2 * IWineD3DCubeTexture implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
29 static const GLenum cube_targets
[6] = {
30 #if defined(GL_VERSION_1_3)
31 GL_TEXTURE_CUBE_MAP_POSITIVE_X
,
32 GL_TEXTURE_CUBE_MAP_NEGATIVE_X
,
33 GL_TEXTURE_CUBE_MAP_POSITIVE_Y
,
34 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
,
35 GL_TEXTURE_CUBE_MAP_POSITIVE_Z
,
36 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
38 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
,
39 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
,
40 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
,
41 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
,
42 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
,
43 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
47 /* *******************************************
48 IWineD3DCubeTexture IUnknown parts follow
49 ******************************************* */
50 HRESULT WINAPI
IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture
*iface
, REFIID riid
, LPVOID
*ppobj
)
52 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
53 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
54 if (IsEqualGUID(riid
, &IID_IUnknown
)
55 || IsEqualGUID(riid
, &IID_IWineD3DResource
)
56 || IsEqualGUID(riid
, &IID_IWineD3DBaseTexture
)
57 || IsEqualGUID(riid
, &IID_IWineD3DTexture
)) {
58 IUnknown_AddRef(iface
);
65 ULONG WINAPI
IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture
*iface
) {
66 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
67 TRACE("(%p) : AddRef increasing from %ld\n", This
, This
->resource
.ref
);
68 return InterlockedIncrement(&This
->resource
.ref
);
71 ULONG WINAPI
IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture
*iface
) {
72 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
74 TRACE("(%p) : Releasing from %ld\n", This
, This
->resource
.ref
);
75 ref
= InterlockedDecrement(&This
->resource
.ref
);
78 TRACE("(%p) : Cleaning up\n",This
);
79 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
80 for (j
= 0; j
< 6; j
++) {
81 if (This
->surfaces
[j
][i
] != NULL
) {
82 /* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */
83 IUnknown
* surfaceParent
;
84 /* Clean out the texture name we gave to the suface so that the surface doesn't try and release it */
85 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[j
][i
], 0, 0);
86 TRACE("(%p) : Releasing surface%d %d %p\n", This
, j
, i
, This
->surfaces
[j
][i
]);
87 IWineD3DSurface_GetParent(This
->surfaces
[j
][i
], &surfaceParent
);
88 IUnknown_Release(surfaceParent
);
89 IUnknown_Release(surfaceParent
);
93 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture
*) iface
);
94 /* finally delete the object */
95 HeapFree(GetProcessHeap(), 0, This
);
100 /* ****************************************************
101 IWineD3DCubeTexture IWineD3DResource parts follow
102 **************************************************** */
103 HRESULT WINAPI
IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture
*iface
, IWineD3DDevice
** ppDevice
) {
104 return IWineD3DResourceImpl_GetDevice((IWineD3DResource
*)iface
, ppDevice
);
107 HRESULT WINAPI
IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
) {
108 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, SizeOfData
, Flags
);
111 HRESULT WINAPI
IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
) {
112 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, pSizeOfData
);
115 HRESULT WINAPI
IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture
*iface
, REFGUID refguid
) {
116 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource
*)iface
, refguid
);
119 DWORD WINAPI
IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture
*iface
, DWORD PriorityNew
) {
120 return IWineD3DResourceImpl_SetPriority((IWineD3DResource
*)iface
, PriorityNew
);
123 DWORD WINAPI
IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture
*iface
) {
124 return IWineD3DResourceImpl_GetPriority((IWineD3DResource
*)iface
);
127 void WINAPI
IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture
*iface
) {
128 /* Override the IWineD3DResource Preload method */
130 BOOL setGlTextureDesc
= FALSE
;
131 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
133 TRACE("(%p) : About to load texture: dirtified(%d)\n", This
, This
->baseTexture
.dirty
);
135 if (This
->baseTexture
.textureName
== 0) setGlTextureDesc
= TRUE
;
137 IWineD3DCubeTexture_BindTexture(iface
);
140 /* If were dirty then reload the surfaces */
141 if (This
->baseTexture
.dirty
!= FALSE
) {
142 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
143 for (j
= D3DCUBEMAP_FACE_POSITIVE_X
; j
<= D3DCUBEMAP_FACE_NEGATIVE_Z
; j
++) {
