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gMod/uMod_DX9/uMod_TextureClient_DX9.cpp
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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "..\uMod_DXMain\uMod_Main.h"
#include "uMod_TextureClient_DX9.h"
uMod_TextureClient_DX9::uMod_TextureClient_DX9( IDirect3DDevice9* device, const int version)
: uMod_TextureClient( version)
{
Message("uMod_TextureClient_DX9::uMod_TextureClient_DX9(void): %lu\n", this);
D3D9Device = device;
Bool_CheckAgainNonAdded = false;
}
uMod_TextureClient_DX9::~uMod_TextureClient_DX9(void)
{
Message("uMod_TextureClient_DX9::~uMod_TextureClient(void): %lu\n", this);
}
int uMod_TextureClient_DX9::AddTexture( uMod_IDirect3DTexture9* pTexture)
{
void *cpy;
long ret = D3D9Device->QueryInterface( IID_IDirect3DTexture9, &cpy);
if (ret == 0x01000000L) ((uMod_IDirect3DDevice9*)D3D9Device)->SetLastCreatedTexture(NULL); //this texture must no be added twice
else ((uMod_IDirect3DDevice9Ex*) D3D9Device)->SetLastCreatedTexture(NULL); //this texture must no be added twice
if (pTexture->FAKE) return (RETURN_OK); // this is a fake texture
Message("uMod_TextureClient_DX9::AddTexture( %lu): %lu (thread: %lu)\n", pTexture, this, GetCurrentThreadId());
if (int ret = pTexture->ComputetHash( BoolComputeCRC))
{
Bool_CheckAgainNonAdded = true;
NonAdded_OriginalTextures.Add( pTexture);
return (ret);
}
if (BoolSaveAllTextures) SaveTexture(pTexture, true);
if (gl_ErrorState & uMod_ERROR_FATAL) return (RETURN_FATAL_ERROR);
OriginalTextures.Add( pTexture); // add the texture to the list of original texture
return (LookUpToMod(pTexture)); // check if this texture should be modded
}
int uMod_TextureClient_DX9::AddTexture( uMod_IDirect3DVolumeTexture9* pTexture)
{
void *cpy;
long ret = D3D9Device->QueryInterface( IID_IDirect3DTexture9, &cpy);
if (ret == 0x01000000L) ((uMod_IDirect3DDevice9*)D3D9Device)->SetLastCreatedVolumeTexture(NULL); //this texture must no be added twice
else ((uMod_IDirect3DDevice9Ex*) D3D9Device)->SetLastCreatedVolumeTexture(NULL); //this texture must no be added twice
if (pTexture->FAKE) return (RETURN_OK); // this is a fake texture
Message("uMod_TextureClient_DX9::AddTexture( Volume: %lu): %lu (thread: %lu)\n", pTexture, this, GetCurrentThreadId());
if (int ret = pTexture->ComputetHash( BoolComputeCRC))
{
Bool_CheckAgainNonAdded = true;
NonAdded_OriginalVolumeTextures.Add( pTexture);
return (ret);
}
if (BoolSaveAllTextures) SaveTexture(pTexture, true);
if (gl_ErrorState & uMod_ERROR_FATAL) return (RETURN_FATAL_ERROR);
OriginalVolumeTextures.Add( pTexture); // add the texture to the list of original texture
return (LookUpToMod(pTexture)); // check if this texture should be modded
}
int uMod_TextureClient_DX9::AddTexture( uMod_IDirect3DCubeTexture9* pTexture)
{
void *cpy;
long ret = D3D9Device->QueryInterface( IID_IDirect3DTexture9, &cpy);
if (ret == 0x01000000L) ((uMod_IDirect3DDevice9*)D3D9Device)->SetLastCreatedCubeTexture(NULL); //this texture must no be added twice
else ((uMod_IDirect3DDevice9Ex*) D3D9Device)->SetLastCreatedCubeTexture(NULL); //this texture must no be added twice
if (pTexture->FAKE) return (RETURN_OK); // this is a fake texture
Message("uMod_TextureClient_DX9::AddTexture( Cube: %lu): %lu (thread: %lu)\n", pTexture, this, GetCurrentThreadId());
if (int ret = pTexture->ComputetHash( BoolComputeCRC))
{
Bool_CheckAgainNonAdded = true;
NonAdded_OriginalCubeTextures.Add( pTexture);
return (ret);
}
if (BoolSaveAllTextures) SaveTexture(pTexture, true);
if (gl_ErrorState & uMod_ERROR_FATAL) return (RETURN_FATAL_ERROR);
OriginalCubeTextures.Add( pTexture); // add the texture to the list of original texture
return (LookUpToMod(pTexture)); // check if this texture should be modded
}
int uMod_TextureClient_DX9::CheckAgainNonAdded(void)
{
Message("uMod_TextureClient_DX9::CheckAgainNonAdded( %u, %u, %u): %lu\n", NonAdded_OriginalTextures.GetNumber(),
NonAdded_OriginalVolumeTextures.GetNumber(), NonAdded_OriginalCubeTextures.GetNumber(), this);
Bool_CheckAgainNonAdded = false;
int num = NonAdded_OriginalTextures.GetNumber();
for (int i=num-1; i>=0; i--)
{
uMod_IDirect3DTexture9* pTexture = NonAdded_OriginalTextures[i];
if (pTexture->ComputetHash( BoolComputeCRC) == RETURN_OK)
{
NonAdded_OriginalTextures.Remove(pTexture);
OriginalTextures.Add( pTexture); // add the texture to the list of original texture
LookUpToMod(pTexture); // check if this texture should be modded
}
}
num = NonAdded_OriginalVolumeTextures.GetNumber();
for (int i=num-1; i>=0; i--)
{
uMod_IDirect3DVolumeTexture9* pTexture = NonAdded_OriginalVolumeTextures[i];
if (pTexture->ComputetHash( BoolComputeCRC) == RETURN_OK)
