wined3d: Use D3DCUBEMAP_FACES consistently in the WINED3D namespace.
[wine/testsucceed.git] / dlls / wined3d / cubetexture.c
blobc16740af37f26ac14f3c5b5d7c4149ae059b8f83
1 /*
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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
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
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
47 /* *******************************************
48 IWineD3DCubeTexture IUnknown parts follow
49 ******************************************* */
50 static 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);
60 *ppobj = This;
61 return S_OK;
63 *ppobj = NULL;
64 return E_NOINTERFACE;
67 static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
68 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
69 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
70 return InterlockedIncrement(&This->resource.ref);
73 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
74 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
75 ULONG ref;
76 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
77 ref = InterlockedDecrement(&This->resource.ref);
78 if (ref == 0) {
79 int i,j;
80 TRACE("(%p) : Cleaning up\n",This);
81 for (i = 0; i < This->baseTexture.levels; i++) {
82 for (j = 0; j < 6; j++) {
83 if (This->surfaces[j][i] != NULL) {
84 /* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */
85 IUnknown* surfaceParent;
86 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
87 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, 0);
88 /* Cleanup the container */
89 IWineD3DSurface_SetContainer(This->surfaces[j][i], 0);
90 /* Now, release the parent, which will take care of cleaning up the surface for us */
91 TRACE("(%p) : Releasing surface%d %d %p\n", This, j, i, This->surfaces[j][i]);
92 IWineD3DSurface_GetParent(This->surfaces[j][i], &surfaceParent);
93 IUnknown_Release(surfaceParent);
94 IUnknown_Release(surfaceParent);
98 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
99 /* finally delete the object */
100 HeapFree(GetProcessHeap(), 0, This);
102 return ref;
105 /* ****************************************************
106 IWineD3DCubeTexture IWineD3DResource parts follow
107 **************************************************** */
108 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
109 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
112 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
113 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
116 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
117 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
120 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
121 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
124 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
125 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
128 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
129 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
132 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
133 /* Override the IWineD3DResource Preload method */
134 unsigned int i,j;
135 BOOL setGlTextureDesc = FALSE;
136 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
138 TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
140 if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
142 IWineD3DCubeTexture_BindTexture(iface);
144 ENTER_GL();
145 /* If were dirty then reload the surfaces */
146 if (This->baseTexture.dirty) {
147 for (i = 0; i < This->baseTexture.levels; i++) {
148 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
149 if(setGlTextureDesc)
150 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
151 IWineD3DSurface_LoadTexture(This->surfaces[j][i]);
154 /* No longer dirty */
155 This->baseTexture.dirty = FALSE;
157 LEAVE_GL();
158 return ;
161 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
162 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
165 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
166 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
169 /* ******************************************************
170 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
171 ****************************************************** */
172 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
173 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
176 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
177 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
180 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
181 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
184 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
185 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
188 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
189 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
192 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
193 return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
196 /* Internal function, No d3d mapping */
197 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
198 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
201 /* Internal function, No d3d mapping */
202 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
203 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
206 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
207 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
208 TRACE("(%p) : relay to BaseTexture\n", This);
209 return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
212 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
213 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
214 TRACE("(%p) : relay to BaseTexture\n", This);
215 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
218 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
219 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
220 TRACE("(%p)\n", This);
222 return GL_TEXTURE_CUBE_MAP_ARB;
225 static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
226 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
227 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
228 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
229 float matrix[16];
230 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
233 /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
234 if(This->pow2scalingFactor != 1.0f) {
235 if((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == WINED3DTSS_TCI_PASSTHRU &&
236 (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
238 glMatrixMode(GL_TEXTURE);
239 memset(matrix, 0 , sizeof(matrix));
241 matrix[0] = This->pow2scalingFactor;
242 matrix[5] = This->pow2scalingFactor;
243 matrix[10] = This->pow2scalingFactor;
244 #if 0 /* Translation fixup is no longer required (here for reminder) */
245 matrix[12] = -0.25f / (float)This->edgeLength;
246 matrix[13] = -0.75f / (float)This->edgeLength;
247 matrix[14] = -0.25f / (float)This->edgeLength;
248 #endif
249 TRACE("(%p) Setup Matrix:\n", This);
250 TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
251 TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
252 TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
253 TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
254 TRACE("\n");
255 glMultMatrixf(matrix);
256 } else {
257 /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
258 FIXME("Non-power2 texture being used with generated texture coords\n");
265 /* *******************************************
266 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
267 ******************************************* */
268 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
269 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
271 if (Level < This->baseTexture.levels) {
272 TRACE("(%p) level (%d)\n", This, Level);
273 return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
275 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
276 return WINED3DERR_INVALIDCALL;
279 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
280 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
281 HRESULT hr = WINED3DERR_INVALIDCALL;
283 if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
284 *ppCubeMapSurface = This->surfaces[FaceType][Level];
285 IWineD3DSurface_AddRef(*ppCubeMapSurface);
287 hr = WINED3D_OK;
289 if (WINED3D_OK == hr) {
290 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
291 } else {
292 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
295 return hr;
298 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
299 HRESULT hr = WINED3DERR_INVALIDCALL;
300 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
302 if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
303 hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
306 if (WINED3D_OK == hr) {
307 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
308 } else {
309 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
312 return hr;
315 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
316 HRESULT hr = WINED3DERR_INVALIDCALL;
317 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
319 if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
320 hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
323 if (WINED3D_OK == hr) {
324 TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
325 } else {
326 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
328 return hr;
331 static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
332 HRESULT hr = WINED3DERR_INVALIDCALL;
333 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
334 This->baseTexture.dirty = TRUE;
335 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
336 if (FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
337 hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
338 } else {
339 WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
341 return hr;
345 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
347 /* IUnknown */
348 IWineD3DCubeTextureImpl_QueryInterface,
349 IWineD3DCubeTextureImpl_AddRef,
350 IWineD3DCubeTextureImpl_Release,
351 /* IWineD3DResource */
352 IWineD3DCubeTextureImpl_GetParent,
353 IWineD3DCubeTextureImpl_GetDevice,
354 IWineD3DCubeTextureImpl_SetPrivateData,
355 IWineD3DCubeTextureImpl_GetPrivateData,
356 IWineD3DCubeTextureImpl_FreePrivateData,
357 IWineD3DCubeTextureImpl_SetPriority,
358 IWineD3DCubeTextureImpl_GetPriority,
359 IWineD3DCubeTextureImpl_PreLoad,
360 IWineD3DCubeTextureImpl_GetType,
361 /* IWineD3DBaseTexture */
362 IWineD3DCubeTextureImpl_SetLOD,
363 IWineD3DCubeTextureImpl_GetLOD,
364 IWineD3DCubeTextureImpl_GetLevelCount,
365 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
366 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
367 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
368 IWineD3DCubeTextureImpl_SetDirty,
369 IWineD3DCubeTextureImpl_GetDirty,
370 IWineD3DCubeTextureImpl_BindTexture,
371 IWineD3DCubeTextureImpl_UnBindTexture,
372 IWineD3DCubeTextureImpl_GetTextureDimensions,
373 IWineD3DCubeTextureImpl_ApplyStateChanges,
374 /* IWineD3DCubeTexture */
375 IWineD3DCubeTextureImpl_GetLevelDesc,
376 IWineD3DCubeTextureImpl_GetCubeMapSurface,
377 IWineD3DCubeTextureImpl_LockRect,
378 IWineD3DCubeTextureImpl_UnlockRect,
379 IWineD3DCubeTextureImpl_AddDirtyRect