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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;
}