{
NonAdded_OriginalVolumeTextures.Remove(pTexture);
OriginalVolumeTextures.Add( pTexture); // add the texture to the list of original texture
LookUpToMod(pTexture); // check if this texture should be modded
}
}
num = NonAdded_OriginalCubeTextures.GetNumber();
for (int i=num-1; i>=0; i--)
{
uMod_IDirect3DCubeTexture9* pTexture = NonAdded_OriginalCubeTextures[i];
if (pTexture->ComputetHash( BoolComputeCRC) == RETURN_OK)
{
NonAdded_OriginalCubeTextures.Remove(pTexture);
OriginalCubeTextures.Add( pTexture); // add the texture to the list of original texture
LookUpToMod(pTexture); // check if this texture should be modded
}
}
Message("uMod_TextureClient_DX9::CheckAgainNonAdded() END: %lu\n", this);
return (RETURN_OK);
}
int uMod_TextureClient_DX9::RemoveTexture( uMod_IDirect3DTexture9* pTexture) // is called from a texture, if it is finally released
{
Message("uMod_TextureClient_DX9::RemoveTexture( %lu, %#lX): %lu\n", pTexture, pTexture->Hash, this);
if (gl_ErrorState & uMod_ERROR_FATAL) return (RETURN_FATAL_ERROR);
if (pTexture->FAKE)
{
// we need to set the corresponding FileToMod[X].pTexture to NULL, to avoid a link to a non existing texture object
int ref = pTexture->Reference;
if (ref>=0 && ref<NumberToMod)
{
for (int i=0; i<FileToMod[ref].NumberOfTextures; i++) if (FileToMod[ref].Textures[i] == pTexture)
{
FileToMod[ref].NumberOfTextures--;
for (int j=i; j<FileToMod[ref].NumberOfTextures; j++) FileToMod[ref].Textures[j] = FileToMod[ref].Textures[j+1];
FileToMod[ref].Textures[FileToMod[ref].NumberOfTextures] = NULL;
break;
}
}
}
else
{
if (int ret = OriginalTextures.Remove( pTexture)) return (ret); // remove this texture form the original list
return (NonAdded_OriginalTextures.Remove( pTexture)); // also try to remove this texture form the non_added list
}
return (RETURN_OK);
}
int uMod_TextureClient_DX9::RemoveTexture( uMod_IDirect3DVolumeTexture9* pTexture) // is called from a texture, if it is finally released
{
Message("uMod_TextureClient_DX9::RemoveTexture( Volume %lu, %#lX): %lu\n", pTexture, pTexture->Hash, this);
if (gl_ErrorState & uMod_ERROR_FATAL) return (RETURN_FATAL_ERROR);
if (pTexture->FAKE)
{
// we need to set the corresponding FileToMod[X].pTexture to NULL, to avoid a link to a non existing texture object
int ref = pTexture->Reference;
if (ref>=0 && ref<NumberToMod)
{
for (int i=0; i<FileToMod[ref].NumberOfTextures; i++) if (FileToMod[ref].Textures[i] == pTexture)
{
FileToMod[ref].NumberOfTextures--;
for (int j=i; j<FileToMod[ref].NumberOfTextures; j++) FileToMod[ref].Textures[j] = FileToMod[ref].Textures[j+1];
FileToMod[ref].Textures[FileToMod[ref].NumberOfTextures] = NULL;
break;
}
}
}
else
{
if (int ret = OriginalVolumeTextures.Remove( pTexture)) return (ret); // remove this texture form the original list
return (NonAdded_OriginalVolumeTextures.Remove( pTexture)); // also try to remove this texture form the non_added list
}
return (RETURN_OK);
}
int uMod_TextureClient_DX9::RemoveTexture( uMod_IDirect3DCubeTexture9* pTexture) // is called from a texture, if it is finally released
{
Message("uMod_TextureClient_DX9::RemoveTexture( Cube %lu, %#lX): %lu\n", pTexture, pTexture->Hash, this);
if (gl_ErrorState & uMod_ERROR_FATAL) return (RETURN_FATAL_ERROR);
if (pTexture->FAKE)
{
// we need to set the corresponding FileToMod[X].pTexture to NULL, to avoid a link to a non existing texture object
int ref = pTexture->Reference;
if (ref>=0 && ref<NumberToMod)
{
for (int i=0; i<FileToMod[ref].NumberOfTextures; i++) if (FileToMod[ref].Textures[i] == pTexture)
{
FileToMod[ref].NumberOfTextures--;
for (int j=i; j<FileToMod[ref].NumberOfTextures; j++) FileToMod[ref].Textures[j] = FileToMod[ref].Textures[j+1];
FileToMod[ref].Textures[FileToMod[ref].NumberOfTextures] = NULL;
break;
}
}
}
else
{
if (int ret = OriginalCubeTextures.Remove( pTexture)) return (ret); // remove this texture form the original list
return (NonAdded_OriginalCubeTextures.Remove( pTexture)); // also try to remove this texture form the non_added list
}
return (RETURN_OK);
}
int uMod_TextureClient_DX9::SaveAllTextures(bool val)
{
Message("uMod_TextureClient_DX9::SaveAllTextures( %d): %lu\n", val, this);
BoolSaveAllTextures=val;
return (RETURN_OK);
}
int uMod_TextureClient_DX9::SaveSingleTexture(bool val)
{
Message("uMod_TextureClient_DX9::SaveSingleTexture( %d): %lu\n", val, this);
if (BoolSaveSingleTexture && !val) //if BoolSaveSingleTexture is set to false and was previously true we switch the SingleTexture back
{
uMod_IDirect3DTexture9* pTexture;
void *cpy;
long ret = D3D9Device->QueryInterface( IID_IDirect3DTexture9, &cpy);
