schannel: Use FIELD_OFFSET instead of offsetof.
[wine] / dlls / wined3d / cubetexture.c
1 /*
2  * IWineD3DCubeTexture implementation
3  *
4  * Copyright 2002-2005 Jason Edmeades
5  * Copyright 2002-2005 Raphael Junqueira
6  * Copyright 2005 Oliver Stieber
7  *
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.
12  *
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.
17  *
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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
28
29 static const GLenum cube_targets[6] = {
30   GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
31   GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
32   GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
33   GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
34   GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
35   GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
36 };
37
38 /* *******************************************
39    IWineD3DCubeTexture IUnknown parts follow
40    ******************************************* */
41 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
42 {
43     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
44     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
45     if (IsEqualGUID(riid, &IID_IUnknown)
46         || IsEqualGUID(riid, &IID_IWineD3DBase)
47         || IsEqualGUID(riid, &IID_IWineD3DResource)
48         || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
49         || IsEqualGUID(riid, &IID_IWineD3DTexture)) {
50         IUnknown_AddRef(iface);
51         *ppobj = This;
52         return S_OK;
53     }
54     *ppobj = NULL;
55     return E_NOINTERFACE;
56 }
57
58 static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
59     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
60     TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
61     return InterlockedIncrement(&This->resource.ref);
62 }
63
64 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
65     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
66     ULONG ref;
67     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
68     ref = InterlockedDecrement(&This->resource.ref);
69     if (ref == 0) {
70         IWineD3DCubeTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
71     }
72     return ref;
73 }
74
75 /* ****************************************************
76    IWineD3DCubeTexture IWineD3DResource parts follow
77    **************************************************** */
78 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
79     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
80 }
81
82 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
83     return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
84 }
85
86 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
87     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
88 }
89
90 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
91     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
92 }
93
94 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
95     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
96 }
97
98 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
99     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
100 }
101
102 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
103     /* Override the IWineD3DResource Preload method */
104     unsigned int i,j;
105     BOOL setGlTextureDesc = FALSE;
106     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
107     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
108
109     TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
110
111     if (This->baseTexture.textureName == 0)  setGlTextureDesc = TRUE;
112
113     /* We only have to activate a context for gl when we're not drawing. In most cases PreLoad will be called during draw
114      * and a context was activated at the beginning of drawPrimitive
115      */
116     if(!device->isInDraw) {
117         /* No danger of recursive calls, ActivateContext sets isInDraw to true when loading
118          * offscreen render targets into their texture
119          */
120         ENTER_GL();
121         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
122         LEAVE_GL();
123     }
124     IWineD3DCubeTexture_BindTexture(iface);
125
126     ENTER_GL();
127     /* If were dirty then reload the surfaces */
128     if (This->baseTexture.dirty) {
129         for (i = 0; i < This->baseTexture.levels; i++) {
130             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
131                 if(setGlTextureDesc)
132                       IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
133                 IWineD3DSurface_LoadTexture(This->surfaces[j][i]);
134             }
135         }
136         /* No longer dirty */
137         This->baseTexture.dirty = FALSE;
138     }
139     LEAVE_GL();
140     return ;
141 }
142
143 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
144     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
145 }
146
147 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
148     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
149 }
150
151 /* ******************************************************
152    IWineD3DCubeTexture IWineD3DBaseTexture parts follow
153    ****************************************************** */
154 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
155     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
156 }
157
158 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
159     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
160 }
161
162 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
163     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
164 }
165
166 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
167   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
168 }
169
170 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
171   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
172 }
173
174 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
175   return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
176 }
177
178 /* Internal function, No d3d mapping */
179 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
180     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
181 }
182
183 /* Internal function, No d3d mapping */
184 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
185     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
186 }
187
188 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
189     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
190     TRACE("(%p) : relay to BaseTexture\n", This);
191     return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
192 }
193
194 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
195     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
196     TRACE("(%p) : relay to BaseTexture\n", This);
197     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
198 }
199
200 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
201     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
202     TRACE("(%p)\n", This);
203
204     return GL_TEXTURE_CUBE_MAP_ARB;
205 }
206
