439 lines
12 KiB
C
439 lines
12 KiB
C
/* Direct3D Texture
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(c) 1998 Lionel ULMER
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This files contains the implementation of interface Direct3DTexture2. */
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#include <string.h>
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#include "config.h"
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#include "wintypes.h"
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#include "winerror.h"
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#include "wine/obj_base.h"
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#include "heap.h"
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#include "ddraw.h"
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#include "d3d.h"
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#include "debug.h"
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#include "d3d_private.h"
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#ifdef HAVE_MESAGL
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/* Define this if you want to save to a file all the textures used by a game
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(can be funny to see how they managed to cram all the pictures in
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texture memory) */
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#undef TEXTURE_SNOOP
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static IDirect3DTexture2_VTable texture2_vtable;
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static IDirect3DTexture_VTable texture_vtable;
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/*******************************************************************************
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* Texture2 Creation functions
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*/
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LPDIRECT3DTEXTURE2 d3dtexture2_create(LPDIRECTDRAWSURFACE4 surf)
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{
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LPDIRECT3DTEXTURE2 mat;
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mat = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DTexture2));
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mat->ref = 1;
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mat->lpvtbl = &texture2_vtable;
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mat->surface = surf;
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return mat;
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}
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/*******************************************************************************
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* Texture Creation functions
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*/
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LPDIRECT3DTEXTURE d3dtexture_create(LPDIRECTDRAWSURFACE4 surf)
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{
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LPDIRECT3DTEXTURE mat;
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mat = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DTexture));
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mat->ref = 1;
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mat->lpvtbl = (IDirect3DTexture2_VTable*) &texture_vtable;
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mat->surface = surf;
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return mat;
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}
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/*******************************************************************************
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* IDirect3DTexture2 methods
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*/
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static HRESULT WINAPI IDirect3DTexture2_QueryInterface(LPDIRECT3DTEXTURE2 this,
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REFIID riid,
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LPVOID* ppvObj)
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{
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char xrefiid[50];
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WINE_StringFromCLSID((LPCLSID)riid,xrefiid);
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FIXME(ddraw, "(%p)->(%s,%p): stub\n", this, xrefiid,ppvObj);
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return S_OK;
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}
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static ULONG WINAPI IDirect3DTexture2_AddRef(LPDIRECT3DTEXTURE2 this)
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{
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TRACE(ddraw, "(%p)->()incrementing from %lu.\n", this, this->ref );
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return ++(this->ref);
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}
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static ULONG WINAPI IDirect3DTexture2_Release(LPDIRECT3DTEXTURE2 this)
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{
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FIXME( ddraw, "(%p)->() decrementing from %lu.\n", this, this->ref );
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if (!--(this->ref)) {
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/* Delete texture from OpenGL */
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glDeleteTextures(1, &(this->tex_name));
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/* Release surface */
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this->surface->lpvtbl->fnRelease(this->surface);
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HeapFree(GetProcessHeap(),0,this);
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return 0;
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}
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return this->ref;
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}
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/*** IDirect3DTexture methods ***/
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static HRESULT WINAPI IDirect3DTexture_GetHandle(LPDIRECT3DTEXTURE this,
