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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
💻 C
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/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
    return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
}

static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
    TRACE("(%p) : relay to BaseTexture\n", This);
    return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
}

static HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
    TRACE("(%p) : relay to BaseTexture\n", This);
    return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
}

static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
    TRACE("(%p)\n", This);

    return GL_TEXTURE_CUBE_MAP_ARB;
}

static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface, 
                                                        const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], 
                                                        const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
    float matrix[16];
    IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);


    /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
    if(This->pow2scalingFactor != 1.0f) {
        if((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == WINED3DTSS_TCI_PASSTHRU &&
           (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {

            glMatrixMode(GL_TEXTURE);
            memset(matrix, 0 , sizeof(matrix));

            matrix[0] = This->pow2scalingFactor;
            matrix[5] = This->pow2scalingFactor;
            matrix[10] = This->pow2scalingFactor;
#if 0 /* Translation fixup is no longer required (here for reminder) */
            matrix[12] = -0.25f / (float)This->edgeLength;
            matrix[13] = -0.75f / (float)This->edgeLength;
            matrix[14] = -0.25f / (float)This->edgeLength;
#endif
            TRACE("(%p) Setup Matrix:\n", This);
            TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
            TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
            TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
            TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
            TRACE("\n");
            glMultMatrixf(matrix);
        } else {
            /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
            FIXME("Non-power2 texture being used with generated texture coords\n");
        }
    }

}


/* *******************************************
   IWineD3DCubeTexture IWineD3DCubeTexture parts follow
   ******************************************* */
static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
    int i,j;
    TRACE("(%p) : Cleaning up\n",This);
    for (i = 0; i < This->baseTexture.levels; i++) {
        for (j = 0; j < 6; j++) {
            if (This->surfaces[j][i] != NULL) {
                /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
                IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, 0);
                /* Cleanup the container */
                IWineD3DSurface_SetContainer(This->surfaces[j][i], 0);
                D3DCB_DestroySurface(This->surfaces[j][i]);
            }
        }
    }
    IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
    /* finally delete the object */
    HeapFree(GetProcessHeap(), 0, This);
}

static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;

    if (Level < This->baseTexture.levels) {
        TRACE("(%p) level (%d)\n", This, Level);
        return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
    }
    FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
    return WINED3DERR_INVALIDCALL;
}

static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
    HRESULT hr = WINED3DERR_INVALIDCALL;

    if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
        *ppCubeMapSurface = This->surfaces[FaceType][Level];
        IWineD3DSurface_AddRef(*ppCubeMapSurface);

        hr = WINED3D_OK;
    }
    if (WINED3D_OK == hr) {
        TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
    } else {
        WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
    }

    return hr;
}

static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
    HRESULT hr = WINED3DERR_INVALIDCALL;
    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;

    if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
        hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
    }

    if (WINED3D_OK == hr) {
        TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
    } else {
        WARN("(%p) level(%d) overflow Levels(%d)  Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
    }

    return hr;
}

static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
    HRESULT hr = WINED3DERR_INVALIDCALL;
    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;

    if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
        hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
    }

    if (WINED3D_OK == hr) {
        TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
    } else {
        WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
    }
    return hr;
}

static HRESULT  WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
    HRESULT hr = WINED3DERR_INVALIDCALL;
    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
    This->baseTexture.dirty = TRUE;
    TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
    if (FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
        hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
    } else {
        WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
    }
    return hr;
}


const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
{
    /* IUnknown */
    IWineD3DCubeTextureImpl_QueryInterface,
    IWineD3DCubeTextureImpl_AddRef,
    IWineD3DCubeTextureImpl_Release,
    /* IWineD3DResource */
    IWineD3DCubeTextureImpl_GetParent,
    IWineD3DCubeTextureImpl_GetDevice,
    IWineD3DCubeTextureImpl_SetPrivateData,
    IWineD3DCubeTextureImpl_GetPrivateData,
    IWineD3DCubeTextureImpl_FreePrivateData,
    IWineD3DCubeTextureImpl_SetPriority,
    IWineD3DCubeTextureImpl_GetPriority,
    IWineD3DCubeTextureImpl_PreLoad,
    IWineD3DCubeTextureImpl_GetType,
    /* IWineD3DBaseTexture */
    IWineD3DCubeTextureImpl_SetLOD,
    IWineD3DCubeTextureImpl_GetLOD,
    IWineD3DCubeTextureImpl_GetLevelCount,
    IWineD3DCubeTextureImpl_SetAutoGenFilterType,
    IWineD3DCubeTextureImpl_GetAutoGenFilterType,
    IWineD3DCubeTextureImpl_GenerateMipSubLevels,
    IWineD3DCubeTextureImpl_SetDirty,
    IWineD3DCubeTextureImpl_GetDirty,
    IWineD3DCubeTextureImpl_BindTexture,
    IWineD3DCubeTextureImpl_UnBindTexture,
    IWineD3DCubeTextureImpl_GetTextureDimensions,
    IWineD3DCubeTextureImpl_ApplyStateChanges,
    /* IWineD3DCubeTexture */
    IWineD3DCubeTextureImpl_Destroy,
    IWineD3DCubeTextureImpl_GetLevelDesc,
    IWineD3DCubeTextureImpl_GetCubeMapSurface,
    IWineD3DCubeTextureImpl_LockRect,
    IWineD3DCubeTextureImpl_UnlockRect,
    IWineD3DCubeTextureImpl_AddDirtyRect
};

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