/*
 * IDirect3DVolumeTexture9 implementation
 *
 * Copyright 2002-2005 Jason Edmeades
 *                     Raphael Junqueira
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 *
 * This library 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
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#include "config.h"
#include "wined3d_private.h"

WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info

/* *******************************************
   IWineD3DTexture IUnknown parts follow
   ******************************************* */
HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DVolumeTexture *iface, REFIID riid, LPVOID *ppobj)
{
    IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
    WARN("(%p)->(%s,%p) should not be called\n",This,debugstr_guid(riid),ppobj);
    return E_NOINTERFACE;
}

ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DVolumeTexture *iface) {
    IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
    TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
    IUnknown_AddRef(This->resource.parent);
    return InterlockedIncrement(&This->resource.ref);
}

ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
    IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
    ULONG ref;
    int i;
    TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
    ref = InterlockedDecrement(&This->resource.ref);
    if (ref == 0) {
        for (i = 0; i < This->baseTexture.levels; i++) {
            if (This->volumes[i] != NULL) {
                TRACE("(%p) : Releasing volume %p\n", This, This->volumes[i]);
                IWineD3DVolume_Release((IWineD3DSurface *) This->volumes[i]);
            }
        }
        IWineD3DDevice_Release((IWineD3DDevice *)This->resource.wineD3DDevice);
        HeapFree(GetProcessHeap(), 0, This);
    } else {
        IUnknown_Release(This->resource.parent);  /* Released the reference to the d3dx object */
    }
    return ref;
}

/* ****************************************************
   IWineD3DVolumeTexture IWineD3DResource parts follow
   **************************************************** */
HRESULT WINAPI IWineD3DVolumeTextureImpl_GetDevice(IWineD3DVolumeTexture *iface, IWineD3DDevice** ppDevice) {
    return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
}

HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
    return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}

HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
    return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}

HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
    return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
}

DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
    return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
}

DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
    return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
}

void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
    /* Overrider the IWineD3DResource Preload method */
    unsigned int i;
    IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
    
    TRACE("(%p) : About to load texture\n", This);

    ENTER_GL();

    for (i = 0; i < This->baseTexture.levels; i++) {

      if (i == 0 && This->volumes[i]->textureName != 0 && This->baseTexture.dirty == FALSE) {
        glBindTexture(GL_TEXTURE_3D, This->volumes[i]->textureName);
        checkGLcall("glBindTexture");
        TRACE("Texture %p (level %d) given name %d\n", This->volumes[i], i, This->volumes[i]->textureName);
        /* No need to walk through all mip-map levels, since already all assigned */
        i = This->baseTexture.levels;

      } else {

        if (i == 0) {
          if (This->volumes[i]->textureName == 0) {
            glGenTextures(1, &This->volumes[i]->textureName);
            checkGLcall("glGenTextures");
            TRACE("Texture %p (level %d) given name %d\n", This->volumes[i], i, This->volumes[i]->textureName);
          }
          
          glBindTexture(GL_TEXTURE_3D, This->volumes[i]->textureName);
          checkGLcall("glBindTexture");
          
          TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
          glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1); 
          checkGLcall("glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, This->levels - 1)");
        }

        TRACE("Calling glTexImage3D %x i=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
              GL_TEXTURE_3D, 
              i, 
              D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format), 
              This->volumes[i]->currentDesc.Width, 
              This->volumes[i]->currentDesc.Height, 
              This->volumes[i]->currentDesc.Depth,
              0, 
              D3DFmt2GLFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format), 
              D3DFmt2GLType(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
              This->volumes[i]->allocatedMemory);
        glTexImage3D(GL_TEXTURE_3D, 
                     i,
                     D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
                     This->volumes[i]->currentDesc.Width,
                     This->volumes[i]->currentDesc.Height,
                     This->volumes[i]->currentDesc.Depth,
                     0,
                     D3DFmt2GLFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
                     D3DFmt2GLType(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
                     This->volumes[i]->allocatedMemory);
        checkGLcall("glTexImage3D");

