Sweden-Number/dlls/wined3d/volumetexture.c

296 lines
13 KiB
C

/*
* IDirect3DVolumeTexture9 implementation
*
* Copyright 2002-2005 Jason Edmeades
* Raphael Junqueira
*
* 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
/* *******************************************
IWineD3DTexture IUnknown parts follow
******************************************* */
HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DVolumeTexture *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
WARN("(%p)->(%s,%p) should not be called\n",This,debugstr_guid(riid),ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DVolumeTexture *iface) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
IUnknown_AddRef(This->resource.parent);
return InterlockedIncrement(&This->resource.ref);
}
ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
ULONG ref;
int i;
TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
ref = InterlockedDecrement(&This->resource.ref);
if (ref == 0) {
for (i = 0; i < This->baseTexture.levels; i++) {
if (This->volumes[i] != NULL) {
TRACE("(%p) : Releasing volume %p\n", This, This->volumes[i]);
IWineD3DVolume_Release((IWineD3DSurface *) This->volumes[i]);
}
}
IWineD3DDevice_Release((IWineD3DDevice *)This->resource.wineD3DDevice);
HeapFree(GetProcessHeap(), 0, This);
} else {
IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */
}
return ref;
}
/* ****************************************************
IWineD3DVolumeTexture IWineD3DResource parts follow
**************************************************** */
HRESULT WINAPI IWineD3DVolumeTextureImpl_GetDevice(IWineD3DVolumeTexture *iface, IWineD3DDevice** ppDevice) {
return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
}
DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
}
DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
}
void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
/* Overrider the IWineD3DResource Preload method */
unsigned int i;
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
TRACE("(%p) : About to load texture\n", This);
ENTER_GL();
for (i = 0; i < This->baseTexture.levels; i++) {
if (i == 0 && This->volumes[i]->textureName != 0 && This->baseTexture.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->baseTexture.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->baseTexture.levels - 1);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, This->baseTexture.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->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
This->volumes[i]->currentDesc.Width,
This->volumes[i]->currentDesc.Height,
This->volumes[i]->currentDesc.Depth,
0,
D3DFmt2GLFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
D3DFmt2GLType(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
This->volumes[i]->allocatedMemory);
glTexImage3D(GL_TEXTURE_3D,
i,
D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
This->volumes[i]->currentDesc.Width,
This->volumes[i]->currentDesc.Height,
This->volumes[i]->currentDesc.Depth,
0,
D3DFmt2GLFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
D3DFmt2GLType(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
This->volumes[i]->allocatedMemory);
checkGLcall("glTexImage3D");
This->baseTexture.dirty = FALSE;
}
}
LEAVE_GL();
return ;
}
D3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) {
return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
****************************************************** */
DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
}
DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
}
DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
}
D3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
}
void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
}
/* Internal function, No d3d mapping */
BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, TRUE);
}
BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
}
/* *******************************************
IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
******************************************* */
HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
if (Level < This->baseTexture.levels) {
TRACE("(%p) Level (%d)\n", This, Level);
return IWineD3DVolume_GetDesc((IWineD3DVolume *) This->volumes[Level], pDesc);
} else {
FIXME("(%p) Level (%d)\n", This, Level);
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
if (Level < This->baseTexture.levels) {
*ppVolumeLevel = (IWineD3DVolume *)This->volumes[Level];
IWineD3DVolume_AddRef((IWineD3DVolume *) *ppVolumeLevel);
TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
} else {
FIXME("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
return D3DERR_INVALIDCALL;
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface, UINT Level, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
HRESULT hr;
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
if (Level < This->baseTexture.levels) {
hr = IWineD3DVolume_LockBox((IWineD3DVolume *)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->baseTexture.levels);
return D3DERR_INVALIDCALL;
}
return hr;
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) {
HRESULT hr;
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
if (Level < This->baseTexture.levels) {
hr = IWineD3DVolume_UnlockBox((IWineD3DVolume*) 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->baseTexture.levels);
return D3DERR_INVALIDCALL;
}
return hr;
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST D3DBOX* pDirtyBox) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) This->volumes[0], pDirtyBox);
}
IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
{
IWineD3DVolumeTextureImpl_QueryInterface,
IWineD3DVolumeTextureImpl_AddRef,
IWineD3DVolumeTextureImpl_Release,
IWineD3DVolumeTextureImpl_GetParent,
IWineD3DVolumeTextureImpl_GetDevice,
IWineD3DVolumeTextureImpl_SetPrivateData,
IWineD3DVolumeTextureImpl_GetPrivateData,
IWineD3DVolumeTextureImpl_FreePrivateData,
IWineD3DVolumeTextureImpl_SetPriority,
IWineD3DVolumeTextureImpl_GetPriority,
IWineD3DVolumeTextureImpl_PreLoad,
IWineD3DVolumeTextureImpl_GetType,
IWineD3DVolumeTextureImpl_SetLOD,
IWineD3DVolumeTextureImpl_GetLOD,
IWineD3DVolumeTextureImpl_GetLevelCount,
IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
IWineD3DVolumeTextureImpl_SetDirty,
IWineD3DVolumeTextureImpl_GetDirty,
IWineD3DVolumeTextureImpl_GetLevelDesc,
IWineD3DVolumeTextureImpl_GetVolumeLevel,
IWineD3DVolumeTextureImpl_LockBox,
IWineD3DVolumeTextureImpl_UnlockBox,
IWineD3DVolumeTextureImpl_AddDirtyBox
};