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LPDIRECT3DDEVICE lpD3DDevice,
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LPD3DTEXTUREHANDLE lpHandle)
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{
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FIXME(ddraw, "(%p)->(%p,%p): stub\n", this, lpD3DDevice, lpHandle);
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*lpHandle = (DWORD) this;
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/* Now, bind a new texture */
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lpD3DDevice->set_context(lpD3DDevice);
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this->D3Ddevice = (void *) lpD3DDevice;
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if (this->tex_name == 0)
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glGenTextures(1, &(this->tex_name));
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TRACE(ddraw, "OpenGL texture handle is : %d\n", this->tex_name);
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return D3D_OK;
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}
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static HRESULT WINAPI IDirect3DTexture_Initialize(LPDIRECT3DTEXTURE this,
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LPDIRECT3DDEVICE lpD3DDevice,
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LPDIRECTDRAWSURFACE lpSurface)
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{
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TRACE(ddraw, "(%p)->(%p,%p)\n", this, lpD3DDevice, lpSurface);
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return DDERR_ALREADYINITIALIZED;
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}
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static HRESULT WINAPI IDirect3DTexture_Unload(LPDIRECT3DTEXTURE this)
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{
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FIXME(ddraw, "(%p)->(): stub\n", this);
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return D3D_OK;
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}
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/*** IDirect3DTexture2 methods ***/
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static HRESULT WINAPI IDirect3DTexture2_GetHandle(LPDIRECT3DTEXTURE2 this,
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LPDIRECT3DDEVICE2 lpD3DDevice2,
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LPD3DTEXTUREHANDLE lpHandle)
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{
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TRACE(ddraw, "(%p)->(%p,%p)\n", this, lpD3DDevice2, lpHandle);
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/* For 32 bits OSes, handles = pointers */
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*lpHandle = (DWORD) this;
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/* Now, bind a new texture */
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lpD3DDevice2->set_context(lpD3DDevice2);
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this->D3Ddevice = (void *) lpD3DDevice2;
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if (this->tex_name == 0)
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glGenTextures(1, &(this->tex_name));
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TRACE(ddraw, "OpenGL texture handle is : %d\n", this->tex_name);
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return D3D_OK;
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}
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/* Common methods */
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static HRESULT WINAPI IDirect3DTexture2_PaletteChanged(LPDIRECT3DTEXTURE2 this,
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DWORD dwStart,
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DWORD dwCount)
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{
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FIXME(ddraw, "(%p)->(%8ld,%8ld): stub\n", this, dwStart, dwCount);
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return D3D_OK;
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}
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/* NOTE : if you experience crashes in this function, you must have a buggy
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version of Mesa. See the file d3dtexture.c for a cure */
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static HRESULT WINAPI IDirect3DTexture2_Load(LPDIRECT3DTEXTURE2 this,
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LPDIRECT3DTEXTURE2 lpD3DTexture2)
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{
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DDSURFACEDESC *src_d, *dst_d;
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TRACE(ddraw, "(%p)->(%p)\n", this, lpD3DTexture2);
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TRACE(ddraw, "Copied to surface %p, surface %p\n", this->surface, lpD3DTexture2->surface);
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/* Suppress the ALLOCONLOAD flag */
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this->surface->s.surface_desc.ddsCaps.dwCaps &= ~DDSCAPS_ALLOCONLOAD;
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/* Copy one surface on the other */
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dst_d = &(this->surface->s.surface_desc);
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src_d = &(lpD3DTexture2->surface->s.surface_desc);
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if ((src_d->dwWidth != dst_d->dwWidth) || (src_d->dwHeight != dst_d->dwHeight)) {
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/* Should also check for same pixel format, lPitch, ... */
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ERR(ddraw, "Error in surface sizes\n");
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return D3DERR_TEXTURE_LOAD_FAILED;
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} else {
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/* LPDIRECT3DDEVICE2 d3dd = (LPDIRECT3DDEVICE2) this->D3Ddevice; */
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/* I should put a macro for the calculus of bpp */
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int bpp = (src_d->ddpfPixelFormat.dwFlags & DDPF_PALETTEINDEXED8 ?
