/* 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); }