warzone2100/src/texture.c

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/* Texture stuff. Alex McLean, Pumpkin Studios, EIDOS Interactive, 1997 */
#include "lib/framework/frame.h"
#include "lib/ivis_common/pietypes.h"
#include "lib/ivis_common/piestate.h"
#include "lib/ivis_common/tex.h"
#include "lib/ivis_common/piepalette.h"
#include "lib/ivis_opengl/pietexture.h"
#include "display3ddef.h"
#include "texture.h"
#include "radar.h"
/* Can fit at most 32 texture pages into a 2meg texture memory */
#define MAX_TEXTURE_PAGES 32
#define MAX_TERRAIN_PAGES 20
#define PAGE_WIDTH 512
#define PAGE_HEIGHT 512
#define PAGE_DEPTH 4
#define TEXTURE_PAGE_SIZE PAGE_WIDTH*PAGE_HEIGHT*PAGE_DEPTH
#define NUM_OTHER_PAGES 19
iSprite tempTexStore;
iPalette tempPal;
/* Stores the graphics data for the terrain tiles textures */
iSprite tilesPCX;
/* Stores the raw PCX data for the terrain tiles at load file time */
iBitmap **tilesRAW;
/* How many tiles have we loaded */
UDWORD numPCXTiles;
/* How many pages have we loaded */
SDWORD firstTexturePage;
SDWORD numTexturePages;
int pageId[MAX_TERRAIN_PAGES];
/* Presently all texture pages are 256*256 big */
typedef struct _texturePage
{
UDWORD pageNumber;
UDWORD cardAddress;
} TEXTURE_PAGE_3DFX;
TILE_TEX_INFO tileTexInfo[MAX_TILES];
static UDWORD getTileXIndex(UDWORD tileNumber);
static UDWORD getTileYIndex(UDWORD tileNumber);
static void getRectFromPage(UDWORD width, UDWORD height, unsigned char *src, UDWORD bufWidth, unsigned char *dest);
static void putRectIntoPage(UDWORD width, UDWORD height, unsigned char *dest, UDWORD bufWidth, unsigned char *src);
static void buildTileIndexes(void);
/*
Extracts the tile textures into separate texture pages and builds
a table of which texture page to find each tile in, as well as which one it is
within that page.
0123
4567
89AB
CDEF
The above shows the different possible locations for a tile in the page.
So we have a table of MAX_TILES showing
pageNumber and [0..15]
We must then make sure that we source in that texture page and set the
texture coordinate for a complete tile to be its position.
*/
void makeTileTexturePages(UDWORD srcWidth,UDWORD srcHeight, UDWORD tileWidth, UDWORD tileHeight, unsigned char *src)
{
UDWORD i,j;
UDWORD pageNumber;
UDWORD tilesAcross,tilesDown;
UDWORD tilesAcrossPage,tilesDownPage,tilesPerPage,tilesPerSource;
UDWORD tilesProcessed;
unsigned char *tileStorage;
unsigned char *presentLoc;
iSprite sprite;
/* This is how many pages are already used on hardware */
firstTexturePage = pie_GetLastPageDownloaded() + 1;
debug(LOG_TEXTURE, "makeTileTexturePages: src(%d,%d) tile(%d,%d) pages used=%d", srcWidth,
srcHeight, tileWidth, tileHeight, firstTexturePage);
/* Get enough memory to store one tile */
pageNumber = 0;
tileStorage = MALLOC(tileWidth * tileHeight * PAGE_DEPTH);
sprite.bmp = MALLOC(TEXTURE_PAGE_SIZE);
sprite.width = PAGE_WIDTH;
sprite.height = PAGE_HEIGHT;
// memset(sprite.bmp,0,TEXTURE_PAGE_SIZE);
tilesProcessed = 0;
tilesAcross = srcWidth/tileWidth;
