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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
Direct3D Texture Cache
*/
#include "MemDebug.h"
#include "TexCubeDX9.h"
#include "VideoDX9.h"
#include "Bitmap.h"
#include "Color.h"
#include "Utils.h"
// +--------------------------------------------------------------------+
void VideoDX9Error(const char* msg, HRESULT err);
#ifndef RELEASE
#define RELEASE(x) if (x) { x->Release(); x=NULL; }
#endif
// +--------------------------------------------------------------------+
TexCubeDX9::TexCubeDX9(VideoDX9* v)
: video(v), texture(0)
{
d3d = video->Direct3D();
d3ddevice = video->D3DDevice();
for (int i = 0; i < 6; i++) {
faces[i] = 0;
last_modified[i] = 0;
}
}
TexCubeDX9::~TexCubeDX9()
{
RELEASE(texture);
}
// +--------------------------------------------------------------------+
bool
TexCubeDX9::LoadTexture(Bitmap* bmp, int face_index)
{
if (!d3ddevice) return false;
if (faces[face_index] == bmp && last_modified[face_index] >= bmp->LastModified())
return true; // already loaded and hasn't been modified
HRESULT hr = D3D_OK;
// create the texture, if necessary
if (!texture) {
hr = d3ddevice->CreateCubeTexture(bmp->Width(),
1, // one mip level
0, // no specific usage
D3DFMT_A8R8G8B8, // format matching Color::rgba
D3DPOOL_MANAGED,
&texture,
0);
if (FAILED(hr) || !texture) {
VideoDX9Error("LoadTexture - could not create cube texture", hr);
return false;
}
}
// lock the surface for writing
D3DLOCKED_RECT locked_rect;
D3DCUBEMAP_FACES face = (D3DCUBEMAP_FACES) face_index;
hr = texture->LockRect(face, 0, &locked_rect, 0, 0);
if (FAILED(hr)) {
VideoDX9Error("LoadTexture - could not lock texture surface", hr);
RELEASE(texture);
return false;
}
// load the bitmap into the texture surface
for (int i = 0; i < bmp->Height(); i++) {
BYTE* src = (BYTE*) (bmp->HiPixels() + i * bmp->Width());
BYTE* dst = (BYTE*) locked_rect.pBits + i * locked_rect.Pitch;
CopyMemory(dst, src, bmp->Width() * sizeof(Color));
}
// unlock the surface
texture->UnlockRect(face, 0);
faces[face_index] = bmp;
last_modified[face_index] = bmp->LastModified();
return true;
}
// +--------------------------------------------------------------------+
IDirect3DCubeTexture9*
TexCubeDX9::GetTexture()
{
if (texture) {
// need to refresh anything?
for (int i = 0; i < 6; i++) {
if (faces[i] && last_modified[i] < faces[i]->LastModified()) {
LoadTexture(faces[i], i);
}
}
}
return texture;
}
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