282 lines
11 KiB
C
282 lines
11 KiB
C
/*
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* IDirect3DVolumeTexture8 implementation
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*
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* Copyright 2002 Jason Edmeades
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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 <stdarg.h>
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#include "windef.h"
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#include "winbase.h"
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#include "winuser.h"
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#include "wingdi.h"
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#include "wine/debug.h"
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#include "d3d8_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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/* IDirect3DVolumeTexture8 IUnknown parts follow: */
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HRESULT WINAPI IDirect3DVolumeTexture8Impl_QueryInterface(LPDIRECT3DVOLUMETEXTURE8 iface,REFIID riid,LPVOID *ppobj)
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{
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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TRACE("(%p) : QueryInterface\n", This);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IDirect3DResource8)
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|| IsEqualGUID(riid, &IID_IDirect3DBaseTexture8)
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|| IsEqualGUID(riid, &IID_IDirect3DVolumeTexture8)) {
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IDirect3DVolumeTexture8Impl_AddRef(iface);
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*ppobj = This;
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return D3D_OK;
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}
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WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
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return E_NOINTERFACE;
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}
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ULONG WINAPI IDirect3DVolumeTexture8Impl_AddRef(LPDIRECT3DVOLUMETEXTURE8 iface) {
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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TRACE("(%p) : AddRef from %ld\n", This, This->ref);
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return ++(This->ref);
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}
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ULONG WINAPI IDirect3DVolumeTexture8Impl_Release(LPDIRECT3DVOLUMETEXTURE8 iface) {
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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ULONG ref = --This->ref;
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UINT i;
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TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
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if (ref == 0) {
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for (i = 0; i < This->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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IDirect3DVolume8Impl_Release((LPDIRECT3DVOLUME8) This->volumes[i]);
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}
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}
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* IDirect3DVolumeTexture8 IDirect3DResource8 Interface follow: */
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HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetDevice(LPDIRECT3DVOLUMETEXTURE8 iface, IDirect3DDevice8** ppDevice) {
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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TRACE("(%p) : returning %p\n", This, This->Device);
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*ppDevice = (LPDIRECT3DDEVICE8) This->Device;
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/**
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* Note Calling this method will increase the internal reference count
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* on the IDirect3DDevice8 interface.
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*/
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IDirect3DDevice8Impl_AddRef(*ppDevice);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DVolumeTexture8Impl_SetPrivateData(LPDIRECT3DVOLUMETEXTURE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetPrivateData(LPDIRECT3DVOLUMETEXTURE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DVolumeTexture8Impl_FreePrivateData(LPDIRECT3DVOLUMETEXTURE8 iface, REFGUID refguid) {
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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}
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DWORD WINAPI IDirect3DVolumeTexture8Impl_SetPriority(LPDIRECT3DVOLUMETEXTURE8 iface, DWORD PriorityNew) {
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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FIXME("(%p) : stub returning 0\n", This);
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return 0;
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}
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DWORD WINAPI IDirect3DVolumeTexture8Impl_GetPriority(LPDIRECT3DVOLUMETEXTURE8 iface) {
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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FIXME("(%p) : stub returning 0\n", This);
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return 0;
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}
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void WINAPI IDirect3DVolumeTexture8Impl_PreLoad(LPDIRECT3DVOLUMETEXTURE8 iface) {
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unsigned int i;
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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TRACE("(%p) : About to load texture\n", This);
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ENTER_GL();
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for (i = 0; i < This->levels; i++) {
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if (i == 0 && This->volumes[i]->textureName != 0 && This->Dirty == FALSE) {
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glBindTexture(GL_TEXTURE_3D, This->volumes[i]->textureName);
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checkGLcall("glBindTexture");
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TRACE("Texture %p (level %d) given name %d\n", This->volumes[i], i, This->volumes[i]->textureName);
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/* No need to walk through all mip-map levels, since already all assigned */
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i = This->levels;
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} else {
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if (i == 0) {
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if (This->volumes[i]->textureName == 0) {
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glGenTextures(1, &This->volumes[i]->textureName);
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checkGLcall("glGenTextures");
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TRACE("Texture %p (level %d) given name %d\n", This->volumes[i], i, This->volumes[i]->textureName);
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}
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glBindTexture(GL_TEXTURE_3D, This->volumes[i]->textureName);
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checkGLcall("glBindTexture");
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TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->levels - 1);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, This->levels - 1);
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checkGLcall("glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, This->levels - 1)");
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}
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TRACE("Calling glTexImage3D %x i=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
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GL_TEXTURE_3D,
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i,
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D3DFmt2GLIntFmt(This->Device, This->format),
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This->volumes[i]->myDesc.Width,
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This->volumes[i]->myDesc.Height,
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This->volumes[i]->myDesc.Depth,