if (ret == 0x01000000L) pTexture = ((uMod_IDirect3DDevice9*)D3D9Device)->GetSingleTexture(); //this texture must no be added twice
else pTexture = ((uMod_IDirect3DDevice9Ex*) D3D9Device)->GetSingleTexture(); //this texture must no be added twice
if (pTexture!=NULL) UnswitchTextures(pTexture);
}
BoolSaveSingleTexture = val;
return (RETURN_OK);
}
int uMod_TextureClient_DX9::SaveTexture(uMod_IDirect3DTexture9* pTexture, bool save_all)
{
if (pTexture==NULL) return (RETURN_BAD_ARGUMENT);
if (SavePath[0]==0)
{
Message("uMod_TextureClient_DX9::SaveTexture( %#lX, %lu): %lu, SavePath not set\n", pTexture->Hash, pTexture->m_D3Dtex, this);
return (RETURN_TEXTURE_NOT_SAVED);
}
D3DSURFACE_DESC desc;
if (pTexture->m_D3Dtex->GetLevelDesc(0, &desc)!=D3D_OK) //get the format and the size of the texture
{
Message("uMod_TextureClient_DX9::SaveTexture() Failed: GetLevelDesc \n");
return (RETURN_GetLevelDesc_FAILED);
}
if (save_all)
{
if (WidthFilter)
{
unsigned int min = WidthFilter >> 32;
unsigned int max = (WidthFilter<<32) >> 32;
if (desc.Width<min || desc.Width> max) return (RETURN_OK);
}
if (HeightFilter)
{
unsigned int min = HeightFilter >> 32;
unsigned int max = (HeightFilter<<32) >> 32;
if (desc.Height<min || desc.Height> max) return (RETURN_OK);
}
if (!SaveTextureFilterFormat(desc.Format)) return (RETURN_OK);
}
wchar_t file[MAX_PATH];
if (GameName[0]) swprintf_s( file, MAX_PATH, L"%ls\\%ls_W%u_H%u_F%u_T_%#llX", SavePath, GameName, desc.Width, desc.Height,desc.Format, pTexture->Hash);
else swprintf_s( file, MAX_PATH, L"%ls\\W%u_H%u_F%u_T_%#llX", SavePath, desc.Width, desc.Height, desc.Format, pTexture->Hash);
Message("uMod_TextureClient_DX9::SaveTexture( %ls): %lu\n", file, this);
return (SaveTexture( pTexture->m_D3Dtex, file));
}
int uMod_TextureClient_DX9::SaveTexture(uMod_IDirect3DVolumeTexture9* pTexture, bool save_all)
{
if (pTexture==NULL) return (RETURN_BAD_ARGUMENT);
if (SavePath[0]==0) {Message("uMod_TextureClient_DX9::SaveTexture( %#lX, %lu): %lu, SavePath not set\n", pTexture->Hash, pTexture->m_D3Dtex, this); return (RETURN_TEXTURE_NOT_SAVED);}
D3DVOLUME_DESC desc;
if (pTexture->m_D3Dtex->GetLevelDesc(0, &desc)!=D3D_OK) //get the format and the size of the texture
{
Message("uMod_TextureClient_DX9::SaveTexture() Failed: GetLevelDesc \n");
return (RETURN_GetLevelDesc_FAILED);
}
if (save_all)
{
if (WidthFilter)
{
unsigned int min = WidthFilter >> 32;
unsigned int max = (WidthFilter<<32) >> 32;
if (desc.Width<min || desc.Width> max) return (RETURN_OK);
}
if (HeightFilter)
{
unsigned int min = HeightFilter >> 32;
unsigned int max = (HeightFilter<<32) >> 32;
if (desc.Height<min || desc.Height> max) return (RETURN_OK);
}
if (DepthFilter)
{
unsigned int min = DepthFilter >> 32;
unsigned int max = (DepthFilter<<32) >> 32;
if (desc.Depth<min || desc.Depth> max) return (RETURN_OK);
}
if (!SaveTextureFilterFormat(desc.Format)) return (RETURN_OK);
}
wchar_t file[MAX_PATH];
if (GameName[0]) swprintf_s( file, MAX_PATH, L"%ls\\%ls_W%u_H%u_D%u_F%u_V_%#llX", SavePath, GameName, desc.Width, desc.Height, desc.Depth, desc.Format, pTexture->Hash);
else swprintf_s( file, MAX_PATH, L"%ls\\W%u_H%u_D%u_F%u_V_%#llX", SavePath, desc.Width, desc.Height, desc.Depth, desc.Format, pTexture->Hash);
Message("uMod_TextureClient_DX9::SaveTexture( %ls): %lu\n", file, this);
return (SaveTexture( pTexture->m_D3Dtex, file));
}
int uMod_TextureClient_DX9::SaveTexture(uMod_IDirect3DCubeTexture9* pTexture, bool save_all)
{
if (pTexture==NULL) return (RETURN_BAD_ARGUMENT);
if (SavePath[0]==0) {Message("uMod_TextureClient_DX9::SaveTexture( %#lX, %lu): %lu, SavePath not set\n", pTexture->Hash, pTexture->m_D3Dtex, this); return (RETURN_TEXTURE_NOT_SAVED);}
D3DSURFACE_DESC desc;
if (pTexture->m_D3Dtex->GetLevelDesc(0, &desc)!=D3D_OK) //get the format and the size of the texture
{
Message("uMod_TextureClient_DX9::SaveTexture() Failed: GetLevelDesc \n");
return (RETURN_GetLevelDesc_FAILED);
}
if (save_all)
{
if (WidthFilter)
{
unsigned int min = WidthFilter >> 32;
unsigned int max = (WidthFilter<<32) >> 32;
if (desc.Width<min || desc.Width> max) return (RETURN_OK);
}
if (!SaveTextureFilterFormat(desc.Format)) return (RETURN_OK);
}
wchar_t file[MAX_PATH];
if (GameName[0]) swprintf_s( file, MAX_PATH, L"%ls\\%ls_W%u_F%u_C_%#llX.dds", SavePath, GameName, desc.Width, desc.Format, pTexture->Hash);
else swprintf_s( file, MAX_PATH, L"%ls\\W%u_F%u_C_%#llX.dds", SavePath, desc.Width, desc.Format, pTexture->Hash);
Message("uMod_TextureClient_DX9::SaveTexture( %ls): %lu\n", file, this);
return (SaveTexture( pTexture->m_D3Dtex, file));
}
int uMod_TextureClient_DX9::SaveTexture(IDirect3DBaseTexture9* pTexture, wchar_t *file)
{
unsigned int len=0;
