wined3d: Update the QueryInterface functions of IWineD3DBase subclasses.
[wine/wine-kai.git] / dlls / wined3d / cubetexture.c
blob966d8c21f2856c1dc29d07cf07d496de30dd1dbe
1 /*
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
23 #include "config.h"
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
37 #else
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
44 #endif
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_IWineD3DBase)
56 || IsEqualGUID(riid, &IID_IWineD3DResource)
57 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
58 || IsEqualGUID(riid, &IID_IWineD3DTexture)) {
59 IUnknown_AddRef(iface);
60 *ppobj = This;
61 return D3D_OK;
63 return E_NOINTERFACE;
66 ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
67 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
68 TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
69 return InterlockedIncrement(&This->resource.ref);
72 ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
73 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
74 ULONG ref;
75 TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
76 ref = InterlockedDecrement(&This->resource.ref);
77 if (ref == 0) {
78 int i,j;
79 TRACE("(%p) : Cleaning up\n",This);
80 for (i = 0; i < This->baseTexture.levels; i++) {
81 for (j = 0; j < 6; j++) {
82 if (This->surfaces[j][i] != NULL) {
83 /* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */
84 IUnknown* surfaceParent;
85 /* Clean out the texture name we gave to the suface so that the surface doesn't try and release it */
86 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, 0);
87 TRACE("(%p) : Releasing surface%d %d %p\n", This, j, i, This->surfaces[j][i]);
88 IWineD3DSurface_GetParent(This->surfaces[j][i], &surfaceParent);
89 IUnknown_Release(surfaceParent);
90 IUnknown_Release(surfaceParent);
94 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
95 /* finally delete the object */
96 HeapFree(GetProcessHeap(), 0, This);
98 return ref;
101 /* ****************************************************
102 IWineD3DCubeTexture IWineD3DResource parts follow
103 **************************************************** */
104 HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
105 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
108 HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
109 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
112 HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
113 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
116 HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
117 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
120 DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
121 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
124 DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
125 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
128 void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
129 /* Override the IWineD3DResource Preload method */
130 unsigned int i,j;
131 BOOL setGlTextureDesc = FALSE;
132 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
134 TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
136 if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
138 IWineD3DCubeTexture_BindTexture(iface);
140 ENTER_GL();
141 /* If were dirty then reload the surfaces */
142 if (This->baseTexture.dirty != FALSE) {
143 for (i = 0; i < This->baseTexture.levels; i++) {
144 for (j = D3DCUBEMAP_FACE_POSITIVE_X; j <= D3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
145 if(setGlTextureDesc)
146 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
147 IWineD3DSurface_LoadTexture(This->surfaces[j][i]);
150 /* No longer dirty */
151 This->baseTexture.dirty = FALSE;
153 LEAVE_GL();
154 return ;
157 D3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
158 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
161 HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
162 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
165 /* ******************************************************
166 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
167 ****************************************************** */
168 DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
169 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
172 DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
173 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
176 DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
177 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
180 HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
181 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
184 D3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
185 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
188 void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
189 return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
192 /* Internal function, No d3d mapping */
193 BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
194 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
197 /* Internal function, No d3d mapping */
198 BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
199 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
202 HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
203 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
204 TRACE("(%p) : relay to BaseTexture\n", This);
205 return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
208 HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
209 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
210 TRACE("(%p) : relay to BaseTexture\n", This);
