2 * IDirect3DCubeTexture9 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 static const GLenum cube_targets[6] = {
29 #if defined(GL_VERSION_1_3)
30 GL_TEXTURE_CUBE_MAP_POSITIVE_X,
31 GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
32 GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
33 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
34 GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
35 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
37 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
38 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
39 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
40 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
41 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
42 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
46 /* *******************************************
47 IWineD3DCubeTexture IUnknown parts follow
48 ******************************************* */
49 HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
51 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
52 WARN("(%p)->(%s,%p) should not be called\n",This,debugstr_guid(riid),ppobj);
56 ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
57 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
58 TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
59 IUnknown_AddRef(This->resource.parent);
60 return InterlockedIncrement(&This->resource.ref);
63 ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
64 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
66 TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
67 ref = InterlockedDecrement(&This->resource.ref);
70 for (i = 0; i < This->baseTexture.levels; i++) {
71 for (j = 0; j < 6; j++) {
72 if (This->surfaces[j][i] != NULL) {
73 TRACE("(%p) : Releasing surface %p\n", This, This->surfaces[j][i]);
74 IWineD3DSurface_Release((IWineD3DSurface *) This->surfaces[j][i]);
78 IWineD3DDevice_Release((IWineD3DDevice *)This->resource.wineD3DDevice);
79 HeapFree(GetProcessHeap(), 0, This);
81 IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */
86 /* ****************************************************
87 IWineD3DCubeTexture IWineD3DResource parts follow
88 **************************************************** */
89 HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
90 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
93 HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
94 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
97 HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
98 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
101 HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
102 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
105 DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
106 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
109 DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
110 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
113 void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
114 /* Override the IWineD3DResource Preload method */
116 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
118 TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
122 for (i = 0; i < This->baseTexture.levels; i++) {
123 if (i == 0 && This->surfaces[0][0]->textureName != 0 && This->baseTexture.dirty == FALSE) {
124 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
125 glBindTexture(GLTEXTURECUBEMAP, This->surfaces[0][0]->textureName);
126 checkGLcall("glBindTexture");
127 TRACE("Texture %p (level %d) given name %d\n", This->surfaces[0][0], i, This->surfaces[0][0]->textureName);
128 /* No need to walk through all mip-map levels, since already all assigned */
129 i = This->baseTexture.levels;
133 if (This->surfaces[0][0]->textureName == 0) {
134 glGenTextures(1, &This->surfaces[0][0]->textureName);
135 checkGLcall("glGenTextures");
136 TRACE("Texture %p (level %d) given name %d\n", This->surfaces[0][i], i, This->surfaces[0][0]->textureName);
139 glBindTexture(GLTEXTURECUBEMAP, This->surfaces[0][0]->textureName);
140 checkGLcall("glBindTexture");
142 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
143 glTexParameteri(GLTEXTURECUBEMAP, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
144 checkGLcall("glTexParameteri(GL_TEXTURE_CUBE, GL_TEXTURE_MAX_LEVEL, This->levels - 1)");
147 for (j = 0; j < 6; j++) {
148 IWineD3DSurface_LoadTexture((IWineD3DSurface *) This->surfaces[j][i], cube_targets[j], i);
152 snprintf(buffer, sizeof(buffer), "/tmp/cube%d_face%d_level%d_%d.png", This->surfaces[0][0]->textureName, j, i, ++gen);
153 IWineD3DSurfaceImpl_SaveSnapshot((IWineD3DSurface *) This->surfaces[j][i], buffer);
156 /* Removed glTexParameterf now TextureStageStates are initialized at startup */
157 This->baseTexture.dirty = FALSE;
166 D3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
167 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
170 HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
171 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
174 /* ******************************************************
175 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
176 ****************************************************** */
177 DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
178 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
181 DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
182 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
185 DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
186 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
189 HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
190 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
193 D3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
194 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
197 void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
198 return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
201 /* Internal function, No d3d mapping */
202 BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
203 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, TRUE);
206 BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
207 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
210 /* *******************************************
211 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
212 ******************************************* */
213 HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
214 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
216 if (Level < This->baseTexture.levels) {
217 TRACE("(%p) level (%d)\n", This, Level);
218 return IWineD3DSurface_GetDesc((IWineD3DSurface *) This->surfaces[0][Level], pDesc);
220 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
221 return D3DERR_INVALIDCALL;
224 HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
225 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
226 if (Level < This->baseTexture.levels) {
227 *ppCubeMapSurface = (IWineD3DSurface *) This->surfaces[FaceType][Level];
228 IWineD3DSurface_AddRef((IWineD3DSurface *) *ppCubeMapSurface);
229 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p \n", This, FaceType, Level, This->surfaces[FaceType][Level]);
231 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
232 return D3DERR_INVALIDCALL;
237 HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
239 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
241 if (Level < This->baseTexture.levels) {
242 hr = IWineD3DSurface_LockRect((IWineD3DSurface *) This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
243 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%lu)\n", This, FaceType, Level, pLockedRect->pBits, hr);
245 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
246 return D3DERR_INVALIDCALL;
251 HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level) {
253 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
255 if (Level < This->baseTexture.levels) {
256 hr = IWineD3DSurface_UnlockRect((IWineD3DSurface *) This->surfaces[FaceType][Level]);
257 TRACE("(%p) -> faceType(%d) level(%d) success(%lu)\n", This, FaceType, Level, hr);
259 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
260 return D3DERR_INVALIDCALL;
265 HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
266 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
267 This->baseTexture.dirty = TRUE;
268 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
269 return IWineD3DSurface_AddDirtyRect((IWineD3DSurface *) This->surfaces[FaceType][0], pDirtyRect);
273 IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
275 IWineD3DCubeTextureImpl_QueryInterface,
276 IWineD3DCubeTextureImpl_AddRef,
277 IWineD3DCubeTextureImpl_Release,
278 IWineD3DCubeTextureImpl_GetParent,
279 IWineD3DCubeTextureImpl_GetDevice,
280 IWineD3DCubeTextureImpl_SetPrivateData,
281 IWineD3DCubeTextureImpl_GetPrivateData,
282 IWineD3DCubeTextureImpl_FreePrivateData,
283 IWineD3DCubeTextureImpl_SetPriority,
284 IWineD3DCubeTextureImpl_GetPriority,
285 IWineD3DCubeTextureImpl_PreLoad,
286 IWineD3DCubeTextureImpl_GetType,
287 IWineD3DCubeTextureImpl_SetLOD,
288 IWineD3DCubeTextureImpl_GetLOD,
289 IWineD3DCubeTextureImpl_GetLevelCount,
290 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
291 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
292 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
293 IWineD3DCubeTextureImpl_SetDirty,
294 IWineD3DCubeTextureImpl_GetDirty,
295 IWineD3DCubeTextureImpl_GetLevelDesc,
296 IWineD3DCubeTextureImpl_GetCubeMapSurface,
297 IWineD3DCubeTextureImpl_LockRect,
298 IWineD3DCubeTextureImpl_UnlockRect,
299 IWineD3DCubeTextureImpl_AddDirtyRect