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1 /* 8 bit of palette index */:
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src_d->ddpfPixelFormat.x.dwRGBBitCount / 8 /* RGB bits for each colors */ );
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GLuint current_texture;
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/* Not sure if this is usefull ! */
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memcpy(dst_d->y.lpSurface, src_d->y.lpSurface, src_d->dwWidth * src_d->dwHeight * bpp);
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/* Now, load the texture */
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/* d3dd->set_context(d3dd); We need to set the context somehow.... */
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glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
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/* If the GetHandle was not done, get the texture name here */
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if (this->tex_name == 0)
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glGenTextures(1, &(this->tex_name));
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glBindTexture(GL_TEXTURE_2D, this->tex_name);
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if (src_d->ddpfPixelFormat.dwFlags & DDPF_PALETTEINDEXED8) {
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/* ****************
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Paletted Texture
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**************** */
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LPDIRECTDRAWPALETTE pal = this->surface->s.palette;
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BYTE table[256][4];
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int i;
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if (pal == NULL) {
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ERR(ddraw, "Palettized texture Loading with a NULL palette !\n");
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return D3DERR_TEXTURE_LOAD_FAILED;
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}
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/* Get the surface's palette */
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for (i = 0; i < 256; i++) {
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table[i][0] = pal->palents[i].peRed;
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table[i][1] = pal->palents[i].peGreen;
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table[i][2] = pal->palents[i].peBlue;
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if ((this->surface->s.surface_desc.dwFlags & DDSD_CKSRCBLT) &&
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(i >= this->surface->s.surface_desc.ddckCKSrcBlt.dwColorSpaceLowValue) &&
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(i <= this->surface->s.surface_desc.ddckCKSrcBlt.dwColorSpaceHighValue))
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table[i][3] = 0x00;
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else
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table[i][3] = 0xFF;
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}
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#ifdef TEXTURE_SNOOP
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{
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FILE *f;
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char buf[32];
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int x, y;
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sprintf(buf, "%d.pnm", this->tex_name);
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f = fopen(buf, "wb");
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fprintf(f, "P6\n%d %d\n255\n", src_d->dwWidth, src_d->dwHeight);
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for (y = 0; y < src_d->dwHeight; y++) {
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for (x = 0; x < src_d->dwWidth; x++) {
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unsigned char c = ((unsigned char *) src_d->y.lpSurface)[y * src_d->dwWidth + x];
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fputc(table[c][0], f);
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fputc(table[c][1], f);
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fputc(table[c][2], f);
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}
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}
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fclose(f);
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}
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#endif
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/* Use Paletted Texture Extension */
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glColorTableEXT(GL_TEXTURE_2D, /* target */
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GL_RGBA, /* internal format */
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256, /* table size */
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GL_RGBA, /* table format */
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GL_UNSIGNED_BYTE, /* table type */
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table); /* the color table */
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glTexImage2D(GL_TEXTURE_2D, /* target */
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0, /* level */
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GL_COLOR_INDEX8_EXT, /* internal format */
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src_d->dwWidth, src_d->dwHeight, /* width, height */
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0, /* border */
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GL_COLOR_INDEX, /* texture format */
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GL_UNSIGNED_BYTE, /* texture type */
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src_d->y.lpSurface); /* the texture */
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} else if (src_d->ddpfPixelFormat.dwFlags & DDPF_RGB) {
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/* ************
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RGB Textures
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************ */
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if (src_d->ddpfPixelFormat.x.dwRGBBitCount == 8) {
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/* **********************
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GL_UNSIGNED_BYTE_3_3_2
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********************** */
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGB,
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src_d->dwWidth, src_d->dwHeight,
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0,
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GL_RGB,
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GL_UNSIGNED_BYTE_3_3_2,
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src_d->y.lpSurface);
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} else if (src_d->ddpfPixelFormat.x.dwRGBBitCount == 16) {
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if (src_d->ddpfPixelFormat.xy.dwRGBAlphaBitMask == 0x00000000) {
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#ifdef TEXTURE_SNOOP
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{
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FILE *f;
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char buf[32];
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int x, y;
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sprintf(buf, "%d.pnm", this->tex_name);
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f = fopen(buf, "wb");
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fprintf(f, "P6\n%d %d\n255\n", src_d->dwWidth, src_d->dwHeight);
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for (y = 0; y < src_d->dwHeight; y++) {
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for (x = 0; x < src_d->dwWidth; x++) {
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unsigned short c = ((unsigned short *) src_d->y.lpSurface)[y * src_d->dwWidth + x];
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fputc((c & 0xF800) >> 8, f);
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fputc((c & 0x07E0) >> 3, f);
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fputc((c & 0x001F) << 3, f);
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}