tilesDown = srcHeight/tileHeight;
tilesPerSource = tilesAcross*tilesDown;
tilesAcrossPage = PAGE_WIDTH/tileWidth;
tilesDownPage = PAGE_HEIGHT/tileHeight;
tilesPerPage = tilesAcrossPage*tilesDownPage;
presentLoc = sprite.bmp;
for(i=0; i<tilesDown; i++)
{
for(j=0; j<tilesAcross; j++)
{
getRectFromPage(tileWidth,tileHeight,src,srcWidth,tileStorage);
putRectIntoPage(tileWidth,tileHeight,presentLoc,PAGE_WIDTH,tileStorage);
tilesProcessed++;
presentLoc+=tileWidth*PAGE_DEPTH;
src+=tileWidth*PAGE_DEPTH;
/* Have we got all the tiles from the source!? */
if((tilesProcessed == tilesPerSource)) // || (tileStorage[0] == 0))//hack probably causes too many texture pages to be used
{
// pie_Download8bitTexturePage(texturePage,PAGE_WIDTH,PAGE_HEIGHT);
pageId[pageNumber] = pie_AddBMPtoTexPages(&sprite, "terrain", 0, TRUE, FALSE);
goto exit;
}
/* Have we run out of texture page? */
if(tilesProcessed%tilesPerPage == 0)
{
debug(LOG_TEXTURE, "makeTileTexturePages: ran out of texture page ...");
debug(LOG_TEXTURE, "tilesDown=%d tilesAcross=%d tilesProcessed=%d tilesPerPage=%d",
tilesDown, tilesAcross, tilesProcessed, tilesPerPage);
/* If so, download this one and reset to start again */
pageId[pageNumber] = pie_AddBMPtoTexPages(&sprite, "terrain", 0, TRUE, FALSE);
sprite.bmp = MALLOC(TEXTURE_PAGE_SIZE);
pageNumber++;
presentLoc = sprite.bmp;
}
else if(tilesProcessed%tilesAcrossPage == 0)
{
/* Right hand side of texture page */
/* So go to one tile down */
presentLoc+= ( (tileHeight-1) * PAGE_WIDTH)*PAGE_DEPTH;
}
}
src+=( (tileHeight-1) * srcWidth)*PAGE_DEPTH;
}
numTexturePages = pageNumber;
exit:
FREE(tileStorage);
buildTileIndexes();
return;
}
void remakeTileTexturePages(UDWORD srcWidth,UDWORD srcHeight, UDWORD tileWidth, UDWORD tileHeight, unsigned char *src)
{
UDWORD i,j;
UDWORD pageNumber;
UDWORD tilesAcross,tilesDown;
UDWORD tilesAcrossPage,tilesDownPage,tilesPerPage,tilesPerSource;
UDWORD tilesProcessed;
unsigned char *tileStorage;
unsigned char *presentLoc;
iSprite sprite;
//check enough pages are allocated
debug(LOG_TEXTURE, "remakeTileTexturePages: src(%d,%d), tile(%d, %d)", srcWidth,
srcHeight, tileWidth, tileHeight);
/* Get enough memory to store one tile */
pageNumber = 0;
tileStorage = MALLOC(tileWidth * tileHeight * PAGE_DEPTH);
// texturePage = MALLOC(TEXTURE_PAGE_SIZE);
sprite.width = PAGE_WIDTH;
sprite.height = PAGE_HEIGHT;
sprite.bmp = MALLOC(TEXTURE_PAGE_SIZE);
// memset(sprite.bmp,0,TEXTURE_PAGE_SIZE);
tilesProcessed = 0;
tilesAcross = srcWidth/tileWidth;
tilesDown = srcHeight/tileHeight;
tilesPerSource = tilesAcross*tilesDown;
tilesAcrossPage = PAGE_WIDTH/tileWidth;
tilesDownPage = PAGE_HEIGHT/tileHeight;
tilesPerPage = tilesAcrossPage*tilesDownPage;
presentLoc = sprite.bmp;
for(i=0; i<tilesDown; i++)
{
for(j=0; j<tilesAcross; j++)
{
getRectFromPage(tileWidth,tileHeight,src,srcWidth,tileStorage);
putRectIntoPage(tileWidth,tileHeight,presentLoc,PAGE_WIDTH,tileStorage);
tilesProcessed++;
presentLoc+=tileWidth*PAGE_DEPTH;
src+=tileWidth*PAGE_DEPTH;
/* Have we got all the tiles from the source!? */