145 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[j
][i
], This
->baseTexture
.textureName
, cube_targets
[j
]);
146 IWineD3DSurface_LoadTexture(This
->surfaces
[j
][i
]);
149 /* No longer dirty */
150 This
->baseTexture
.dirty
= FALSE
;
156 D3DRESOURCETYPE WINAPI
IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture
*iface
) {
157 return IWineD3DResourceImpl_GetType((IWineD3DResource
*)iface
);
160 HRESULT WINAPI
IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture
*iface
, IUnknown
**pParent
) {
161 return IWineD3DResourceImpl_GetParent((IWineD3DResource
*)iface
, pParent
);
164 /* ******************************************************
165 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
166 ****************************************************** */
167 DWORD WINAPI
IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture
*iface
, DWORD LODNew
) {
168 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture
*)iface
, LODNew
);
171 DWORD WINAPI
IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture
*iface
) {
172 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture
*)iface
);
175 DWORD WINAPI
IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture
*iface
) {
176 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture
*)iface
);
179 HRESULT WINAPI
IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture
*iface
, D3DTEXTUREFILTERTYPE FilterType
) {
180 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture
*)iface
, FilterType
);
183 D3DTEXTUREFILTERTYPE WINAPI
IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture
*iface
) {
184 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture
*)iface
);
187 void WINAPI
IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture
*iface
) {
188 return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture
*)iface
);
191 /* Internal function, No d3d mapping */
192 BOOL WINAPI
IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture
*iface
, BOOL dirty
) {
193 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture
*)iface
, dirty
);
196 /* Internal function, No d3d mapping */
197 BOOL WINAPI
IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture
*iface
) {
198 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture
*)iface
);
201 HRESULT WINAPI
IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture
*iface
) {
202 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
203 TRACE("(%p) : relay to BaseTexture\n", This
);
204 return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture
*)iface
);
207 HRESULT WINAPI
IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture
*iface
) {
208 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
209 TRACE("(%p) : relay to BaseTexture\n", This
);
210 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture
*)iface
);
213 UINT WINAPI
IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture
*iface
){
214 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
215 TRACE("(%p)\n", This
);
217 return GL_TEXTURE_CUBE_MAP_ARB
;
220 void WINAPI
IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture
*iface
,
221 const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1],
222 const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]) {
223 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
225 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture
*)iface
, textureStates
, samplerStates
);
228 /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
229 if(This
->pow2scalingFactor
!= 1.0f
) {
230 if((textureStates
[WINED3DTSS_TEXCOORDINDEX
] & 0xFFFF0000) == D3DTSS_TCI_PASSTHRU
&& (~textureStates
[WINED3DTSS_TEXTURETRANSFORMFLAGS
] & D3DTTFF_PROJECTED
)) {
231 glMatrixMode(GL_TEXTURE
);
232 memset(matrix
, 0 , sizeof(matrix
));
234 matrix
[0] = This
->pow2scalingFactor
;
235 matrix
[5] = This
->pow2scalingFactor
;
236 matrix
[10] = This
->pow2scalingFactor
;
237 #if 0 /* Translation fixup is no longer required (here for reminder) */
238 matrix
[12] = -0.25f
/ (float)This
->edgeLength
;
239 matrix
[13] = -0.75f
/ (float)This
->edgeLength
;
240 matrix
[14] = -0.25f
/ (float)This
->edgeLength
;
242 TRACE("(%p) Setup Matrix:\n", This
);
243 TRACE(" %f %f %f %f\n", matrix
[0], matrix
[1], matrix
[2], matrix
[3]);
244 TRACE(" %f %f %f %f\n", matrix
[4], matrix
[5], matrix
[6], matrix
[7]);
245 TRACE(" %f %f %f %f\n", matrix
[8], matrix
[9], matrix
[10], matrix
[11]);
246 TRACE(" %f %f %f %f\n", matrix
[12], matrix
[13], matrix
[14], matrix
[15]);
248 glMultMatrixf(matrix
);
250 /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
251 FIXME("Non-power2 texture being used with generated texture coords\n");
258 /* *******************************************