207 static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface, 
208                                                         const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], 
209                                                         const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
210     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
211     float matrix[16];
212     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
213
214
215     /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
216     if(This->pow2scalingFactor != 1.0f) {
217         if((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == WINED3DTSS_TCI_PASSTHRU &&
218            (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
219
220             glMatrixMode(GL_TEXTURE);
221             memset(matrix, 0 , sizeof(matrix));
222
223             matrix[0] = This->pow2scalingFactor;
224             matrix[5] = This->pow2scalingFactor;
225             matrix[10] = This->pow2scalingFactor;
226 #if 0 /* Translation fixup is no longer required (here for reminder) */
227             matrix[12] = -0.25f / (float)This->edgeLength;
228             matrix[13] = -0.75f / (float)This->edgeLength;
229             matrix[14] = -0.25f / (float)This->edgeLength;
230 #endif
231             TRACE("(%p) Setup Matrix:\n", This);
232             TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
233             TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
234             TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
235             TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
236             TRACE("\n");
237             glMultMatrixf(matrix);
238         } else {
239             /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
240             FIXME("Non-power2 texture being used with generated texture coords\n");
241         }
242     }
243
244 }
245
246
247 /* *******************************************
248    IWineD3DCubeTexture IWineD3DCubeTexture parts follow
249    ******************************************* */
250 static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
251     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
252     int i,j;
253     TRACE("(%p) : Cleaning up\n",This);
254     for (i = 0; i < This->baseTexture.levels; i++) {
255         for (j = 0; j < 6; j++) {
256             if (This->surfaces[j][i] != NULL) {
257                 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
258                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, 0);
259                 /* Cleanup the container */
260                 IWineD3DSurface_SetContainer(This->surfaces[j][i], 0);
261                 D3DCB_DestroySurface(This->surfaces[j][i]);
262             }
263         }
264     }
265     IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
266     /* finally delete the object */
267     HeapFree(GetProcessHeap(), 0, This);
268 }
269
270 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
271     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
272
273     if (Level < This->baseTexture.levels) {
274         TRACE("(%p) level (%d)\n", This, Level);
275         return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
276     }
277     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
278     return WINED3DERR_INVALIDCALL;
279 }
280
281 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
282     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
283     HRESULT hr = WINED3DERR_INVALIDCALL;
284
285     if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
286         *ppCubeMapSurface = This->surfaces[FaceType][Level];
287         IWineD3DSurface_AddRef(*ppCubeMapSurface);
288
289         hr = WINED3D_OK;
290     }
291     if (WINED3D_OK == hr) {
292         TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
293     } else {
294         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
295     }
296
297     return hr;
298 }
299
300 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
301     HRESULT hr = WINED3DERR_INVALIDCALL;
302     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
303
304     if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
305         hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
306     }
307
308     if (WINED3D_OK == hr) {
309         TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
310     } else {
311         WARN("(%p) level(%d) overflow Levels(%d)  Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
312     }
313
314     return hr;
315 }
316
317 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
318     HRESULT hr = WINED3DERR_INVALIDCALL;
319     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
320
321     if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
322         hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
323     }
324
325     if (WINED3D_OK == hr) {
326         TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
327     } else {
328         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
329     }
330     return hr;
331 }
332
333 static HRESULT  WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
334     HRESULT hr = WINED3DERR_INVALIDCALL;
335     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
336     This->baseTexture.dirty = TRUE;
337     TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
338     if (FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
339         hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
340     } else {
341         WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
342     }
343     return hr;
344 }
345
346
347 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
348 {
349     /* IUnknown */
350     IWineD3DCubeTextureImpl_QueryInterface,
351     IWineD3DCubeTextureImpl_AddRef,
352     IWineD3DCubeTextureImpl_Release,
353     /* IWineD3DResource */
354     IWineD3DCubeTextureImpl_GetParent,
355     IWineD3DCubeTextureImpl_GetDevice,
356     IWineD3DCubeTextureImpl_SetPrivateData,
357     IWineD3DCubeTextureImpl_GetPrivateData,
358     IWineD3DCubeTextureImpl_FreePrivateData,
359     IWineD3DCubeTextureImpl_SetPriority,
360     IWineD3DCubeTextureImpl_GetPriority,
361     IWineD3DCubeTextureImpl_PreLoad,
362     IWineD3DCubeTextureImpl_GetType,
363     /* IWineD3DBaseTexture */
364     IWineD3DCubeTextureImpl_SetLOD,
365     IWineD3DCubeTextureImpl_GetLOD,
366     IWineD3DCubeTextureImpl_GetLevelCount,
367     IWineD3DCubeTextureImpl_SetAutoGenFilterType,
368     IWineD3DCubeTextureImpl_GetAutoGenFilterType,
369     IWineD3DCubeTextureImpl_GenerateMipSubLevels,
370     IWineD3DCubeTextureImpl_SetDirty,
371     IWineD3DCubeTextureImpl_GetDirty,
372     IWineD3DCubeTextureImpl_BindTexture,
373     IWineD3DCubeTextureImpl_UnBindTexture,
374     IWineD3DCubeTextureImpl_GetTextureDimensions,
375     IWineD3DCubeTextureImpl_ApplyStateChanges,
376     /* IWineD3DCubeTexture */
377     IWineD3DCubeTextureImpl_Destroy,
378     IWineD3DCubeTextureImpl_GetLevelDesc,
379     IWineD3DCubeTextureImpl_GetCubeMapSurface,
380     IWineD3DCubeTextureImpl_LockRect,
381     IWineD3DCubeTextureImpl_UnlockRect,
382     IWineD3DCubeTextureImpl_AddDirtyRect
383 };