextureImpl_1_PaletteChanged(LPDIRECT3DTEXTURE iface,
DWORD dwStart,
DWORD dwCount)
{
TRACE("(%p)->(%08lx,%08lx) thunking to IDirect3DTexture2 interface.\n", iface, dwStart, dwCount);
return IDirect3DTexture2_PaletteChanged(COM_INTERFACE_CAST(IDirect3DTextureImpl, IDirect3DTexture, IDirect3DTexture2, iface),
dwStart,
dwCount);
}
HRESULT WINAPI
Thunk_IDirect3DTextureImpl_1_GetHandle(LPDIRECT3DTEXTURE iface,
LPDIRECT3DDEVICE lpDirect3DDevice,
LPD3DTEXTUREHANDLE lpHandle)
{
TRACE("(%p)->(%p,%p) thunking to IDirect3DTexture2 interface.\n", iface, lpDirect3DDevice, lpHandle);
return IDirect3DTexture2_GetHandle(COM_INTERFACE_CAST(IDirect3DTextureImpl, IDirect3DTexture, IDirect3DTexture2, iface),
COM_INTERFACE_CAST(IDirect3DDeviceImpl, IDirect3DDevice, IDirect3DDevice2, lpDirect3DDevice),
lpHandle);
}
HRESULT WINAPI
Thunk_IDirect3DTextureImpl_1_Load(LPDIRECT3DTEXTURE iface,
LPDIRECT3DTEXTURE lpD3DTexture)
{
TRACE("(%p)->(%p) thunking to IDirect3DTexture2 interface.\n", iface, lpD3DTexture);
return IDirect3DTexture2_Load(COM_INTERFACE_CAST(IDirect3DTextureImpl, IDirect3DTexture, IDirect3DTexture2, iface),
COM_INTERFACE_CAST(IDirect3DTextureImpl, IDirect3DTexture, IDirect3DTexture2, lpD3DTexture));
}
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
# define XCAST(fun) (typeof(VTABLE_IDirect3DTexture2.fun))
#else
# define XCAST(fun) (void*)
#endif
ICOM_VTABLE(IDirect3DTexture2) VTABLE_IDirect3DTexture2 =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
XCAST(QueryInterface) Main_IDirect3DTextureImpl_2_1T_QueryInterface,
XCAST(AddRef) Main_IDirect3DTextureImpl_2_1T_AddRef,
XCAST(Release) GL_IDirect3DTextureImpl_2_1T_Release,
XCAST(GetHandle) GL_IDirect3DTextureImpl_2_1T_GetHandle,
XCAST(PaletteChanged) Main_IDirect3DTextureImpl_2_1T_PaletteChanged,
XCAST(Load) GL_IDirect3DTextureImpl_2_1T_Load,
};
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
#undef XCAST
#endif
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
# define XCAST(fun) (typeof(VTABLE_IDirect3DTexture.fun))
#else
# define XCAST(fun) (void*)
#endif
ICOM_VTABLE(IDirect3DTexture) VTABLE_IDirect3DTexture =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
XCAST(QueryInterface) Thunk_IDirect3DTextureImpl_1_QueryInterface,
XCAST(AddRef) Thunk_IDirect3DTextureImpl_1_AddRef,
XCAST(Release) Thunk_IDirect3DTextureImpl_1_Release,
XCAST(Initialize) Main_IDirect3DTextureImpl_1_Initialize,
XCAST(GetHandle) Thunk_IDirect3DTextureImpl_1_GetHandle,
XCAST(PaletteChanged) Thunk_IDirect3DTextureImpl_1_PaletteChanged,
XCAST(Load) Thunk_IDirect3DTextureImpl_1_Load,
XCAST(Unload) Main_IDirect3DTextureImpl_1_Unload,
};
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
#undef XCAST
#endif
HRESULT d3dtexture_create(IDirect3DTextureImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfaceImpl *surf)
{
IDirect3DTextureImpl *object;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DTextureGLImpl));
if (object == NULL) return DDERR_OUTOFMEMORY;
object->ref = 1;
object->d3d = d3d;
object->surface = surf;
ICOM_INIT_INTERFACE(object, IDirect3DTexture, VTABLE_IDirect3DTexture);
ICOM_INIT_INTERFACE(object, IDirect3DTexture2, VTABLE_IDirect3DTexture2);
*obj = object;
TRACE(" creating implementation at %p.\n", *obj);
return D3D_OK;
}