if((tilesProcessed == tilesPerSource))// || (tileStorage[0] == 0))//hack probably causes too many texture pages to be used
{
pie_ChangeTexPage(pageId[pageNumber], &sprite, 0, TRUE, FALSE);
goto exit;
}
/* Have we run out of texture page? */
if(tilesProcessed%tilesPerPage == 0)
{
debug(LOG_TEXTURE, "remakeTileTexturePages: ran out of texture page ...");
debug(LOG_TEXTURE, "tilesDown=%d tilesAcross=%d tilesProcessed=%d tilesPerPage=%d",
tilesDown, tilesAcross, tilesProcessed, tilesPerPage);
pie_ChangeTexPage(pageId[pageNumber], &sprite, 0, TRUE, FALSE);
pageNumber++;
presentLoc = sprite.bmp;
}
else if(tilesProcessed%tilesAcrossPage == 0)
{
/* Right hand side of texture page */
/* So go to one tile down */
presentLoc+= ( (tileHeight-1) * PAGE_WIDTH)*PAGE_DEPTH;
}
}
src+=( (tileHeight-1) * srcWidth)*PAGE_DEPTH;
}
//check numTexturePages == pageNumber;
ASSERT((numTexturePages >= (SDWORD)pageNumber,"New Tertiles too large"));
exit:
FREE(tileStorage);
buildTileIndexes();
return;
}
BOOL getTileRadarColours(void)
{
UDWORD x, y, i, j, w, h, t;
iBitmap *b, *s;
UBYTE tempBMP[TILE_WIDTH * TILE_HEIGHT];
w = tilesPCX.width / TILE_WIDTH;
h = tilesPCX.height / TILE_HEIGHT;
numPCXTiles = w * h;
t = 0;
for (i=0; i<h; i++)
{
for (j=0; j<w; j++)
{
b = tilesPCX.bmp + j * TILE_WIDTH + i * tilesPCX.width * TILE_HEIGHT;
s = &tempBMP[0];
if (s)
{
//copy the bitmap to temp buffer for colour calc
for (y=0; y<TILE_HEIGHT; y++)
{
for (x=0; x<TILE_WIDTH; *s++ = b[x++])
{
; /* NOP */
}
b+=tilesPCX.width;
}
calcRadarColour(&tempBMP[0],t);
t++;
}
else
{
return FALSE;
}
}
}
return TRUE;
}
void freeTileTextures(void)
{
UDWORD i;
for (i = 0; i < numTexturePages; i++)
{
FREE(_TEX_PAGE[(firstTexturePage+i)].tex.bmp);
}
}
static UDWORD getTileXIndex(UDWORD tileNumber)
{
UDWORD texPage;
UDWORD tileInPage;
UDWORD xIndex;
texPage = tileNumber/16;
tileInPage = tileNumber - (texPage*16);
xIndex = tileInPage%4;
return(xIndex);
}
static UDWORD getTileYIndex(UDWORD tileNumber)
{
UDWORD texPage;
UDWORD tileInPage;
UDWORD yIndex;
texPage = tileNumber/16;
tileInPage = tileNumber - (texPage*16);
yIndex = tileInPage/4;
return(yIndex);
}
/* Extracts a rectangular buffer from a source buffer, storing result in one contiguous
chunk */
static void getRectFromPage(UDWORD width, UDWORD height, unsigned char *src, UDWORD bufWidth, unsigned char *dest)
{
UDWORD i,j;
for (i=0; i<height; i++)
{
for(j=0; j<width*PAGE_DEPTH; j++)
{
*dest++ = *src++;
}
src+=(bufWidth-width)*PAGE_DEPTH;
}
}
/* Inserts a rectangle into a dest rectangle */
static void putRectIntoPage(UDWORD width, UDWORD height, unsigned char *dest, UDWORD bufWidth, unsigned char *src)
{
UDWORD i,j;
for(i=0; i<height; i++)
{
for(j=0; j<width*PAGE_DEPTH; j++)
{
*dest++ = *src++;
}
dest+=(bufWidth-width)*PAGE_DEPTH;
}
}
static void buildTileIndexes(void)
{
UDWORD i;
for(i=0; i<MAX_TILES; i++)
{
tileTexInfo[i].xOffset = getTileXIndex(i);
tileTexInfo[i].yOffset = getTileYIndex(i);
tileTexInfo[i].texPage = pageId[(i/16)];//(i/16) + firstTexturePage;
}
}