/*
This file is part of OpenTexMod.
OpenTexMod 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.
OpenTexMod 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 OpenTexMod. If not, see .
*/
#include "OTM_Main.h"
FILE *file;
OTM_TextureClient::OTM_TextureClient(OTM_TextureServer* server, IDirect3DDevice9* device)
{
Message("OTM_TextureClient(void): %lu\n", this);
Server = server;
D3D9Device = device;
BoolSaveAllTextures = false;
BoolSaveSingleTexture = false;
KeyBack = 0;
KeySave = 0;
KeyNext = 0;
SavePath[0]=0;
GameName[0]=0;
if (Server!=NULL)
{
if (Server->AddClient( this, &FileToMod, &NumberToMod))
{
Server=NULL;
NumberToMod = 0;
FileToMod = NULL;
}
}
Mutex = NULL;//CreateMutex(NULL, false, NULL);
Update = NULL;
NumberOfUpdate = -1;
FontColour = D3DCOLOR_ARGB(255,255,0,0);
TextureColour = D3DCOLOR_ARGB(255,0,255,0);
//Message("end OTM_TextureClient(void): %lu\n", this);
}
OTM_TextureClient::~OTM_TextureClient(void)
{
Message("~OTM_TextureClient(void): %lu\n", this);
if (Server!=NULL) Server->RemoveClient(this);
//Message("after Server ~OTM_TextureClient(void): %lu\n", this);
if (Mutex!=NULL) CloseHandle(Mutex);
//Message("after CloseHandle ~OTM_TextureClient(void): %lu\n", this);
if (Update!=NULL) delete [] Update;
//Message("after Update ~OTM_TextureClient(void): %lu\n", this);
if (FileToMod!=NULL) delete [] FileToMod;
//Message("end ~OTM_TextureClient(void): %lu\n", this);
}
int OTM_TextureClient::AddTexture( OTM_IDirect3DTexture9* pTexture)
{
((OTM_IDirect3DDevice9*)D3D9Device)->SetLastCreatedTexture(NULL); //a loop would arise if a texture would be switched
if (pTexture->FAKE) return (RETURN_OK); // this is a fake texture
Message("OTM_TextureClient::AddTexture( %lu): %lu (thread: %lu)\n", pTexture, this, GetCurrentThread());
D3DLOCKED_RECT d3dlr;
if (pTexture->LockRect( 0, &d3dlr, NULL, 0)!=D3D_OK)
{
return (RETURN_LockRect_FAILED);
}
D3DSURFACE_DESC desc;
if (pTexture->GetLevelDesc(0, &desc)!=D3D_OK)
{
pTexture->UnlockRect(0);
return (RETURN_GetLevelDesc_FAILED);
}
int size=0;
switch(desc.Format)
{
case D3DFMT_A1: // 1-bit monochrome.
{
size = desc.Width*desc.Height/8;
break;
}
case D3DFMT_R3G3B2: // 8-bit RGB texture format using 3 bits for red, 3 bits for green, and 2 bits for blue.
case D3DFMT_A8: // 8-bit alpha only.
case D3DFMT_A8P8: // 8-bit color indexed with 8 bits of alpha.
case D3DFMT_P8: // 8-bit color indexed.
case D3DFMT_L8: // 8-bit luminance only.
case D3DFMT_A4L4: // 8-bit using 4 bits each for alpha and luminance.
case D3DFMT_FORCE_DWORD:
{
size = desc.Width*desc.Height;
break;
}
case D3DFMT_L6V5U5: // 16-bit bump-map format with luminance using 6 bits for luminance, and 5 bits each for v and u.
case D3DFMT_V8U8: // 16-bit bump-map format using 8 bits each for u and v data.
case D3DFMT_R5G6B5: // 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue.
case D3DFMT_X1R5G5B5: // 16-bit pixel format where 5 bits are reserved for each color.
case D3DFMT_A1R5G5B5: // 16-bit pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha.
case D3DFMT_A4R4G4B4: // 16-bit ARGB pixel format with 4 bits for each channel.
case D3DFMT_A8R3G3B2: // 16-bit ARGB texture format using 8 bits for alpha, 3 bits each for red and green, and 2 bits for blue.
case D3DFMT_X4R4G4B4: // 16-bit RGB pixel format using 4 bits for each color.
case D3DFMT_L16: // 16-bit luminance only.
case D3DFMT_A8L8: // 16-bit using 8 bits each for alpha and luminance.
{
size = 2*desc.Width*desc.Height;
break;
}
case D3DFMT_R8G8B8: //24-bit RGB pixel format with 8 bits per channel.