while (file[len]) len++;
if (FileFormat & uMod_D3DXIFF_BMP)
{
file[len] = '.';file[len+1] = 'b';file[len+2] = 'm';file[len+3] = 'p';file[len+4] = '\0';
if (D3D_OK!=D3DXSaveTextureToFileW( file, D3DXIFF_BMP, pTexture, NULL)) return (RETURN_TEXTURE_NOT_SAVED);
}
if (FileFormat & uMod_D3DXIFF_JPG)
{
file[len] = '.';file[len+1] = 'j';file[len+2] = 'p';file[len+3] = 'g';file[len+4] = '\0';
if (D3D_OK!=D3DXSaveTextureToFileW( file, D3DXIFF_JPG, pTexture, NULL)) return (RETURN_TEXTURE_NOT_SAVED);
}
if (FileFormat & uMod_D3DXIFF_TGA)
{
file[len] = '.';file[len+1] = 't';file[len+2] = 'g';file[len+3] = 'a';file[len+4] = '\0';
if (D3D_OK!=D3DXSaveTextureToFileW( file, D3DXIFF_TGA, pTexture, NULL)) return (RETURN_TEXTURE_NOT_SAVED);
}
if (FileFormat & uMod_D3DXIFF_PNG)
{
file[len] = '.';file[len+1] = 'p';file[len+2] = 'n';file[len+3] = 'g';file[len+4] = '\0';
if (D3D_OK!=D3DXSaveTextureToFileW( file, D3DXIFF_PNG, pTexture, NULL)) return (RETURN_TEXTURE_NOT_SAVED);
}
if (FileFormat & uMod_D3DXIFF_DDS)
{
file[len] = '.';file[len+1] = 'd';file[len+2] = 'd';file[len+3] = 's';file[len+4] = '\0';
if (D3D_OK!=D3DXSaveTextureToFileW( file, D3DXIFF_DDS, pTexture, NULL)) return (RETURN_TEXTURE_NOT_SAVED);
}
if (FileFormat & uMod_D3DXIFF_PPM)
{
file[len] = '.';file[len+1] = 'p';file[len+2] = 'p';file[len+3] = 'm';file[len+4] = '\0';
if (D3D_OK!=D3DXSaveTextureToFileW( file, D3DXIFF_PPM, pTexture, NULL)) return (RETURN_TEXTURE_NOT_SAVED);
}
return (RETURN_OK);
}
#define DEF_FormatCheck( format ) \
case format: \
{ \
if (FormatFilter & uMod_ ## format) return (true); \
else return (false); \
}
bool uMod_TextureClient_DX9::SaveTextureFilterFormat(D3DFORMAT format)
{
if (FormatFilter == 0u) return (true);
switch(format) //switch trough the formats to calculate the size of the raw data
{
DEF_FormatCheck( D3DFMT_A1) // 1-bit monochrome.
DEF_FormatCheck( D3DFMT_R3G3B2) // 8-bit RGB texture format using 3 bits for red, 3 bits for green, and 2 bits for blue.
DEF_FormatCheck( D3DFMT_A8) // 8-bit alpha only.
DEF_FormatCheck( D3DFMT_A8P8) // 8-bit color indexed with 8 bits of alpha.
DEF_FormatCheck( D3DFMT_P8) // 8-bit color indexed.
DEF_FormatCheck( D3DFMT_L8) // 8-bit luminance only.
DEF_FormatCheck( D3DFMT_A4L4) // 8-bit using 4 bits each for alpha and luminance.
//DEF_FormatCheck( D3DFMT_FORCE_DWORD)
DEF_FormatCheck( D3DFMT_S8_LOCKABLE) // A lockable 8-bit stencil buffer.
DEF_FormatCheck( D3DFMT_D16_LOCKABLE) //16-bit z-buffer bit depth.
DEF_FormatCheck( D3DFMT_D15S1) // 16-bit z-buffer bit depth where 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel.
DEF_FormatCheck( D3DFMT_L6V5U5) // 16-bit bump-map format with luminance using 6 bits for luminance, and 5 bits each for v and u.
DEF_FormatCheck( D3DFMT_V8U8) // 16-bit bump-map format using 8 bits each for u and v data.
DEF_FormatCheck( D3DFMT_CxV8U8) // 16-bit normal compression format. The texture sampler computes the C channel from) C = sqrt(1 - U2 - V2).
DEF_FormatCheck( D3DFMT_R5G6B5) // 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue.
DEF_FormatCheck( D3DFMT_X1R5G5B5) // 16-bit pixel format where 5 bits are reserved for each color.
DEF_FormatCheck( D3DFMT_A1R5G5B5) // 16-bit pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha.
DEF_FormatCheck( D3DFMT_A4R4G4B4) // 16-bit ARGB pixel format with 4 bits for each channel.
DEF_FormatCheck( D3DFMT_A8R3G3B2) // 16-bit ARGB texture format using 8 bits for alpha, 3 bits each for red and green, and 2 bits for blue.
DEF_FormatCheck( D3DFMT_X4R4G4B4) // 16-bit RGB pixel format using 4 bits for each color.
DEF_FormatCheck( D3DFMT_L16) // 16-bit luminance only.
DEF_FormatCheck( D3DFMT_R16F) // 16-bit float format using 16 bits for the red channel.
DEF_FormatCheck( D3DFMT_A8L8) // 16-bit using 8 bits each for alpha and luminance.
DEF_FormatCheck( D3DFMT_D16) // 16-bit z-buffer bit depth.
DEF_FormatCheck( D3DFMT_INDEX16) // 16-bit index buffer bit depth.
DEF_FormatCheck( D3DFMT_G8R8_G8B8) // ??
DEF_FormatCheck( D3DFMT_R8G8_B8G8) // ??
DEF_FormatCheck( D3DFMT_UYVY) // ??
DEF_FormatCheck( D3DFMT_YUY2) // ??
DEF_FormatCheck( D3DFMT_R8G8B8) //24-bit RGB pixel format with 8 bits per channel.
DEF_FormatCheck( D3DFMT_R32F) // 32-bit float format using 32 bits for the red channel.
DEF_FormatCheck( D3DFMT_X8L8V8U8) // 32-bit bump-map format with luminance using 8 bits for each channel.
DEF_FormatCheck( D3DFMT_A2W10V10U10) // 32-bit bump-map format using 2 bits for alpha and 10 bits each for w, v, and u.
DEF_FormatCheck( D3DFMT_Q8W8V8U8) // 32-bit bump-map format using 8 bits for each channel.
DEF_FormatCheck( D3DFMT_V16U16) // 32-bit bump-map format using 16 bits for each channel.