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0,
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D3DFmt2GLFmt(This->Device, This->format),
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D3DFmt2GLType(This->Device, This->format),
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This->volumes[i]->allocatedMemory);
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glTexImage3D(GL_TEXTURE_3D,
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i,
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D3DFmt2GLIntFmt(This->Device, This->format),
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This->volumes[i]->myDesc.Width,
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This->volumes[i]->myDesc.Height,
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This->volumes[i]->myDesc.Depth,
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0,
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D3DFmt2GLFmt(This->Device, This->format),
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D3DFmt2GLType(This->Device, This->format),
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This->volumes[i]->allocatedMemory);
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checkGLcall("glTexImage3D");
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/* Removed glTexParameterf now TextureStageStates are initialized at startup */
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This->Dirty = FALSE;
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}
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}
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LEAVE_GL();
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return ;
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}
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D3DRESOURCETYPE WINAPI IDirect3DVolumeTexture8Impl_GetType(LPDIRECT3DVOLUMETEXTURE8 iface) {
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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TRACE("(%p) : returning %d\n", This, This->ResourceType);
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return This->ResourceType;
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}
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/* IDirect3DVolumeTexture8 IDirect3DBaseTexture8 Interface follow: */
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DWORD WINAPI IDirect3DVolumeTexture8Impl_SetLOD(LPDIRECT3DVOLUMETEXTURE8 iface, DWORD LODNew) {
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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FIXME("(%p) : stub returning 0\n", This);
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return 0;
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}
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DWORD WINAPI IDirect3DVolumeTexture8Impl_GetLOD(LPDIRECT3DVOLUMETEXTURE8 iface) {
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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FIXME("(%p) : stub returning 0\n", This);
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return 0;
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}
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DWORD WINAPI IDirect3DVolumeTexture8Impl_GetLevelCount(LPDIRECT3DVOLUMETEXTURE8 iface) {
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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TRACE("(%p) : returning %d\n", This, This->levels);
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return This->levels;
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}
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/* IDirect3DVolumeTexture8 */
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HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetLevelDesc(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level,D3DVOLUME_DESC *pDesc) {
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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if (Level < This->levels) {
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TRACE("(%p) Level (%d)\n", This, Level);
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return IDirect3DVolume8Impl_GetDesc((LPDIRECT3DVOLUME8) 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 IDirect3DVolumeTexture8Impl_GetVolumeLevel(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level, IDirect3DVolume8** ppVolumeLevel) {
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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if (Level < This->levels) {
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*ppVolumeLevel = (LPDIRECT3DVOLUME8)This->volumes[Level];
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IDirect3DVolume8Impl_AddRef((LPDIRECT3DVOLUME8) *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->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 IDirect3DVolumeTexture8Impl_LockBox(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
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HRESULT hr;
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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if (Level < This->levels) {
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/**
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* Not dirtified while Surfaces don't notify dirtification
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* This->Dirty = TRUE;
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*/
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hr = IDirect3DVolume8Impl_LockBox((LPDIRECT3DVOLUME8) 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->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 IDirect3DVolumeTexture8Impl_UnlockBox(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level) {
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HRESULT hr;
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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if (Level < This->levels) {
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hr = IDirect3DVolume8Impl_UnlockBox((LPDIRECT3DVOLUME8) 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->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 IDirect3DVolumeTexture8Impl_AddDirtyBox(LPDIRECT3DVOLUMETEXTURE8 iface, CONST D3DBOX* pDirtyBox) {
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IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
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This->Dirty = TRUE;
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TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
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return IDirect3DVolume8Impl_AddDirtyBox((LPDIRECT3DVOLUME8) This->volumes[0], pDirtyBox);
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}
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IDirect3DVolumeTexture8Vtbl Direct3DVolumeTexture8_Vtbl =
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{
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IDirect3DVolumeTexture8Impl_QueryInterface,
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IDirect3DVolumeTexture8Impl_AddRef,
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IDirect3DVolumeTexture8Impl_Release,
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IDirect3DVolumeTexture8Impl_GetDevice,
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IDirect3DVolumeTexture8Impl_SetPrivateData,
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IDirect3DVolumeTexture8Impl_GetPrivateData,
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IDirect3DVolumeTexture8Impl_FreePrivateData,
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IDirect3DVolumeTexture8Impl_SetPriority,
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IDirect3DVolumeTexture8Impl_GetPriority,
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IDirect3DVolumeTexture8Impl_PreLoad,
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IDirect3DVolumeTexture8Impl_GetType,
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IDirect3DVolumeTexture8Impl_SetLOD,
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IDirect3DVolumeTexture8Impl_GetLOD,
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IDirect3DVolumeTexture8Impl_GetLevelCount,
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IDirect3DVolumeTexture8Impl_GetLevelDesc,
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IDirect3DVolumeTexture8Impl_GetVolumeLevel,
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IDirect3DVolumeTexture8Impl_LockBox,
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IDirect3DVolumeTexture8Impl_UnlockBox,
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IDirect3DVolumeTexture8Impl_AddDirtyBox
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};
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