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_IWineD3DBase)
56 || IsEqualGUID(riid, &IID_IWineD3DResource)
57 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
58 || IsEqualGUID(riid, &IID_IWineD3DTexture)) {
59 IUnknown_AddRef(iface);
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;
75 TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
76 ref = InterlockedDecrement(&This->resource.ref);
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 /* Cleanup the container */
88 IWineD3DSurface_SetContainer(This->surfaces[j][i], 0);
89 /* Now, release the parent, which will take care of cleaning up the surface for us */
90 TRACE("(%p) : Releasing surface%d %d %p\n", This, j, i, This->surfaces[j][i]);
91 IWineD3DSurface_GetParent(This->surfaces[j][i], &surfaceParent);
92 IUnknown_Release(surfaceParent);
93 IUnknown_Release(surfaceParent);
97 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
98 /* finally delete the object */
99 HeapFree(GetProcessHeap(), 0, This);
104 /* ****************************************************
105 IWineD3DCubeTexture IWineD3DResource parts follow
106 **************************************************** */
107 HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
108 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
111 HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
112 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
115 HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
116 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
119 HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
120 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
123 DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
124 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
127 DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
128 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
131 void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
132 /* Override the IWineD3DResource Preload method */
134 BOOL setGlTextureDesc = FALSE;
135 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
137 TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
139 if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
141 IWineD3DCubeTexture_BindTexture(iface);
144 /* If were dirty then reload the surfaces */
145 if (This->baseTexture.dirty != FALSE) {
146 for (i = 0; i < This->baseTexture.levels; i++) {
147 for (j = D3DCUBEMAP_FACE_POSITIVE_X; j <= D3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
149 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
150 IWineD3DSurface_LoadTexture(This->surfaces[j][i]);
153 /* No longer dirty */
154 This->baseTexture.dirty = FALSE;
160 WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
161 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
164 HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
165 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
168 /* ******************************************************
169 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
170 ****************************************************** */
171 DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
172 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
175 DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
176 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
179 DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
180 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
183 HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
184 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
187 WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
188 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
191 void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
192 return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
195 /* Internal function, No d3d mapping */
196 BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
197 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
200 /* Internal function, No d3d mapping */
201 BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
202 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
205 HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
206 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
207 TRACE("(%p) : relay to BaseTexture\n", This);
208 return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
211 HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
212 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
213 TRACE("(%p) : relay to BaseTexture\n", This);
214 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
217 UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
218 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
219 TRACE("(%p)\n", This);
221 return GL_TEXTURE_CUBE_MAP_ARB;
224 void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
225 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
226 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
227 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
229 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
232 /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
233 if(This->pow2scalingFactor != 1.0f) {
234 if((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == D3DTSS_TCI_PASSTHRU && (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED)) {
235 glMatrixMode(GL_TEXTURE);
236 memset(matrix, 0 , sizeof(matrix));
238 matrix[0] = This->pow2scalingFactor;
239 matrix[5] = This->pow2scalingFactor;
240 matrix[10] = This->pow2scalingFactor;
241 #if 0 /* Translation fixup is no longer required (here for reminder) */
242 matrix[12] = -0.25f / (float)This->edgeLength;
243 matrix[13] = -0.75f / (float)This->edgeLength;
244 matrix[14] = -0.25f / (float)This->edgeLength;
246 TRACE("(%p) Setup Matrix:\n", This);
247 TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
248 TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
249 TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
250 TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
252 glMultMatrixf(matrix);
254 /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
255 FIXME("Non-power2 texture being used with generated texture coords\n");
262 /* *******************************************
263 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
264 ******************************************* */
265 HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
266 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
268 if (Level < This->baseTexture.levels) {
269 TRACE("(%p) level (%d)\n", This, Level);
270 return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
272 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
273 return WINED3DERR_INVALIDCALL;
276 HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
277 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
278 HRESULT hr = WINED3DERR_INVALIDCALL;
280 if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
281 *ppCubeMapSurface = This->surfaces[FaceType][Level];
282 IWineD3DSurface_AddRef(*ppCubeMapSurface);
286 if (WINED3D_OK == hr) {
287 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
289 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
295 HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
296 HRESULT hr = WINED3DERR_INVALIDCALL;
297 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
299 if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
300 hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
303 if (WINED3D_OK == hr) {
304 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%lu)\n", This, FaceType, Level, pLockedRect->pBits, hr);
306 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
312 HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
313 HRESULT hr = WINED3DERR_INVALIDCALL;
314 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
316 if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
317 hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
320 if (WINED3D_OK == hr) {
321 TRACE("(%p) -> faceType(%d) level(%d) success(%lu)\n", This, FaceType, Level, hr);
323 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
328 HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
329 HRESULT hr = WINED3DERR_INVALIDCALL;
330 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
331 This->baseTexture.dirty = TRUE;
332 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
333 if (FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
334 hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
336 WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
342 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
345 IWineD3DCubeTextureImpl_QueryInterface,
346 IWineD3DCubeTextureImpl_AddRef,
347 IWineD3DCubeTextureImpl_Release,
348 /* IWineD3DResource */
349 IWineD3DCubeTextureImpl_GetParent,
350 IWineD3DCubeTextureImpl_GetDevice,
351 IWineD3DCubeTextureImpl_SetPrivateData,
352 IWineD3DCubeTextureImpl_GetPrivateData,
353 IWineD3DCubeTextureImpl_FreePrivateData,
354 IWineD3DCubeTextureImpl_SetPriority,
355 IWineD3DCubeTextureImpl_GetPriority,
356 IWineD3DCubeTextureImpl_PreLoad,
357 IWineD3DCubeTextureImpl_GetType,
358 /* IWineD3DBaseTexture */
359 IWineD3DCubeTextureImpl_SetLOD,
360 IWineD3DCubeTextureImpl_GetLOD,
361 IWineD3DCubeTextureImpl_GetLevelCount,
362 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
363 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
364 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
365 IWineD3DCubeTextureImpl_SetDirty,
366 IWineD3DCubeTextureImpl_GetDirty,
367 IWineD3DCubeTextureImpl_BindTexture,
368 IWineD3DCubeTextureImpl_UnBindTexture,
369 IWineD3DCubeTextureImpl_GetTextureDimensions,
370 IWineD3DCubeTextureImpl_ApplyStateChanges,
371 /* IWineD3DCubeTexture */
372 IWineD3DCubeTextureImpl_GetLevelDesc,
373 IWineD3DCubeTextureImpl_GetCubeMapSurface,
374 IWineD3DCubeTextureImpl_LockRect,
375 IWineD3DCubeTextureImpl_UnlockRect,
376 IWineD3DCubeTextureImpl_AddDirtyRect