DEF_FormatCheck( D3DFMT_A8R8G8B8) // 32-bit ARGB pixel format with alpha, using 8 bits per channel.
DEF_FormatCheck( D3DFMT_X8R8G8B8) // 32-bit RGB pixel format, where 8 bits are reserved for each color.
DEF_FormatCheck( D3DFMT_A2B10G10R10) // 32-bit pixel format using 10 bits for each color and 2 bits for alpha.
DEF_FormatCheck( D3DFMT_A8B8G8R8) // 32-bit ARGB pixel format with alpha, using 8 bits per channel.
DEF_FormatCheck( D3DFMT_X8B8G8R8) // 32-bit RGB pixel format, where 8 bits are reserved for each color.
DEF_FormatCheck( D3DFMT_G16R16) // 32-bit pixel format using 16 bits each for green and red.
DEF_FormatCheck( D3DFMT_G16R16F) // 32-bit float format using 16 bits for the red channel and 16 bits for the green channel.
DEF_FormatCheck( D3DFMT_A2R10G10B10) // 32-bit pixel format using 10 bits each for red, green, and blue, and 2 bits for alpha.
DEF_FormatCheck( D3DFMT_D32) // 32-bit z-buffer bit depth.
DEF_FormatCheck( D3DFMT_D24S8) // 32-bit z-buffer bit depth using 24 bits for the depth channel and 8 bits for the stencil channel.
DEF_FormatCheck( D3DFMT_D24X8) //32-bit z-buffer bit depth using 24 bits for the depth channel.
DEF_FormatCheck( D3DFMT_D24X4S4) // 32-bit z-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel.
DEF_FormatCheck( D3DFMT_D32F_LOCKABLE) // A lockable format where the depth value is represented as a standard IEEE floating-point number.
DEF_FormatCheck( D3DFMT_D24FS8) // A non-lockable format that contains 24 bits of depth (in a 24-bit floating point format - 20e4) and 8 bits of stencil.
DEF_FormatCheck( D3DFMT_D32_LOCKABLE) // A lockable 32-bit depth buffer.
DEF_FormatCheck( D3DFMT_INDEX32) // 32-bit index buffer bit depth.
DEF_FormatCheck( D3DFMT_G32R32F) // 64-bit float format using 32 bits for the red channel and 32 bits for the green channel.
DEF_FormatCheck( D3DFMT_Q16W16V16U16) // 64-bit bump-map format using 16 bits for each component.
DEF_FormatCheck( D3DFMT_A16B16G16R16) // 64-bit pixel format using 16 bits for each component.
DEF_FormatCheck( D3DFMT_A16B16G16R16F) // 64-bit float format using 16 bits for the each channel (alpha, blue, green, red).
DEF_FormatCheck( D3DFMT_A32B32G32R32F) // 128-bit float format using 32 bits for the each channel (alpha, blue, green, red).
DEF_FormatCheck( D3DFMT_DXT2)
DEF_FormatCheck( D3DFMT_DXT3)
DEF_FormatCheck( D3DFMT_DXT4)
DEF_FormatCheck( D3DFMT_DXT5)
DEF_FormatCheck( D3DFMT_DXT1)
default: //compressed formats
{
return (false);
}
}
return (false);
}
int uMod_TextureClient_DX9::MergeUpdate(void)
{
if (NumberOfUpdate<0) {return (RETURN_OK);}
if (int ret = LockMutex()) {gl_ErrorState |= uMod_ERROR_TEXTURE ; return (ret);}
Message("uMod_TextureClient_DX9::MergeUpdate(): %lu\n", this);
for (int i=0; i<NumberOfUpdate; i++) {Update[i].NumberOfTextures=0; Update[i].Textures = NULL;} // this is already done, but safety comes first ^^
int pos_old=0;
int pos_new=0;
int *to_lookup = NULL;
if (NumberOfUpdate>0) to_lookup = new int[NumberOfUpdate];
int num_to_lookup = 0;
/*
* FileToMod contains the old files (textures) which should replace the target textures (if they are loaded by the game)
* Update contains the new files (textures) which should replace the target textures (if they are loaded by the game)
*
* Both arrays (FileToMod and Update) are sorted according to their hash values.
*
* First we go through both arrays linearly and
* 1) take over the old entry if the hash is the same,
* 2) release old fake texture (if target texture exist and is not in the Update)
* 3) or mark newly added fake texture (if they are not in FileToMod)
*/
while (pos_old<NumberToMod && pos_new<NumberOfUpdate)
{
if (FileToMod[pos_old].Hash > Update[pos_new].Hash) // this fake texture is new
{
to_lookup[num_to_lookup++] = pos_new++; // keep this fake texture in mind, we must search later for it through all original textures
// we increase only the new counter by one
}
else if (FileToMod[pos_old].Hash < Update[pos_new].Hash) // this fake texture is not in the update
{
for (int i=FileToMod[pos_old].NumberOfTextures-1; i>=0; i--)
((IDirect3DBaseTexture9*) FileToMod[pos_old].Textures[i])->Release(); // we release the fake textures
if (FileToMod[pos_old].Textures!=NULL) delete [] FileToMod[pos_old].Textures; // we delete the memory
FileToMod[pos_old].NumberOfTextures = 0;
FileToMod[pos_old].Textures = NULL;
pos_old++; // we increase only the old counter by one
}
else // the hash value is the same, thus this texture is in the array FileToMod as well as in the array Update
{
if (Update[pos_new].ForceReload)
{
if (FileToMod[pos_old].NumberOfTextures>0)
{
Update[pos_new].Textures = (void**) new IDirect3DBaseTexture9*[FileToMod[pos_old].NumberOfTextures];
}
for (int i=0; i<FileToMod[pos_old].NumberOfTextures; i++)
{
IDirect3DBaseTexture9 *base_texture;
int ret = ((IDirect3DBaseTexture9*) FileToMod[pos_old].Textures[i])->QueryInterface( IID_IDirect3D9, (void**)&base_texture);
switch (ret)
{
case 0x01000000L:
{
uMod_IDirect3DTexture9 *pTexture = (uMod_IDirect3DTexture9*) FileToMod[pos_old].Textures[i];//
