2 * IDirect3DVolumeTexture9 implementation
4 * Copyright 2002-2005 Jason Edmeades
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
23 #include "wined3d_private.h"
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
26 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
28 /* *******************************************
29 IWineD3DTexture IUnknown parts follow
30 ******************************************* */
31 HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DVolumeTexture *iface, REFIID riid, LPVOID *ppobj)
33 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
34 WARN("(%p)->(%s,%p) should not be called\n",This,debugstr_guid(riid),ppobj);
38 ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DVolumeTexture *iface) {
39 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
40 TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
41 IUnknown_AddRef(This->resource.parent);
42 return InterlockedIncrement(&This->resource.ref);
45 ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
46 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
49 TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
50 ref = InterlockedDecrement(&This->resource.ref);
52 for (i = 0; i < This->baseTexture.levels; i++) {
53 if (This->volumes[i] != NULL) {
54 TRACE("(%p) : Releasing volume %p\n", This, This->volumes[i]);
55 IWineD3DVolume_Release((IWineD3DSurface *) This->volumes[i]);
58 IWineD3DDevice_Release((IWineD3DDevice *)This->resource.wineD3DDevice);
59 HeapFree(GetProcessHeap(), 0, This);
61 IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */
66 /* ****************************************************
67 IWineD3DVolumeTexture IWineD3DResource parts follow
68 **************************************************** */
69 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetDevice(IWineD3DVolumeTexture *iface, IWineD3DDevice** ppDevice) {
70 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
73 HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
74 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
77 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
78 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
81 HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
82 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
85 DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
86 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
89 DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
90 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
93 void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
94 /* Overrider the IWineD3DResource Preload method */
96 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
98 TRACE("(%p) : About to load texture\n", This);
102 for (i = 0; i < This->baseTexture.levels; i++) {
104 if (i == 0 && This->volumes[i]->textureName != 0 && This->baseTexture.dirty == FALSE) {
105 glBindTexture(GL_TEXTURE_3D, This->volumes[i]->textureName);
106 checkGLcall("glBindTexture");
107 TRACE("Texture %p (level %d) given name %d\n", This->volumes[i], i, This->volumes[i]->textureName);
108 /* No need to walk through all mip-map levels, since already all assigned */
109 i = This->baseTexture.levels;
114 if (This->volumes[i]->textureName == 0) {
115 glGenTextures(1, &This->volumes[i]->textureName);
116 checkGLcall("glGenTextures");
117 TRACE("Texture %p (level %d) given name %d\n", This->volumes[i], i, This->volumes[i]->textureName);
120 glBindTexture(GL_TEXTURE_3D, This->volumes[i]->textureName);
121 checkGLcall("glBindTexture");
123 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
124 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
125 checkGLcall("glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, This->levels - 1)");
128 TRACE("Calling glTexImage3D %x i=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
131 D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
132 This->volumes[i]->currentDesc.Width,
133 This->volumes[i]->currentDesc.Height,
134 This->volumes[i]->currentDesc.Depth,
136 D3DFmt2GLFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
137 D3DFmt2GLType(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
138 This->volumes[i]->allocatedMemory);
139 glTexImage3D(GL_TEXTURE_3D,
141 D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
142 This->volumes[i]->currentDesc.Width,
143 This->volumes[i]->currentDesc.Height,
144 This->volumes[i]->currentDesc.Depth,
146 D3DFmt2GLFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
147 D3DFmt2GLType(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
148 This->volumes[i]->allocatedMemory);
149 checkGLcall("glTexImage3D");
151 This->baseTexture.dirty = FALSE;
160 D3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
161 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
164 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) {
165 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
168 /* ******************************************************
169 IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
170 ****************************************************** */
171 DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
172 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
175 DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
176 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
179 DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
180 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
183 HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
184 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
187 D3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
188 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
191 void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
192 return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
195 /* Internal function, No d3d mapping */
196 BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
197 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, TRUE);
200 BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
201 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
204 /* *******************************************
205 IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
206 ******************************************* */
207 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) {
208 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
209 if (Level < This->baseTexture.levels) {
210 TRACE("(%p) Level (%d)\n", This, Level);
211 return IWineD3DVolume_GetDesc((IWineD3DVolume *) This->volumes[Level], pDesc);
213 FIXME("(%p) Level (%d)\n", This, Level);
217 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) {
218 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
219 if (Level < This->baseTexture.levels) {
220 *ppVolumeLevel = (IWineD3DVolume *)This->volumes[Level];
221 IWineD3DVolume_AddRef((IWineD3DVolume *) *ppVolumeLevel);
222 TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
224 FIXME("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
225 return D3DERR_INVALIDCALL;
230 HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface, UINT Level, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
232 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
234 if (Level < This->baseTexture.levels) {
235 hr = IWineD3DVolume_LockBox((IWineD3DVolume *)This->volumes[Level], pLockedVolume, pBox, Flags);
236 TRACE("(%p) Level (%d) success(%lu)\n", This, Level, hr);
239 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
240 return D3DERR_INVALIDCALL;
245 HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) {
247 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
249 if (Level < This->baseTexture.levels) {
250 hr = IWineD3DVolume_UnlockBox((IWineD3DVolume*) This->volumes[Level]);
251 TRACE("(%p) -> level(%d) success(%lu)\n", This, Level, hr);
254 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
255 return D3DERR_INVALIDCALL;
260 HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST D3DBOX* pDirtyBox) {
261 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
262 This->baseTexture.dirty = TRUE;
263 TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
264 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) This->volumes[0], pDirtyBox);
268 IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
270 IWineD3DVolumeTextureImpl_QueryInterface,
271 IWineD3DVolumeTextureImpl_AddRef,
272 IWineD3DVolumeTextureImpl_Release,
273 IWineD3DVolumeTextureImpl_GetParent,
274 IWineD3DVolumeTextureImpl_GetDevice,
275 IWineD3DVolumeTextureImpl_SetPrivateData,
276 IWineD3DVolumeTextureImpl_GetPrivateData,
277 IWineD3DVolumeTextureImpl_FreePrivateData,
278 IWineD3DVolumeTextureImpl_SetPriority,
279 IWineD3DVolumeTextureImpl_GetPriority,
280 IWineD3DVolumeTextureImpl_PreLoad,
281 IWineD3DVolumeTextureImpl_GetType,
282 IWineD3DVolumeTextureImpl_SetLOD,
283 IWineD3DVolumeTextureImpl_GetLOD,
284 IWineD3DVolumeTextureImpl_GetLevelCount,
285 IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
286 IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
287 IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
288 IWineD3DVolumeTextureImpl_SetDirty,
289 IWineD3DVolumeTextureImpl_GetDirty,
290 IWineD3DVolumeTextureImpl_GetLevelDesc,
291 IWineD3DVolumeTextureImpl_GetVolumeLevel,
292 IWineD3DVolumeTextureImpl_LockBox,
293 IWineD3DVolumeTextureImpl_UnlockBox,
294 IWineD3DVolumeTextureImpl_AddDirtyBox