259 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
260 ******************************************* */
261 HRESULT WINAPI
IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture
*iface
, UINT Level
, WINED3DSURFACE_DESC
* pDesc
) {
262 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
264 if (Level
< This
->baseTexture
.levels
) {
265 TRACE("(%p) level (%d)\n", This
, Level
);
266 return IWineD3DSurface_GetDesc(This
->surfaces
[0][Level
], pDesc
);
268 FIXME("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
269 return D3DERR_INVALIDCALL
;
272 HRESULT WINAPI
IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture
*iface
, D3DCUBEMAP_FACES FaceType
, UINT Level
, IWineD3DSurface
** ppCubeMapSurface
) {
273 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
274 HRESULT hr
= D3DERR_INVALIDCALL
;
276 if (Level
< This
->baseTexture
.levels
&& FaceType
>= D3DCUBEMAP_FACE_POSITIVE_X
&& FaceType
<= D3DCUBEMAP_FACE_NEGATIVE_Z
) {
277 *ppCubeMapSurface
= This
->surfaces
[FaceType
][Level
];
278 IWineD3DSurface_AddRef(*ppCubeMapSurface
);
283 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This
, FaceType
, Level
, This
->surfaces
[FaceType
][Level
]);
285 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This
, Level
, This
->baseTexture
.levels
, FaceType
);
291 HRESULT WINAPI
IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture
*iface
, D3DCUBEMAP_FACES FaceType
, UINT Level
, D3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
) {
292 HRESULT hr
= D3DERR_INVALIDCALL
;
293 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
295 if (Level
< This
->baseTexture
.levels
&& FaceType
>= D3DCUBEMAP_FACE_POSITIVE_X
&& FaceType
<= D3DCUBEMAP_FACE_NEGATIVE_Z
) {
296 hr
= IWineD3DSurface_LockRect(This
->surfaces
[FaceType
][Level
], pLockedRect
, pRect
, Flags
);
300 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%lu)\n", This
, FaceType
, Level
, pLockedRect
->pBits
, hr
);
302 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This
, Level
, This
->baseTexture
.levels
, FaceType
);
308 HRESULT WINAPI
IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture
*iface
, D3DCUBEMAP_FACES FaceType
, UINT Level
) {
309 HRESULT hr
= D3DERR_INVALIDCALL
;
310 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
312 if (Level
< This
->baseTexture
.levels
&& FaceType
>= D3DCUBEMAP_FACE_POSITIVE_X
&& FaceType
<= D3DCUBEMAP_FACE_NEGATIVE_Z
) {
313 hr
= IWineD3DSurface_UnlockRect(This
->surfaces
[FaceType
][Level
]);
317 TRACE("(%p) -> faceType(%d) level(%d) success(%lu)\n", This
, FaceType
, Level
, hr
);
319 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This
, Level
, This
->baseTexture
.levels
, FaceType
);
324 HRESULT WINAPI
IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture
*iface
, D3DCUBEMAP_FACES FaceType
, CONST RECT
* pDirtyRect
) {
325 HRESULT hr
= D3DERR_INVALIDCALL
;
326 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
327 This
->baseTexture
.dirty
= TRUE
;
328 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This
, FaceType
);
329 if (FaceType
>= D3DCUBEMAP_FACE_POSITIVE_X
&& FaceType
<= D3DCUBEMAP_FACE_NEGATIVE_Z
) {
330 hr
= IWineD3DSurface_AddDirtyRect(This
->surfaces
[FaceType
][0], pDirtyRect
);
332 WARN("(%p) overflow FaceType(%d)\n", This
, FaceType
);
338 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
=
341 IWineD3DCubeTextureImpl_QueryInterface
,
342 IWineD3DCubeTextureImpl_AddRef
,
343 IWineD3DCubeTextureImpl_Release
,
344 /* IWineD3DResource */
345 IWineD3DCubeTextureImpl_GetParent
,
346 IWineD3DCubeTextureImpl_GetDevice
,
347 IWineD3DCubeTextureImpl_SetPrivateData
,
348 IWineD3DCubeTextureImpl_GetPrivateData
,
349 IWineD3DCubeTextureImpl_FreePrivateData
,
350 IWineD3DCubeTextureImpl_SetPriority
,
351 IWineD3DCubeTextureImpl_GetPriority
,
352 IWineD3DCubeTextureImpl_PreLoad
,
353 IWineD3DCubeTextureImpl_GetType
,
354 /* IWineD3DBaseTexture */
355 IWineD3DCubeTextureImpl_SetLOD
,
356 IWineD3DCubeTextureImpl_GetLOD
,
357 IWineD3DCubeTextureImpl_GetLevelCount
,
358 IWineD3DCubeTextureImpl_SetAutoGenFilterType
,
359 IWineD3DCubeTextureImpl_GetAutoGenFilterType
,
360 IWineD3DCubeTextureImpl_GenerateMipSubLevels
,
361 IWineD3DCubeTextureImpl_SetDirty
,
362 IWineD3DCubeTextureImpl_GetDirty
,
363 IWineD3DCubeTextureImpl_BindTexture
,
364 IWineD3DCubeTextureImpl_UnBindTexture
,
365 IWineD3DCubeTextureImpl_GetTextureDimensions
,
366 IWineD3DCubeTextureImpl_ApplyStateChanges
,
367 /* IWineD3DCubeTexture */
368 IWineD3DCubeTextureImpl_GetLevelDesc
,
369 IWineD3DCubeTextureImpl_GetCubeMapSurface
,
370 IWineD3DCubeTextureImpl_LockRect
,
371 IWineD3DCubeTextureImpl_UnlockRect
,
372 IWineD3DCubeTextureImpl_AddDirtyRect