uMod_IDirect3DTexture9 *pRefTexture = pTexture->CrossRef_D3Dtex;
pTexture->Release();
i--; //after the Release of the old fake texture FileToMod[pos_old].Textures[i] is overwritten by entries with index greater than i
uMod_IDirect3DTexture9 *fake_Texture;
if (int ret = LoadTexture( & (Update[pos_new]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, pRefTexture))
{
Message("MergeUpdate(): textures not switched %#lX\n", pRefTexture->Hash);
fake_Texture->Release();
}
else
{
Update[pos_new].Textures[Update[pos_new].NumberOfTextures++] = fake_Texture;
fake_Texture->Reference = pos_new;
}
break;
}
case 0x01000001L:
{
uMod_IDirect3DVolumeTexture9 *pTexture = (uMod_IDirect3DVolumeTexture9*) FileToMod[pos_old].Textures[i];//
uMod_IDirect3DVolumeTexture9 *pRefTexture = pTexture->CrossRef_D3Dtex;
pTexture->Release();
i--; //after the Release of the old fake texture FileToMod[pos_old].Textures[i] is overwritten by entries with index greater than i
uMod_IDirect3DVolumeTexture9 *fake_Texture;
if (int ret = LoadTexture( & (Update[pos_new]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, pRefTexture))
{
Message("MergeUpdate(): textures not switched %#lX\n", pRefTexture->Hash);
fake_Texture->Release();
}
else
{
Update[pos_new].Textures[Update[pos_new].NumberOfTextures++] = fake_Texture;
fake_Texture->Reference = pos_new;
}
break;
}
case 0x01000002L:
{
uMod_IDirect3DCubeTexture9 *pTexture = (uMod_IDirect3DCubeTexture9*) FileToMod[pos_old].Textures[i];//
uMod_IDirect3DCubeTexture9 *pRefTexture = pTexture->CrossRef_D3Dtex;
pTexture->Release();
i--; //after the Release of the old fake texture FileToMod[pos_old].Textures[i] is overwritten by entries with index greater than i
uMod_IDirect3DCubeTexture9 *fake_Texture;
if (int ret = LoadTexture( & (Update[pos_new]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, pRefTexture))
{
Message("MergeUpdate(): textures not switched %#lX\n", pRefTexture->Hash);
fake_Texture->Release();
}
else
{
Update[pos_new].Textures[Update[pos_new].NumberOfTextures++] = fake_Texture;
fake_Texture->Reference = pos_new;
}
break;
}
default:
break; // this is no fake texture and QueryInterface failed, because IDirect3DBaseTexture9 object cannot be a IDirect3D9 object ;)
}
}
}
else // the texture might be loaded or not
{
Update[pos_new].NumberOfTextures = FileToMod[pos_old].NumberOfTextures;
Update[pos_new].Textures = FileToMod[pos_old].Textures;
FileToMod[pos_old].NumberOfTextures = 0;
FileToMod[pos_old].Textures = NULL;
}
// we increase both counters by one
pos_old++;
pos_new++;
}
}
while (pos_old<NumberToMod) //this fake textures are not in the Update
{
for (int i=FileToMod[pos_old].NumberOfTextures-1; i>=0; i--)
((IDirect3DBaseTexture9*) FileToMod[pos_old].Textures[i])->Release(); // we release the fake textures
//for (int i=0; i<FileToMod[pos_old].NumberOfTextures; i++) FileToMod[pos_old].Textures[i]->Release(); // we release the fake textures
if (FileToMod[pos_old].Textures!=NULL) delete [] FileToMod[pos_old].Textures; // we delete the memory
FileToMod[pos_old].Textures = NULL;
pos_old++;
}
while (pos_new<NumberOfUpdate) //this fake textures are newly added
{
to_lookup[num_to_lookup++] = pos_new++; //keep this fake texture in mind, we must search later for it through all original textures
}
if (FileToMod!=NULL)
{
delete [] FileToMod;
}
FileToMod = Update;
NumberToMod = NumberOfUpdate;
NumberOfUpdate = -1;
Update = NULL;
if (num_to_lookup>0)
{
uMod_IDirect3DTexture9* single_texture;
void *cpy;
long ret = D3D9Device->QueryInterface( IID_IDirect3DTexture9, &cpy);
if (ret == 0x01000000L) single_texture = ((uMod_IDirect3DDevice9*)D3D9Device)->GetSingleTexture(); //this texture must no be added twice
else single_texture = ((uMod_IDirect3DDevice9Ex*) D3D9Device)->GetSingleTexture(); //this texture must no be added twice
int num = OriginalTextures.GetNumber();
for (int i=0; i<num; i++) if (OriginalTextures[i]->CrossRef_D3Dtex==NULL || OriginalTextures[i]->CrossRef_D3Dtex==single_texture)
{
UnswitchTextures(OriginalTextures[i]); //this we can do always, so we unswitch the single texture
LookUpToMod( OriginalTextures[i], num_to_lookup, to_lookup);
}
uMod_IDirect3DVolumeTexture9 *single_volume_texture;
if (ret == 0x01000000L) single_volume_texture = ((uMod_IDirect3DDevice9*)D3D9Device)->GetSingleVolumeTexture(); //this texture must no be added twice
else single_volume_texture = ((uMod_IDirect3DDevice9Ex*) D3D9Device)->GetSingleVolumeTexture(); //this texture must no be added twice
num = OriginalVolumeTextures.GetNumber();
for (int i=0; i<num; i++) if (OriginalVolumeTextures[i]->CrossRef_D3Dtex==NULL || OriginalVolumeTextures[i]->CrossRef_D3Dtex==single_volume_texture)
{
UnswitchTextures(OriginalVolumeTextures[i]); //this we can do always, so we unswitch the single texture
LookUpToMod( OriginalVolumeTextures[i], num_to_lookup, to_lookup);
}
uMod_IDirect3DCubeTexture9 *single_cube_texture;
if (ret == 0x01000000L) single_cube_texture = ((uMod_IDirect3DDevice9*)D3D9Device)->GetSingleCubeTexture(); //this texture must no be added twice