211 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
214 UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
215 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
216 TRACE("(%p)\n", This);
218 return GL_TEXTURE_CUBE_MAP_ARB;
221 void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
222 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
223 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
224 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
225 float matrix[16];
226 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
229 /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
230 if(This->pow2scalingFactor != 1.0f) {
231 if((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == D3DTSS_TCI_PASSTHRU && (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED)) {
232 glMatrixMode(GL_TEXTURE);
233 memset(matrix, 0 , sizeof(matrix));
235 matrix[0] = This->pow2scalingFactor;
236 matrix[5] = This->pow2scalingFactor;
237 matrix[10] = This->pow2scalingFactor;
238 #if 0 /* Translation fixup is no longer required (here for reminder) */
239 matrix[12] = -0.25f / (float)This->edgeLength;
240 matrix[13] = -0.75f / (float)This->edgeLength;
241 matrix[14] = -0.25f / (float)This->edgeLength;
242 #endif
243 TRACE("(%p) Setup Matrix:\n", This);
244 TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
245 TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
246 TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
247 TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
248 TRACE("\n");
249 glMultMatrixf(matrix);
250 } else {
251 /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
252 FIXME("Non-power2 texture being used with generated texture coords\n");
259 /* *******************************************
260 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
261 ******************************************* */
262 HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
263 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
265 if (Level < This->baseTexture.levels) {
266 TRACE("(%p) level (%d)\n", This, Level);
267 return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
269 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
270 return D3DERR_INVALIDCALL;
273 HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
274 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
275 HRESULT hr = D3DERR_INVALIDCALL;
277 if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
278 *ppCubeMapSurface = This->surfaces[FaceType][Level];
279 IWineD3DSurface_AddRef(*ppCubeMapSurface);
281 hr = D3D_OK;
283 if (D3D_OK == hr) {
284 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
285 } else {
286 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
289 return hr;
292 HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
293 HRESULT hr = D3DERR_INVALIDCALL;
294 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
296 if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
297 hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
300 if (D3D_OK == hr) {
301 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%lu)\n", This, FaceType, Level, pLockedRect->pBits, hr);
302 } else {
303 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
306 return hr;
309 HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level) {
310 HRESULT hr = D3DERR_INVALIDCALL;
311 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
313 if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
314 hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
317 if (D3D_OK == hr) {
318 TRACE("(%p) -> faceType(%d) level(%d) success(%lu)\n", This, FaceType, Level, hr);
319 } else {
320 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
322 return hr;
325 HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
326 HRESULT hr = D3DERR_INVALIDCALL;
327 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
328 This->baseTexture.dirty = TRUE;
329 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
330 if (FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
331 hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
332 } else {
333 WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
335 return hr;
339 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
341 /* IUnknown */
342 IWineD3DCubeTextureImpl_QueryInterface,
343 IWineD3DCubeTextureImpl_AddRef,
344 IWineD3DCubeTextureImpl_Release,
345 /* IWineD3DResource */
346 IWineD3DCubeTextureImpl_GetParent,
347 IWineD3DCubeTextureImpl_GetDevice,
348 IWineD3DCubeTextureImpl_SetPrivateData,
349 IWineD3DCubeTextureImpl_GetPrivateData,
350 IWineD3DCubeTextureImpl_FreePrivateData,
351 IWineD3DCubeTextureImpl_SetPriority,
352 IWineD3DCubeTextureImpl_GetPriority,
353 IWineD3DCubeTextureImpl_PreLoad,
354 IWineD3DCubeTextureImpl_GetType,
355 /* IWineD3DBaseTexture */
356 IWineD3DCubeTextureImpl_SetLOD,
357 IWineD3DCubeTextureImpl_GetLOD,
358 IWineD3DCubeTextureImpl_GetLevelCount,
359 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
360 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
361 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
362 IWineD3DCubeTextureImpl_SetDirty,
363 IWineD3DCubeTextureImpl_GetDirty,
364 IWineD3DCubeTextureImpl_BindTexture,
365 IWineD3DCubeTextureImpl_UnBindTexture,
366 IWineD3DCubeTextureImpl_GetTextureDimensions,
367 IWineD3DCubeTextureImpl_ApplyStateChanges,
368 /* IWineD3DCubeTexture */
369 IWineD3DCubeTextureImpl_GetLevelDesc,
370 IWineD3DCubeTextureImpl_GetCubeMapSurface,
371 IWineD3DCubeTextureImpl_LockRect,
372 IWineD3DCubeTextureImpl_UnlockRect,
373 IWineD3DCubeTextureImpl_AddDirtyRect