wined3d: Make use of WINED3DDEVICE_CREATION_PARAMETERS.
[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., 59 Temple Place, Suite 330, Boston, MA  02111-1307  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 #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
45 };
46
47 /* *******************************************
48    IWineD3DCubeTexture IUnknown parts follow
49    ******************************************* */
50 HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
51 {
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;
62     }
63     return E_NOINTERFACE;
64 }
65
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);
70 }
71
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                     /* 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);
94                 }
95             }
96         }
97         IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
98         /* finally delete the object */
99         HeapFree(GetProcessHeap(), 0, This);
100     }
101     return ref;
102 }
103
104 /* ****************************************************
105    IWineD3DCubeTexture IWineD3DResource parts follow
106    **************************************************** */
107 HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
108     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
109 }
110
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);
113 }
114
115 HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
116     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
117 }
118
119 HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
120     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
121 }
122
123 DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
124     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
125 }
126
127 DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
128     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
129 }
130
131 void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
132     /* Override the IWineD3DResource Preload method */
133     unsigned int i,j;
134     BOOL setGlTextureDesc = FALSE;
135     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
136
137     TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
138
139     if (This->baseTexture.textureName == 0)  setGlTextureDesc = TRUE;
140
141     IWineD3DCubeTexture_BindTexture(iface);
142
143     ENTER_GL();
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++) {
148                 if(setGlTextureDesc)
149                       IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
150                 IWineD3DSurface_LoadTexture(This->surfaces[j][i]);
151             }
152         }
153         /* No longer dirty */
154         This->baseTexture.dirty = FALSE;
155     }
156     LEAVE_GL();
157     return ;
158 }
159
160 WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
161     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
162 }
163
164 HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
165     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
166 }
167
168 /* ******************************************************
169    IWineD3DCubeTexture IWineD3DBaseTexture parts follow
170    ****************************************************** */
171 DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
172     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
173 }
174
175 DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
176     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
177 }
178
179 DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
180     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
181 }
182
183 HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
184   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
185 }
186
187 D3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
188   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
189 }
190
191 void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
192   return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
193 }
194
195 /* Internal function, No d3d mapping */
196 BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
197     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
198 }
199
200 /* Internal function, No d3d mapping */
201 BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
202     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
203 }
204
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);
209 }
210
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);
215 }
216
217 UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
218     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
219     TRACE("(%p)\n", This);
220
221     return GL_TEXTURE_CUBE_MAP_ARB;
222 }
223
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;
228     float matrix[16];
229     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
230
231
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));
237
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;
245 #endif
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]);
251             TRACE("\n");
252             glMultMatrixf(matrix);
253         } else {
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");
256         }
257     }
258
259 }
260
261
262 /* *******************************************
263    IWineD3DCubeTexture IWineD3DCubeTexture parts follow
264    ******************************************* */
265 HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
266     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
267
268     if (Level < This->baseTexture.levels) {
269         TRACE("(%p) level (%d)\n", This, Level);
270         return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
271     }
272     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
273     return D3DERR_INVALIDCALL;
274 }
275
276 HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
277     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
278     HRESULT hr = D3DERR_INVALIDCALL;
279
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);
283
284         hr = D3D_OK;
285     }
286     if (D3D_OK == hr) {
287         TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
288     } else {
289         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
290     }
291
292     return hr;
293 }
294
295 HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
296     HRESULT hr = D3DERR_INVALIDCALL;
297     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
298
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);
301     }
302
303     if (D3D_OK == hr) {
304         TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%lu)\n", This, FaceType, Level, pLockedRect->pBits, hr);
305     } else {
306         WARN("(%p) level(%d) overflow Levels(%d)  Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
307     }
308
309     return hr;
310 }
311
312 HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level) {
313     HRESULT hr = D3DERR_INVALIDCALL;
314     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
315
316     if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
317         hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
318     }
319
320     if (D3D_OK == hr) {
321         TRACE("(%p) -> faceType(%d) level(%d) success(%lu)\n", This, FaceType, Level, hr);
322     } else {
323         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
324     }
325     return hr;
326 }
327
328 HRESULT  WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
329     HRESULT hr = D3DERR_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);
335     } else {
336         WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
337     }
338     return hr;
339 }
340
341
342 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
343 {
344     /* IUnknown */
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
377 };