else single_cube_texture = ((uMod_IDirect3DDevice9Ex*) D3D9Device)->GetSingleCubeTexture(); //this texture must no be added twice
num = OriginalCubeTextures.GetNumber();
for (int i=0; i<num; i++) if (OriginalCubeTextures[i]->CrossRef_D3Dtex==NULL || OriginalCubeTextures[i]->CrossRef_D3Dtex==single_cube_texture)
{
UnswitchTextures(OriginalCubeTextures[i]); //this we can do always, so we unswitch the single texture
LookUpToMod( OriginalCubeTextures[i], num_to_lookup, to_lookup);
}
}
if (to_lookup != NULL) delete [] to_lookup;
Message("uMod_TextureClient_DX9::MergeUpdate() END: %p\n", this);
CheckAgainNonAdded();
return (UnlockMutex());
}
int uMod_TextureClient_DX9::LookUpToMod( uMod_IDirect3DTexture9* pTexture, int num_index_list, int *index_list) // should only be called for original textures
{
Message("uMod_TextureClient_DX9::LookUpToMod( %p): hash: %#llX, %p\n", pTexture, pTexture->Hash, this);
if (pTexture->CrossRef_D3Dtex!=NULL) return (RETURN_OK); // bug, this texture is already switched
int index = GetIndex( pTexture->Hash, num_index_list, index_list);
if (index>=0)
{
uMod_IDirect3DTexture9 *fake_Texture;
if (int ret = LoadTexture( & (FileToMod[index]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, pTexture))
{
Message("uMod_TextureClient_DX9::LookUpToMod(): textures not switched %#lX\n", FileToMod[index].Hash);
fake_Texture->Release();
}
else
{
IDirect3DBaseTexture9 **temp = new IDirect3DBaseTexture9*[FileToMod[index].NumberOfTextures+1];
for (int j=0; j<FileToMod[index].NumberOfTextures; j++) temp[j] = (IDirect3DBaseTexture9*) FileToMod[index].Textures[j];
if (FileToMod[index].Textures!=NULL) delete [] FileToMod[index].Textures;
FileToMod[index].Textures = (void**) temp;
FileToMod[index].Textures[FileToMod[index].NumberOfTextures++] = fake_Texture;
fake_Texture->Reference = index;
}
}
else if (BoolComputeCRC && pTexture->CRC>0)
{
index = GetIndex( pTexture->CRC, num_index_list, index_list);
if (index>=0)
{
uMod_IDirect3DTexture9 *fake_Texture;
if (int ret = LoadTexture( & (FileToMod[index]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, pTexture))
{
Message("uMod_TextureClient_DX9::LookUpToMod(): textures not switched %#lX\n", FileToMod[index].Hash);
fake_Texture->Release();
}
else
{
IDirect3DBaseTexture9 **temp = new IDirect3DBaseTexture9*[FileToMod[index].NumberOfTextures+1];
for (int j=0; j<FileToMod[index].NumberOfTextures; j++) temp[j] = (IDirect3DBaseTexture9*) FileToMod[index].Textures[j];
if (FileToMod[index].Textures!=NULL) delete [] FileToMod[index].Textures;
FileToMod[index].Textures = (void**) temp;
FileToMod[index].Textures[FileToMod[index].NumberOfTextures++] = fake_Texture;
fake_Texture->Reference = index;
}
}
}
return (RETURN_OK);
}
int uMod_TextureClient_DX9::LookUpToMod( uMod_IDirect3DVolumeTexture9* pTexture, int num_index_list, int *index_list) // should only be called for original textures
{
Message("uMod_TextureClient_DX9::LookUpToMod( Volume %p): hash: %#llX, %p\n", pTexture, pTexture->Hash, this);
if (pTexture->CrossRef_D3Dtex!=NULL) return (RETURN_OK); // bug, this texture is already switched
int index = GetIndex( pTexture->Hash, num_index_list, index_list);
if (index>=0)
{
uMod_IDirect3DVolumeTexture9 *fake_Texture;
if (int ret = LoadTexture( & (FileToMod[index]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, pTexture))
{
Message("uMod_TextureClient_DX9::LookUpToMod(): textures not switched %#lX\n", FileToMod[index].Hash);
fake_Texture->Release();
}
else
{
IDirect3DBaseTexture9 **temp = new IDirect3DBaseTexture9*[FileToMod[index].NumberOfTextures+1];
for (int j=0; j<FileToMod[index].NumberOfTextures; j++) temp[j] = (IDirect3DBaseTexture9*) FileToMod[index].Textures[j];
if (FileToMod[index].Textures!=NULL) delete [] FileToMod[index].Textures;
FileToMod[index].Textures = (void**) temp;
FileToMod[index].Textures[FileToMod[index].NumberOfTextures++] = fake_Texture;
fake_Texture->Reference = index;
}
}
else if (BoolComputeCRC && pTexture->CRC>0)
{
index = GetIndex( pTexture->CRC, num_index_list, index_list);
if (index>=0)
{
uMod_IDirect3DVolumeTexture9 *fake_Texture;
if (int ret = LoadTexture( & (FileToMod[index]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, pTexture))
{
Message("uMod_TextureClient_DX9::LookUpToMod(): textures not switched %#lX\n", FileToMod[index].Hash);
fake_Texture->Release();
}
else
{
IDirect3DBaseTexture9 **temp = new IDirect3DBaseTexture9*[FileToMod[index].NumberOfTextures+1];
for (int j=0; j<FileToMod[index].NumberOfTextures; j++) temp[j] = (IDirect3DBaseTexture9*) FileToMod[index].Textures[j];
if (FileToMod[index].Textures!=NULL) delete [] FileToMod[index].Textures;
FileToMod[index].Textures = (void**) temp;
FileToMod[index].Textures[FileToMod[index].NumberOfTextures++] = fake_Texture;
fake_Texture->Reference = index;
}
}
}
return (RETURN_OK);
}
int uMod_TextureClient_DX9::LookUpToMod( uMod_IDirect3DCubeTexture9* pTexture, int num_index_list, int *index_list) // should only be called for original textures
{
Message("uMod_TextureClient_DX9::LookUpToMod( Cube %p): hash: %#llX, %p\n", pTexture, pTexture->Hash, this);
