fteqw/engine/d3d/d3d_image.c
Spoike 7f6c2054d9 threaded loading code and associated/extensive tweaks.
unified image loading code a little between renderers.
support switching worldmodel in csqc. also associated bugfixes.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4758 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-10-05 20:04:11 +00:00

176 lines
4.2 KiB
C

#include "quakedef.h"
#include "winquake.h"
#ifdef D3D9QUAKE
#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
#define HMONITOR_DECLARED
DECLARE_HANDLE(HMONITOR);
#endif
#include <d3d9.h>
extern LPDIRECT3DDEVICE9 pD3DDev9;
static void Upload_Texture_32(LPDIRECT3DTEXTURE9 tex, unsigned int *data, int width, int height, unsigned int flags)
{
int x, y;
unsigned int *dest;
unsigned char swapbuf[4];
unsigned char swapbuf2[4];
D3DLOCKED_RECT lock;
D3DSURFACE_DESC desc;
IDirect3DTexture9_GetLevelDesc(tex, 0, &desc);
IDirect3DTexture9_LockRect(tex, 0, &lock, NULL, D3DLOCK_NOSYSLOCK);
if (width == desc.Width && height == desc.Height)
{
for (y = 0; y < height; y++)
{
dest = (unsigned int *)((char *)lock.pBits + lock.Pitch*y);
for (x = 0; x < width; x++)
{
*(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = data[x];
swapbuf[0] = swapbuf2[2];
swapbuf[2] = swapbuf2[0];
dest[x] = *(unsigned int*)swapbuf;
}
data += width;
}
}
else
{
int x, y;
int iny;
unsigned int *row, *inrow;
for (y = 0; y < desc.Height; y++)
{
row = (unsigned int*)((char *)lock.pBits + lock.Pitch*y);
iny = (y * height) / desc.Height;
inrow = data + width*iny;
for (x = 0; x < desc.Width; x++)
{
*(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = inrow[(x * width)/desc.Width];
swapbuf[0] = swapbuf2[2];
swapbuf[2] = swapbuf2[0];
row[x] = *(unsigned int*)swapbuf;
}
}
}
#if 0 //D3DUSAGE_AUTOGENMIPMAP so this isn't needed
if (!(flags & IF_NOMIPMAP))
{
int max = IDirect3DTexture9_GetLevelCount(tex);
for (i = 1; i < max; i++)
{
width = desc.Width;
height = desc.Height;
data = lock.pBits;
IDirect3DTexture9_LockRect(tex, i, &lock, NULL, D3DLOCK_NOSYSLOCK|D3DLOCK_DISCARD);
IDirect3DTexture9_GetLevelDesc(tex, i, &desc);
D3D_MipMap(lock.pBits, desc.Width, desc.Height, data, width, height);
IDirect3DTexture9_UnlockRect(tex, i-1);
}
IDirect3DTexture9_UnlockRect(tex, i-1);
}
else
#endif
IDirect3DTexture9_UnlockRect(tex, 0);
}
void D3D9_DestroyTexture (texid_t tex)
{
if (!tex)
return;
if (tex->ptr)
IDirect3DTexture9_Release((IDirect3DTexture9*)tex->ptr);
tex->ptr = NULL;
}
qboolean D3D9_LoadTextureMips(image_t *tex, struct pendingtextureinfo *mips)
{
qbyte *fte_restrict out, *fte_restrict in;
int x, y, i;
D3DLOCKED_RECT lock;
D3DFORMAT fmt;
D3DSURFACE_DESC desc;
IDirect3DTexture9 *dt;
qboolean swap = false;
switch(mips->encoding)
{
case PTI_RGBA8:
fmt = D3DFMT_A8R8G8B8;
swap = true;
break;
case PTI_RGBX8:
fmt = D3DFMT_X8R8G8B8;
swap = true;
break;
case PTI_BGRA8:
fmt = D3DFMT_A8R8G8B8;
break;
case PTI_BGRX8:
fmt = D3DFMT_X8R8G8B8;
break;
//too lazy to support these for now
case PTI_S3RGB1:
case PTI_S3RGBA1:
case PTI_S3RGBA3:
case PTI_S3RGBA5:
return false;
default: //no idea
return false;
}
if (FAILED(IDirect3DDevice9_CreateTexture(pD3DDev9, mips->mip[0].width, mips->mip[0].height, mips->mipcount, 0, fmt, D3DPOOL_MANAGED, &dt, NULL)))
return false;
for (i = 0; i < mips->mipcount; i++)
{
IDirect3DTexture9_GetLevelDesc(dt, i, &desc);
if (mips->mip[i].height != desc.Height || mips->mip[i].width != desc.Width)
{
IDirect3DTexture9_Release(dt);
return false;
}
IDirect3DTexture9_LockRect(dt, i, &lock, NULL, D3DLOCK_NOSYSLOCK|D3DLOCK_DISCARD);
//can't do it in one go. pitch might contain padding or be upside down.
if (swap)
{
for (y = 0, out = lock.pBits, in = mips->mip[i].data; y < mips->mip[i].height; y++, out += lock.Pitch, in += mips->mip[i].width*4)
{
for (x = 0; x < mips->mip[i].width*4; x+=4)
{
out[x+0] = in[x+2];
out[x+1] = in[x+1];
out[x+2] = in[x+0];
out[x+3] = in[x+3];
}
}
}
else
{
for (y = 0, out = lock.pBits, in = mips->mip[i].data; y < mips->mip[i].height; y++, out += lock.Pitch, in += mips->mip[i].width*4)
memcpy(out, in, mips->mip[i].width*4);
}
IDirect3DTexture9_UnlockRect(dt, i);
}
D3D9_DestroyTexture(tex);
tex->ptr = dt;
return true;
}
void D3D9_UploadLightmap(lightmapinfo_t *lm)
{
}
#endif