/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see .
*/
#ifndef uMod_TEXTURECLIENT_DX9_HPP
#define uMod_TEXTURECLIENT_DX9_HPP
#include "..\uMod_Error.h"
#include "..\uMod_DXMain\uMod_TextureClient.h"
#include "uMod_IDirect3DTexture9.h"
#include "uMod_IDirect3DVolumeTexture9.h"
#include "uMod_IDirect3DCubeTexture9.h"
#include "uMod_IDirect3DDevice9.h"
#include "uMod_IDirect3DDevice9Ex.h"
class uMod_TextureServer;
/*
* An object of this class is owned by each d3d9 device.
* functions called by the Server are called from the server thread instance.
* All other functions are called from the render thread instance of the game itself.
*/
class uMod_TextureClient_DX9 : public uMod_TextureClient
{
public:
uMod_TextureClient_DX9( IDirect3DDevice9* device, const int version);
virtual ~uMod_TextureClient_DX9(void);
/**
* called from uMod_IDirect3DDevice9::CreateTexture(...) or uMod_IDirect3DDevice9::BeginScene()
* @param[in] tex texture to be added
* @return
*/
int AddTexture( uMod_IDirect3DTexture9* tex);
/**
* called from uMod_IDirect3DVolumeTexture9::CreateTexture(...) or uMod_IDirect3DDevice9::BeginScene()
* @param[in] tex texture to be added
* @return
*/
int AddTexture( uMod_IDirect3DVolumeTexture9* tex);
/**
* called from uMod_IDirect3DCubeTexture9::CreateTexture(...) or uMod_IDirect3DDevice9::BeginScene()
* @param[in] tex texture to be added
* @return
*/
int AddTexture( uMod_IDirect3DCubeTexture9* tex);
/**
* called from uMod_IDirect3DTexture9::Release()
* @param[in] tex
* @return
*/
int RemoveTexture( uMod_IDirect3DTexture9* tex);
/**
* called from uMod_IDirect3DVolumeTexture9::Release()
* @param[in] tex
* @return
*/
int RemoveTexture( uMod_IDirect3DVolumeTexture9* tex);
/**
* called from uMod_IDirect3DCubeTexture9::Release()
* @param[in] tex
* @return
*/
int RemoveTexture( uMod_IDirect3DCubeTexture9* tex);
int ComputeCRC( uMod_IDirect3DTexture9* tex);
int ComputeCRC( uMod_IDirect3DVolumeTexture9* tex);
int ComputeCRC( uMod_IDirect3DCubeTexture9* tex);
int SaveAllTextures(bool val); //called from the Server
int SaveSingleTexture(bool val); //called from the Server
/**
* Enable/Disable the hashing with CRC32, which is needed to support also tpf mods (called from the mainloop).
* @param[in] val
* @return
*/
virtual int SupportTPF(bool val);
/**
* called from uMod_IDirect3DDevice9::BeginScene() (save button) or from AddTexture(...) (SaveAllTextures)
* @param[in] pTexture
* @param[in] save_all true if called from AddTexture(...) -> (SaveAllTextures is true)
* @return
*/
int SaveTexture(uMod_IDirect3DTexture9* pTexture, bool save_all=false); //
/**
* called from uMod_IDirect3DDevice9::BeginScene() (save button) or from AddTexture(...) (SaveAllTextures)
* @param[in] pTexture
* @param[in] save_all true if called from AddTexture(...) -> (SaveAllTextures is true)
* @return
*/
int SaveTexture(uMod_IDirect3DVolumeTexture9* pTexture, bool save_all=false);
/**
* called from uMod_IDirect3DDevice9::BeginScene() (save button) or from AddTexture(...) (SaveAllTextures)
* @param[in] pTexture
* @param[in] save_all true if called from AddTexture(...) -> (SaveAllTextures is true)
* @return
*/
int SaveTexture(uMod_IDirect3DCubeTexture9* pTexture, bool save_all=false);
int MergeUpdate(void); //called from uMod_IDirect3DDevice9::BeginScene()
int LookUpToMod( uMod_IDirect3DTexture9* pTexture, int num_index_list=0, int *index_list=(int*)0); // called at the end AddTexture(...) and from Device->UpdateTexture(...)
int LookUpToMod( uMod_IDirect3DVolumeTexture9* pTexture, int num_index_list=0, int *index_list=(int*)0); // called at the end AddTexture(...) and from Device->UpdateTexture(...)
int LookUpToMod( uMod_IDirect3DCubeTexture9* pTexture, int num_index_list=0, int *index_list=(int*)0); // called at the end AddTexture(...) and from Device->UpdateTexture(...)
uMod_TextureHandler OriginalTextures; // stores the pointer to the uMod_IDirect3DTexture9 objects created by the game
uMod_TextureHandler OriginalVolumeTextures; // stores the pointer to the uMod_IDirect3DVolumeTexture9 objects created by the game
uMod_TextureHandler OriginalCubeTextures; // stores the pointer to the uMod_IDirect3DCubeTexture9 objects created by the game
bool BoolComputeCRC32; //!< if true also the crc32 is calculated, which is need to support tpf
private:
IDirect3DDevice9* D3D9Device;
/**
* Save the texture into a file (reagrding the various file formats.
* @param[in] pTexture
* @param[inout] file name without trailing format extension
* @return
*/
int SaveTexture(IDirect3DBaseTexture9* pTexture, wchar_t *file);
/**
* Return true if this texture has the right format to pass the FormatFilter and thus it is saved
* @param format
* @return
*/
bool SaveTextureFilterFormat(D3DFORMAT format);
int LoadTexture( const TextureFileContent* file, uMod_IDirect3DTexture9 **ppTexture); // called if a target texture is found
int LoadTexture( const TextureFileContent* file, uMod_IDirect3DVolumeTexture9 **ppTexture); // called if a target texture is found
int LoadTexture( const TextureFileContent* file, uMod_IDirect3DCubeTexture9 **ppTexture); // called if a target texture is found
};
template
inline void UnswitchTextures(T *pTexture)
{
T* CrossRef = pTexture->CrossRef_D3Dtex;
if (CrossRef!=NULL)
{
// cancel the link
CrossRef->CrossRef_D3Dtex = NULL;
pTexture->CrossRef_D3Dtex = NULL;
}
}
template
inline int SwitchTextures( T *pTexture1, T *pTexture2)
{
if (pTexture1->m_D3Ddev == pTexture2->m_D3Ddev && pTexture1->CrossRef_D3Dtex == NULL && pTexture2->CrossRef_D3Dtex == NULL)
{
// make cross reference
pTexture1->CrossRef_D3Dtex = pTexture2;
pTexture2->CrossRef_D3Dtex = pTexture1;
return (RETURN_OK);
}
else return (RETURN_TEXTURE_NOT_SWITCHED);
}
#endif /* uMod_TEXTUREHANDLER_HPP_ */