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path: root/StarsEx/TexCubeDX9.cpp
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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, 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 "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;
}