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📄 cubetexture.c

📁 这是一个开放源代码的与WINNT/WIN2K/WIN2003兼容的操作系统
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/*
 * IWineD3DCubeTexture implementation
 *
 * Copyright 2002-2005 Jason Edmeades
 * Copyright 2002-2005 Raphael Junqueira
 * Copyright 2005 Oliver Stieber
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
 */

#include "config.h"
#include "wined3d_private.h"

WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info

static const GLenum cube_targets[6] = {
  GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
  GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
  GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
  GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
  GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
  GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
};

/* *******************************************
   IWineD3DCubeTexture IUnknown parts follow
   ******************************************* */
static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
{
    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
    TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
    if (IsEqualGUID(riid, &IID_IUnknown)
        || IsEqualGUID(riid, &IID_IWineD3DBase)
        || IsEqualGUID(riid, &IID_IWineD3DResource)
        || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
        || IsEqualGUID(riid, &IID_IWineD3DTexture)) {
        IUnknown_AddRef(iface);
        *ppobj = This;
        return S_OK;
    }
    *ppobj = NULL;
    return E_NOINTERFACE;
}

static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
    TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
    return InterlockedIncrement(&This->resource.ref);
}

static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
    ULONG ref;
    TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
    ref = InterlockedDecrement(&This->resource.ref);
    if (ref == 0) {
        IWineD3DCubeTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
    }
    return ref;
}

/* ****************************************************
   IWineD3DCubeTexture IWineD3DResource parts follow
   **************************************************** */
static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
    return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
}

static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
    return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}

static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
    return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}

static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
    return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
}

static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
    return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
}

static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
    return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
}

static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
    /* Override the IWineD3DResource Preload method */
    unsigned int i,j;
    BOOL setGlTextureDesc = FALSE;
    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
    BOOL srgb_mode = This->baseTexture.is_srgb;
    BOOL srgb_was_toggled = FALSE;

    TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);

    if (This->baseTexture.textureName == 0)  setGlTextureDesc = TRUE;

    /* We only have to activate a context for gl when we're not drawing. In most cases PreLoad will be called during draw
     * and a context was activated at the beginning of drawPrimitive
     */
    if(!device->isInDraw) {
        /* No danger of recursive calls, ActivateContext sets isInDraw to true when loading
         * offscreen render targets into their texture
         */
        ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
    } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
        srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
        srgb_was_toggled = (This->baseTexture.is_srgb != srgb_mode);
        This->baseTexture.is_srgb = srgb_mode;
    }
    IWineD3DCubeTexture_BindTexture(iface);

    ENTER_GL();
    /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
    if (This->baseTexture.dirty) {
        for (i = 0; i < This->baseTexture.levels; i++) {
            for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
                if(setGlTextureDesc)
                      IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
                IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
            }
        }
    } else if (srgb_was_toggled) {
        /* Loop is repeated in the else block with the extra AddDirtyRect line to avoid the alternative of
         * checking srgb_was_toggled in every iteration, even when the texture is just dirty
         */
        if (This->baseTexture.srgb_mode_change_count < 20)
            ++This->baseTexture.srgb_mode_change_count;
        else
            FIXME("Cubetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);

        for (i = 0; i < This->baseTexture.levels; i++) {
            for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
                IWineD3DSurfaceImpl_AddDirtyRect(This->surfaces[j][i], NULL);
                IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
                IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
            }
        }
    } else {
        TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
    }
    LEAVE_GL();

    /* No longer dirty */
    This->baseTexture.dirty = FALSE;
    return ;
}

static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
    return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
}

static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
    return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
}

/* ******************************************************
   IWineD3DCubeTexture IWineD3DBaseTexture parts follow
   ****************************************************** */
static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
    return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
}

static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
    return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
}

static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
    return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
}

static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
  return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
}

static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
  return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
}

static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
    IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
}

/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
    return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
}

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