        This->baseTexture.dirty = FALSE;
      }
    }

    LEAVE_GL();

    return ;
}

D3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
    return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
}

HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) {
    return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
}

/* ******************************************************
   IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
   ****************************************************** */
DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
    return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
}

DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
    return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
}

DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
    return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
}

HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
  return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
}

D3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
  return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
}

void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
  return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
}

/* Internal function, No d3d mapping */
BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
    return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, TRUE);
}

BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
    return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
}

/* *******************************************
   IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
   ******************************************* */
HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) {
    IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
    if (Level < This->baseTexture.levels) {
        TRACE("(%p) Level (%d)\n", This, Level);
        return IWineD3DVolume_GetDesc((IWineD3DVolume *) This->volumes[Level], pDesc);
    } else {
        FIXME("(%p) Level (%d)\n", This, Level);
    }
    return D3D_OK;
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) {
    IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
    if (Level < This->baseTexture.levels) {
      *ppVolumeLevel = (IWineD3DVolume *)This->volumes[Level];
      IWineD3DVolume_AddRef((IWineD3DVolume *) *ppVolumeLevel);
      TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
    } else {
      FIXME("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
      return D3DERR_INVALIDCALL;
    }
    return D3D_OK;

}
HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface, UINT Level, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
    HRESULT hr;
    IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;

    if (Level < This->baseTexture.levels) {
      hr = IWineD3DVolume_LockBox((IWineD3DVolume *)This->volumes[Level], pLockedVolume, pBox, Flags);
      TRACE("(%p) Level (%d) success(%lu)\n", This, Level, hr);

    } else {
      FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
      return D3DERR_INVALIDCALL;
    }
    return hr;
}

HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) {
    HRESULT hr;
    IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;

    if (Level < This->baseTexture.levels) {
      hr = IWineD3DVolume_UnlockBox((IWineD3DVolume*) This->volumes[Level]);
      TRACE("(%p) -> level(%d) success(%lu)\n", This, Level, hr);

    } else {
      FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
      return D3DERR_INVALIDCALL;
    }
    return hr;
}

HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST D3DBOX* pDirtyBox) {
    IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
    This->baseTexture.dirty = TRUE;
    TRACE("(%p) : dirtyfication of volume Level (0)\n", This);    
    return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) This->volumes[0], pDirtyBox);
}


IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
{
    IWineD3DVolumeTextureImpl_QueryInterface,
    IWineD3DVolumeTextureImpl_AddRef,
    IWineD3DVolumeTextureImpl_Release,
    IWineD3DVolumeTextureImpl_GetParent,
    IWineD3DVolumeTextureImpl_GetDevice,
    IWineD3DVolumeTextureImpl_SetPrivateData,
    IWineD3DVolumeTextureImpl_GetPrivateData,
    IWineD3DVolumeTextureImpl_FreePrivateData,
    IWineD3DVolumeTextureImpl_SetPriority,
    IWineD3DVolumeTextureImpl_GetPriority,
    IWineD3DVolumeTextureImpl_PreLoad,
    IWineD3DVolumeTextureImpl_GetType,
    IWineD3DVolumeTextureImpl_SetLOD,
    IWineD3DVolumeTextureImpl_GetLOD,
    IWineD3DVolumeTextureImpl_GetLevelCount,
    IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
    IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
    IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
    IWineD3DVolumeTextureImpl_SetDirty,
    IWineD3DVolumeTextureImpl_GetDirty,
    IWineD3DVolumeTextureImpl_GetLevelDesc,
    IWineD3DVolumeTextureImpl_GetVolumeLevel,
    IWineD3DVolumeTextureImpl_LockBox,
    IWineD3DVolumeTextureImpl_UnlockBox,
    IWineD3DVolumeTextureImpl_AddDirtyBox
};
