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/*
* Copyright 2009, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// This file contains the definition of SamplerD3D9.
#include "core/cross/precompile.h"
#include "core/win/d3d9/sampler_d3d9.h"
#include "core/cross/error.h"
#include "core/cross/renderer.h"
#include "core/cross/renderer_platform.h"
#include "core/win/d3d9/utils_d3d9.h"
namespace o3d {
SamplerD3D9::SamplerD3D9(ServiceLocator* service_locator,
IDirect3DDevice9* d3d_device)
: Sampler(service_locator),
renderer_(static_cast<RendererD3D9*>(
service_locator->GetService<Renderer>())),
d3d_device_(d3d_device) {
DCHECK(d3d_device);
}
SamplerD3D9::~SamplerD3D9() {
}
void SamplerD3D9::SetAddressMode(int sampler_unit,
D3DSAMPLERSTATETYPE sampler_type,
Sampler::AddressMode o3d_mode,
D3DTEXTUREADDRESS default_mode) {
D3DTEXTUREADDRESS d3d_mode = default_mode;
switch (o3d_mode) {
case WRAP:
d3d_mode = D3DTADDRESS_WRAP;
break;
case MIRROR:
d3d_mode = D3DTADDRESS_MIRROR;
break;
case CLAMP:
d3d_mode = D3DTADDRESS_CLAMP;
break;
case BORDER:
d3d_mode = D3DTADDRESS_BORDER;
break;
default:
DLOG(ERROR) << "Unknown Address mode " << static_cast<int>(o3d_mode);
return;
}
HR(d3d_device_->SetSamplerState(sampler_unit, sampler_type, d3d_mode));
}
namespace {
D3DTEXTUREFILTERTYPE D3DMagFilter(Sampler::FilterType o3d_mag_filter) {
// For mag filters only POINT and LINEAR make sense. Everything else
// we convert to LINEAR.
switch (o3d_mag_filter) {
case Sampler::POINT:
return D3DTEXF_POINT;
case Sampler::LINEAR:
return D3DTEXF_LINEAR;
default:
return D3DTEXF_LINEAR;
}
}
D3DTEXTUREFILTERTYPE D3DMinFilter(Sampler::FilterType o3d_mag_filter) {
// Allowable min filters are POINT, LINEAR and ANISOTROPIC
switch (o3d_mag_filter) {
case Sampler::POINT:
return D3DTEXF_POINT;
case Sampler::LINEAR:
return D3DTEXF_LINEAR;
case Sampler::ANISOTROPIC:
return D3DTEXF_ANISOTROPIC;
default:
return D3DTEXF_LINEAR;
}
}
D3DTEXTUREFILTERTYPE D3DMipFilter(Sampler::FilterType o3d_mag_filter) {
// Allowable mip filters are NONE, POINT and LINEAR
switch (o3d_mag_filter) {
case Sampler::NONE:
return D3DTEXF_NONE;
case Sampler::POINT:
return D3DTEXF_POINT;
case Sampler::LINEAR:
return D3DTEXF_LINEAR;
default:
return D3DTEXF_LINEAR;
}
}
} // namespace
void SamplerD3D9::SetTextureAndStates(int sampler_unit) {
DLOG_ASSERT(d3d_device_);
// First get the d3d texture and set it.
Texture* texture_object = texture();
if (!texture_object) {
texture_object = renderer_->error_texture();
if (!texture_object) {
O3D_ERROR(service_locator())
<< "Missing texture for sampler " << name();
texture_object = renderer_->fallback_error_texture();
}
}
IDirect3DBaseTexture9* d3d_texture =
static_cast<IDirect3DBaseTexture9*>(texture_object->GetTextureHandle());
HR(d3d_device_->SetTexture(sampler_unit, d3d_texture));
SetAddressMode(sampler_unit,
D3DSAMP_ADDRESSU,
address_mode_u(),
D3DTADDRESS_WRAP);
SetAddressMode(sampler_unit,
D3DSAMP_ADDRESSV,
address_mode_v(),
D3DTADDRESS_WRAP);
if (texture_object->IsA(TextureCUBE::GetApparentClass())) {
SetAddressMode(sampler_unit,
D3DSAMP_ADDRESSW,
address_mode_w(),
D3DTADDRESS_WRAP);
}
HR(d3d_device_->SetSamplerState(sampler_unit,
D3DSAMP_MAGFILTER,
D3DMagFilter(mag_filter())));
HR(d3d_device_->SetSamplerState(sampler_unit,
D3DSAMP_MINFILTER,
D3DMinFilter(min_filter())));
HR(d3d_device_->SetSamplerState(sampler_unit,
D3DSAMP_MIPFILTER,
D3DMipFilter(mip_filter())));
Float4 color = border_color();
DWORD d3d_color = D3DCOLOR_COLORVALUE(color[0], color[1], color[2], color[3]);
HR(d3d_device_->SetSamplerState(sampler_unit,
D3DSAMP_BORDERCOLOR,
d3d_color));
HR(d3d_device_->SetSamplerState(sampler_unit,
D3DSAMP_MAXANISOTROPY,
max_anisotropy()));
}
void SamplerD3D9::ResetTexture(int sampler_unit) {
DLOG_ASSERT(d3d_device_);
HR(d3d_device_->SetTexture(sampler_unit, NULL));
}
} // namespace o3d
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