{
size = 3*desc.Width*desc.Height;
break;
}
case D3DFMT_R32F: // 32-bit float format using 32 bits for the red channel.
case D3DFMT_X8L8V8U8: // 32-bit bump-map format with luminance using 8 bits for each channel.
case D3DFMT_A2W10V10U10: // 32-bit bump-map format using 2 bits for alpha and 10 bits each for w, v, and u.
case D3DFMT_Q8W8V8U8: // 32-bit bump-map format using 8 bits for each channel.
case D3DFMT_V16U16: // 32-bit bump-map format using 16 bits for each channel.
case D3DFMT_A8R8G8B8: // 32-bit ARGB pixel format with alpha, using 8 bits per channel.
case D3DFMT_X8R8G8B8: // 32-bit RGB pixel format, where 8 bits are reserved for each color.
case D3DFMT_A2B10G10R10: // 32-bit pixel format using 10 bits for each color and 2 bits for alpha.
case D3DFMT_A8B8G8R8: // 32-bit ARGB pixel format with alpha, using 8 bits per channel.
case D3DFMT_X8B8G8R8: // 32-bit RGB pixel format, where 8 bits are reserved for each color.
case D3DFMT_G16R16: // 32-bit pixel format using 16 bits each for green and red.
case D3DFMT_A2R10G10B10: // 32-bit pixel format using 10 bits each for red, green, and blue, and 2 bits for alpha.
{
size = 4*desc.Width*desc.Height;
break;
}
case D3DFMT_G32R32F: // 64-bit float format using 32 bits for the red channel and 32 bits for the green channel.
case D3DFMT_Q16W16V16U16: // 64-bit bump-map format using 16 bits for each component.
case D3DFMT_A16B16G16R16: // 64-bit pixel format using 16 bits for each component.
{
size = 8*desc.Width*desc.Height;
break;
}
case D3DFMT_A32B32G32R32F: // 128-bit float format using 32 bits for the each channel (alpha, blue, green, red).
{
size = 16*desc.Width*desc.Height;
break;
}
default: //compressed formats
{
size = desc.Width*desc.Height/2;
break;
}
}
//MyTypeHash hash = GetHash( (unsigned char*) d3dlr.pBits, size);
MyTypeHash hash = GetCRC32( (char*) d3dlr.pBits, size);
if (pTexture->UnlockRect(0)!=D3D_OK)
{
return (RETURN_UnlockRect_FAILED);
}
pTexture->Hash = hash; // note: this will only be done for original textures
if (BoolSaveAllTextures) SaveTexture(pTexture);
if (gl_ErrorState & OTM_ERROR_FATAL) return (RETURN_FATAL_ERROR);
OriginalTextures.Add( pTexture);
return (LookUpToMod(pTexture)); // check if this texture should be modded
}
int OTM_TextureClient::RemoveTexture( OTM_IDirect3DTexture9* pTexture) // is called from a texture, if it is finally released
{
Message("RemoveTexture( %lu): %lu\n", pTexture, this);
IDirect3DDevice9 *dev = NULL;
if (pTexture != NULL && pTexture->GetDevice(&dev) == D3D_OK)
{
if (dev == D3D9Device)
{
if (gl_ErrorState & OTM_ERROR_FATAL) return (RETURN_FATAL_ERROR);
if (pTexture->FAKE)
{
int ref = pTexture->Reference;
if (ref>=0 && refCrossRef_D3Dtex!=NULL)
{
OTM_IDirect3DTexture9* fake_texture = pTexture->CrossRef_D3Dtex;
UnswitchTextures(fake_texture);
fake_texture ->Release(); //this will call this->RemoveTexture again and the fake_texture will also be deleted from the FileToMod.
}
*/
return (OriginalTextures.Remove( pTexture));
}
}
}
return (RETURN_OK);
}
/*
int OTM_TextureClient::ReleaseAllFakeTexture(void)
{
Message("ReleaseAllFakeTexture(): %lu\n", this);
return (FakeTextures.RemoveAll());
}
*/
int OTM_TextureClient::SaveAllTextures(bool val)
{
Message("OTM_TextureClient::SaveAllTextures( %d): %lu\n", val, this);
BoolSaveAllTextures=val;
return (RETURN_OK);
}
int OTM_TextureClient::SaveSingleTexture(bool val)
{
Message("OTM_TextureClient::SaveSingleTexture( %d): %lu\n", val, this);
if (BoolSaveSingleTexture && !val)
{
if (D3D9Device!=NULL)
{
OTM_IDirect3DTexture9* pTexture = ((OTM_IDirect3DDevice9*)D3D9Device)->GetSingleTexture();
if (pTexture!=NULL) UnswitchTextures(pTexture);
}
}
BoolSaveSingleTexture = val;
return (RETURN_OK);
}
int OTM_TextureClient::SetSaveDirectory( wchar_t *dir)
{
Message("OTM_TextureClient::SetSaveDirectory( %ls): %lu\n", dir, this);
int i = 0;
for (i=0; iHash, pTexture->m_D3Dtex, this); return (RETURN_TEXTURE_NOT_SAVED);}
Message("OTM_TextureClient::SaveTexture( %#lX, %lu): %lu\n", pTexture->Hash, pTexture->m_D3Dtex, this);
wchar_t file[MAX_PATH];
