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/*  Project nGenEx
	Destroyer Studios LLC
	Copyright © 1997-2004. All Rights Reserved.

	SUBSYSTEM:    nGenEx.lib
	FILE:         TexDX9.cpp
	AUTHOR:       John DiCamillo


	OVERVIEW
	========
	Direct3D Texture Cache
*/

#include "MemDebug.h"
#include "TexCubeDX9.h"
#include "VideoDX9.h"
#include "Bitmap.h"
#include "Color.h"

// +--------------------------------------------------------------------+

void  Print(const char* fmt, ...);
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;
}