if (pTexture->CrossRef_D3Dtex!=NULL) return (RETURN_OK); // bug, this texture is already switched
int index = GetIndex( pTexture->Hash, num_index_list, index_list);
if (index>=0)
{
uMod_IDirect3DCubeTexture9 *fake_Texture;
if (int ret = LoadTexture( & (FileToMod[index]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, pTexture))
{
Message("uMod_TextureClient_DX9::LookUpToMod(): textures not switched %#lX\n", FileToMod[index].Hash);
fake_Texture->Release();
}
else
{
IDirect3DBaseTexture9 **temp = new IDirect3DBaseTexture9*[FileToMod[index].NumberOfTextures+1];
for (int j=0; j<FileToMod[index].NumberOfTextures; j++) temp[j] = (IDirect3DBaseTexture9*) FileToMod[index].Textures[j];
if (FileToMod[index].Textures!=NULL) delete [] FileToMod[index].Textures;
FileToMod[index].Textures = (void**) temp;
FileToMod[index].Textures[FileToMod[index].NumberOfTextures++] = fake_Texture;
fake_Texture->Reference = index;
}
}
else if (BoolComputeCRC && pTexture->CRC>0)
{
index = GetIndex( pTexture->CRC, num_index_list, index_list);
if (index>=0)
{
uMod_IDirect3DCubeTexture9 *fake_Texture;
if (int ret = LoadTexture( & (FileToMod[index]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, pTexture))
{
Message("uMod_TextureClient_DX9::LookUpToMod(): textures not switched %#lX\n", FileToMod[index].Hash);
fake_Texture->Release();
}
else
{
IDirect3DBaseTexture9 **temp = new IDirect3DBaseTexture9*[FileToMod[index].NumberOfTextures+1];
for (int j=0; j<FileToMod[index].NumberOfTextures; j++) temp[j] = (IDirect3DBaseTexture9*) FileToMod[index].Textures[j];
if (FileToMod[index].Textures!=NULL) delete [] FileToMod[index].Textures;
FileToMod[index].Textures = (void**) temp;
FileToMod[index].Textures[FileToMod[index].NumberOfTextures++] = fake_Texture;
fake_Texture->Reference = index;
}
}
}
return (RETURN_OK);
}
int uMod_TextureClient_DX9::LoadTexture( TextureFileStruct* file_in_memory, uMod_IDirect3DTexture9 **ppTexture) // to load fake texture from a file in memory
{
Message("LoadTexture( %p, %p, %#llX): %p\n", file_in_memory, ppTexture, file_in_memory->Hash, this);
if (D3D_OK != D3DXCreateTextureFromFileInMemoryEx( D3D9Device, file_in_memory->pData, file_in_memory->Size, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, NULL, NULL, (IDirect3DTexture9 **) ppTexture))
//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;
void *cpy;
long ret = D3D9Device->QueryInterface( IID_IDirect3DTexture9, &cpy);
if (ret == 0x01000000L) ((uMod_IDirect3DDevice9*)D3D9Device)->SetLastCreatedTexture(NULL); //this texture must no be added twice
else ((uMod_IDirect3DDevice9Ex*) D3D9Device)->SetLastCreatedTexture(NULL); //this texture must no be added twice
Message("LoadTexture( %p, %#llX): DONE\n", *ppTexture, file_in_memory->Hash);
return (RETURN_OK);
}
int uMod_TextureClient_DX9::LoadTexture( TextureFileStruct* file_in_memory, uMod_IDirect3DVolumeTexture9 **ppTexture) // to load fake texture from a file in memory
{
Message("LoadTexture( Volume %p, %p, %#llX): %p\n", file_in_memory, ppTexture, file_in_memory->Hash, this);
if (D3D_OK != D3DXCreateVolumeTextureFromFileInMemoryEx( D3D9Device, file_in_memory->pData, file_in_memory->Size, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, NULL, NULL, (IDirect3DVolumeTexture9 **) ppTexture))
//if (D3D_OK != D3DXCreateVolumeTextureFromFileInMemory( D3D9Device, file_in_memory->pData, file_in_memory->Size, (IDirect3DVolumeTexture9 **) ppTexture))
{
*ppTexture=NULL;
return (RETURN_TEXTURE_NOT_LOADED);
}
(*ppTexture)->FAKE = true;
void *cpy;
long ret = D3D9Device->QueryInterface( IID_IDirect3DTexture9, &cpy);
if (ret == 0x01000000L) ((uMod_IDirect3DDevice9*)D3D9Device)->SetLastCreatedVolumeTexture(NULL); //this texture must no be added twice
else ((uMod_IDirect3DDevice9Ex*) D3D9Device)->SetLastCreatedVolumeTexture(NULL); //this texture must no be added twice
Message("LoadTexture( Volume %p, %#llX): DONE\n", *ppTexture, file_in_memory->Hash);
return (RETURN_OK);
}
int uMod_TextureClient_DX9::LoadTexture( TextureFileStruct* file_in_memory, uMod_IDirect3DCubeTexture9 **ppTexture) // to load fake texture from a file in memory
{
Message("LoadTexture( Cube %p, %p, %#llX): %p\n", file_in_memory, ppTexture, file_in_memory->Hash, this);
if (D3D_OK != D3DXCreateCubeTextureFromFileInMemoryEx( D3D9Device, file_in_memory->pData, file_in_memory->Size, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, NULL, NULL, (IDirect3DCubeTexture9 **) ppTexture))
//if (D3D_OK != D3DXCreateCubeTextureFromFileInMemory( D3D9Device, file_in_memory->pData, file_in_memory->Size, (IDirect3DCubeTexture9 **) ppTexture))
{
*ppTexture=NULL;
return (RETURN_TEXTURE_NOT_LOADED);
}
(*ppTexture)->FAKE = true;
void *cpy;
long ret = D3D9Device->QueryInterface( IID_IDirect3DTexture9, &cpy);
if (ret == 0x01000000L) ((uMod_IDirect3DDevice9*)D3D9Device)->SetLastCreatedCubeTexture(NULL); //this texture must no be added twice
else ((uMod_IDirect3DDevice9Ex*) D3D9Device)->SetLastCreatedCubeTexture(NULL); //this texture must no be added twice
Message("LoadTexture( Cube %p, %#llX): DONE\n", *ppTexture, file_in_memory->Hash);
return (RETURN_OK);
}