if (GameName[0]) swprintf_s( file, MAX_PATH, L"%ls\\%ls_%#lX.dds", SavePath, GameName, pTexture->Hash);
else swprintf_s( file, MAX_PATH, L"%ls\\%#lX.dds", SavePath, pTexture->Hash);
Message("OTM_TextureClient::SaveTexture( %ls ) \n", file);
if (D3D_OK!=D3DXSaveTextureToFileW( file, D3DXIFF_DDS, pTexture->m_D3Dtex, NULL)) return (RETURN_TEXTURE_NOT_SAVED);
Message("OTM_TextureClient::SaveTexture( ) Done!\n", file);
return (RETURN_OK);
}
int OTM_TextureClient::AddUpdate(TextureFileStruct* update, int number) //client must delete the temp array
{
Message("AddUpdate( %lu, %d): %lu\n", update, number, this);
//if (update==NULL || number<=0) return (RETURN_OK);
if (int ret = LockMutex()) {gl_ErrorState |= OTM_ERROR_TEXTURE; return (ret);}
if (Update!=NULL) delete [] Update;
Update = update;
NumberOfUpdate = number;
return (UnlockMutex());
}
int OTM_TextureClient::MergeUpdate(void)
{
if (NumberOfUpdate<0) {Update=NULL; return (RETURN_OK);}
if (int ret = LockMutex()) {gl_ErrorState |= OTM_ERROR_TEXTURE ; return (ret);}
Message("MergeUpdate(): %lu\n", this);
for (int i=0; iCrossRef_D3Dtex;
Update[u].pTexture->Release();
Update[u].pTexture = NULL;
if (pTexture!=NULL) //should always be the case
{
OTM_IDirect3DTexture9 *fake_Texture;
if (int ret = LoadTexture( & (Update[u]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, pTexture))
{
Message("MergeUpdate(): textures not switched %#lX\n", hash);
fake_Texture->Release();
}
else
{
//FakeTextures.Add(fake_Texture);
Update[u].pTexture = fake_Texture;
fake_Texture->Reference = u;
}
}
}
break;
}
}
if (!found)
{
if (FileToMod[i].pTexture!=NULL) FileToMod[i].pTexture->Release();
}
}
// looking through the update and switch the textures if they are currently used in the game
int num = OriginalTextures.GetNumber();
for (int u=0; uHash && OriginalTextures[i]->CrossRef_D3Dtex==NULL)
{
Update[u].Checked = true;
OTM_IDirect3DTexture9 *pTexture = OriginalTextures[i];
OTM_IDirect3DTexture9 *fake_Texture;
if (RETURN_OK == LoadTexture( & (Update[u]), &fake_Texture))
{
if (SwitchTextures( fake_Texture, pTexture))
{
Message("MergeUpdate(): textures not switched %#lX\n", hash);
fake_Texture->Release();
}
else
{
Update[u].pTexture = fake_Texture;
fake_Texture->Reference = u;
//FakeTextures.Add(fake_Texture);
}
}
}
}
if (FileToMod!=NULL) delete [] FileToMod;
FileToMod = Update;
NumberToMod = NumberOfUpdate;
NumberOfUpdate = -1;
Update = NULL;
return (UnlockMutex());
}
int OTM_TextureClient::LockMutex(void)
{
//if (( gl_ErrorState & (OTM_ERROR_FATAL | OTM_ERROR_MUTEX) )) return (RETURN_NO_MUTEX);
//if (WAIT_OBJECT_0!=WaitForSingleObject( Mutex, 100)) return (RETURN_MUTEX_LOCK); //waiting 100ms, to wait infinite pass INFINITE
return (RETURN_OK);
}
int OTM_TextureClient::UnlockMutex(void)
{
//if (ReleaseMutex(Mutex)==0) return (RETURN_MUTEX_UNLOCK);
return (RETURN_OK);
}
int OTM_TextureClient::LookUpToMod( OTM_IDirect3DTexture9* pTexture) // should only be called for original textures
{
Message("OTM_TextureClient::LookUpToMod( %lu): hash: %#lX, %lu\n", pTexture, pTexture->Hash, this);
if (pTexture->CrossRef_D3Dtex!=NULL) return (RETURN_OK); // to avoid broken links
MyTypeHash hash = pTexture->Hash;
for (int i=0; iRelease();
}
else
{
//FakeTextures.Add(fake_Texture);
FileToMod[i].pTexture = fake_Texture;
fake_Texture->Reference = i;
}
}
}
return (RETURN_OK);
}
int OTM_TextureClient::LoadTexture( TextureFileStruct* file_in_memory, OTM_IDirect3DTexture9 **ppTexture) // to load fake texture from file in memory
{
Message("LoadTexture( %lu, %lu): %lu\n", file_in_memory, ppTexture, this);
if (D3D_OK != D3DXCreateTextureFromFileInMemory( D3D9Device, file_in_memory->pData, file_in_memory->Size, (IDirect3DTexture9 **) ppTexture))
{
*ppTexture=NULL;
return (RETURN_TEXTURE_NOT_LOADED);
}
(*ppTexture)->FAKE = true;
Message("LoadTexture(): DONE\n", file_in_memory, ppTexture, this);
return (RETURN_OK);
}
MyTypeHash OTM_TextureClient::GetHash(unsigned char *str, int len) // estimate the hash
{
MyTypeHash hash = 0;
for (int i=0; i>=1)
{
crc = (crc >> 1) ^ (((crc ^ data) & 1) ? CRC32POLY : 0);
}
}
return (crc);
}