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}
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fclose(f);
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}
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#endif
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGB,
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src_d->dwWidth, src_d->dwHeight,
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0,
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GL_RGB,
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GL_UNSIGNED_SHORT_5_6_5,
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src_d->y.lpSurface);
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} else if (src_d->ddpfPixelFormat.xy.dwRGBAlphaBitMask == 0x00000001) {
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#ifdef TEXTURE_SNOOP
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{
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FILE *f;
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char buf[32];
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int x, y;
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sprintf(buf, "%d.pnm", this->tex_name);
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f = fopen(buf, "wb");
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fprintf(f, "P6\n%d %d\n255\n", src_d->dwWidth, src_d->dwHeight);
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for (y = 0; y < src_d->dwHeight; y++) {
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for (x = 0; x < src_d->dwWidth; x++) {
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unsigned short c = ((unsigned short *) src_d->y.lpSurface)[y * src_d->dwWidth + x];
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fputc((c & 0xF800) >> 8, f);
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fputc((c & 0x07C0) >> 3, f);
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fputc((c & 0x003E) << 2, f);
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}
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}
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fclose(f);
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}
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#endif
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA,
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src_d->dwWidth, src_d->dwHeight,
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0,
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GL_RGBA,
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GL_UNSIGNED_SHORT_5_5_5_1,
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src_d->y.lpSurface);
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} else if (src_d->ddpfPixelFormat.xy.dwRGBAlphaBitMask == 0x0000000F) {
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA,
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src_d->dwWidth, src_d->dwHeight,
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0,
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GL_RGBA,
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GL_UNSIGNED_SHORT_4_4_4_4,
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src_d->y.lpSurface);
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} else {
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ERR(ddraw, "Unhandled texture format (bad Aplha channel for a 16 bit texture)\n");
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}
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} else if (src_d->ddpfPixelFormat.x.dwRGBBitCount == 24) {
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGB,
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src_d->dwWidth, src_d->dwHeight,
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0,
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GL_RGB,
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GL_UNSIGNED_BYTE,
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src_d->y.lpSurface);
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} else if (src_d->ddpfPixelFormat.x.dwRGBBitCount == 32) {
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA,
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src_d->dwWidth, src_d->dwHeight,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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src_d->y.lpSurface);
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} else {
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ERR(ddraw, "Unhandled texture format (bad RGB count)\n");
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}
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} else {
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ERR(ddraw, "Unhandled texture format (neither RGB nor INDEX)\n");
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}
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glBindTexture(GL_TEXTURE_2D, current_texture);
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}
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return D3D_OK;
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}
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/*******************************************************************************
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* IDirect3DTexture2 VTable
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*/
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static IDirect3DTexture2_VTable texture2_vtable = {
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/*** IUnknown methods ***/
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IDirect3DTexture2_QueryInterface,
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IDirect3DTexture2_AddRef,
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IDirect3DTexture2_Release,
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/*** IDirect3DTexture methods ***/
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IDirect3DTexture2_GetHandle,
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IDirect3DTexture2_PaletteChanged,
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IDirect3DTexture2_Load
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};
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/*******************************************************************************
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* IDirect3DTexture VTable
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*/
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static IDirect3DTexture_VTable texture_vtable = {
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/*** IUnknown methods ***/
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IDirect3DTexture2_QueryInterface,
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IDirect3DTexture2_AddRef,
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IDirect3DTexture2_Release,
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/*** IDirect3DTexture methods ***/
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IDirect3DTexture_Initialize,
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IDirect3DTexture_GetHandle,
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IDirect3DTexture2_PaletteChanged,
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IDirect3DTexture2_Load,
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IDirect3DTexture_Unload
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};
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#else /* HAVE_MESAGL */
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/* These function should never be called if MesaGL is not present */
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LPDIRECT3DTEXTURE2 d3dtexture2_create(LPDIRECTDRAWSURFACE4 surf) {
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ERR(ddraw, "Should not be called...\n");
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return NULL;
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}
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LPDIRECT3DTEXTURE d3dtexture_create(LPDIRECTDRAWSURFACE4 surf) {
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ERR(ddraw, "Should not be called...\n");
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return NULL;
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}
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#endif /* HAVE_MESAGL */
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