/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection Project Warzone 2100 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 2 of the License, or (at your option) any later version. Warzone 2100 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 Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #include #include #include #include #include #ifdef _MSC_VER //we need windows.h for below inculde. --Qamly #include #endif #include #ifdef __APPLE__ #include #else #include #endif #include "lib/framework/frame.h" #include "lib/ivis_common/ivisdef.h" #include "lib/ivis_common/piestate.h" #include "lib/ivis_common/tex.h" #include "lib/ivis_common/rendmode.h" #include "lib/ivis_common/piepalette.h" #include "lib/ivis_common/ivispatch.h" //************************************************************************* iTexPage _TEX_PAGE[iV_TEX_MAX]; int _TEX_INDEX; //************************************************************************* /************************************************************************** Add an image buffer given in s as a new texture page in the texture table. We check first if the given image has already been loaded, as a sanity check (should never happen). The texture numbers are stored in a special texture table, not in the resource system, for some unknown reason. Returns the texture number of the image. **************************************************************************/ int pie_AddBMPtoTexPages(iSprite* s, const char* filename, int type, iBool bResource) { int i = 0; debug(LOG_TEXTURE, "pie_AddBMPtoTexPages: %s type=%d res=%d", filename, type, bResource); assert(s != NULL); /* Have we already loaded this one? (Should generally not happen here.) */ while (i < _TEX_INDEX) { if (strcasecmp(filename, _TEX_PAGE[i].name) == 0) { // this happens with terrain for some reason, which is necessary debug(LOG_TEXTURE, "pie_AddBMPtoTexPages: %s loaded again", filename); } i++; } /* Get next available texture page */ i = _TEX_INDEX; /* Have we used up too many? */ if (_TEX_INDEX >= iV_TEX_MAX) { debug(LOG_ERROR, "pie_AddBMPtoTexPages: too many texture pages"); assert(FALSE); return -1; } /* Stick the name into the tex page structures */ strcpy(_TEX_PAGE[i].name, filename); /* Store away all the info */ /* DID come from a resource */ _TEX_PAGE[i].bResource = bResource; _TEX_PAGE[i].tex.bmp = s->bmp; _TEX_PAGE[i].tex.width = s->width; _TEX_PAGE[i].tex.height = s->height; _TEX_PAGE[i].type = type; glGenTextures(1, &_TEX_PAGE[i].textPage3dfx); glBindTexture(GL_TEXTURE_2D, _TEX_PAGE[i].textPage3dfx); if ((s->width & (s->width-1)) == 0 && (s->height & (s->height-1)) == 0) { gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, s->width, s->height, GL_RGBA, GL_UNSIGNED_BYTE, s->bmp); } else { debug(LOG_ERROR, "pie_AddBMPtoTexPages: non POT texture %s.", filename); } glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); /* Send back the texpage number so we can store it in the IMD */ _TEX_INDEX++; return i; } void pie_ChangeTexPage(int tex_index, iSprite* s, int type, iBool bResource) { assert(s != NULL); /* DID come from a resource */ _TEX_PAGE[tex_index].bResource = bResource; // Default values _TEX_PAGE[tex_index].tex.bmp = s->bmp; _TEX_PAGE[tex_index].tex.width = s->width; _TEX_PAGE[tex_index].tex.height = s->height; _TEX_PAGE[tex_index].type = type; glBindTexture(GL_TEXTURE_2D, _TEX_PAGE[tex_index].textPage3dfx); if ((s->width & (s->width-1)) == 0 && (s->height & (s->height-1)) == 0) { gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, s->width, s->height, GL_RGBA, GL_UNSIGNED_BYTE, s->bmp); } else { debug(LOG_ERROR, "pie_ChangeTexPage: non POT texture %i", tex_index); } glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); } /************************************************************************** Return the texture number for a given texture resource. We keep textures in a separate data structure _TEX_PAGE apart from the normal resource system. **************************************************************************/ int iV_GetTexture(char *filename) { int i = 0; /* Have we already loaded this one then? (Yes. Always.) */ while (i < _TEX_INDEX) { if (strcasecmp(filename, _TEX_PAGE[i].name) == 0) { return i; } i++; } /* This should never happen - by now all textures should have been loaded. */ debug(LOG_ERROR, "*** texture %s not loaded! ***", filename); debug(LOG_ERROR, "Available texture pages in memory:"); for (i = 0; i < _TEX_INDEX; i++) { debug(LOG_ERROR, " %02d : %s", i, _TEX_PAGE[i].name); } debug(LOG_ERROR, "This error probably means you did not specify for this texture"); debug(LOG_ERROR, "to be preloaded in the appropriate wrf files before referencing"); debug(LOG_ERROR, "it in some pie file. Remember that patches override several"); debug(LOG_ERROR, "standard wrf files as well."); assert(FALSE); return -1; } // According to logfile not used, deprecating int pie_ReloadTexPage(char *filename, char *pBuffer) { int i = 0; iSprite s; // Log call to check validity of deprecation debug( LOG_ERROR, "pie_ReloadTexPage called for %s, tell Per!", filename ); /* Have we already loaded this one then? */ while (strcasecmp(filename,_TEX_PAGE[i].name) != 0) { i++; if (i >= _TEX_INDEX) { debug(LOG_TEXTURE, "Texture %s not in resources", filename); return -1; } } //got the old texture page so load bmp straight in s.width = _TEX_PAGE[i].tex.width; s.height = _TEX_PAGE[i].tex.height; s.bmp = _TEX_PAGE[i].tex.bmp; pie_PNGLoadMem(pBuffer, &s); return i; } /* Alex - fixed this so it doesn't try to free up the memory if it got the page from resource handler - this is because the resource handler will deal with freeing it, and in all probability will have already done so by the time this is called, thus avoiding an 'already freed' moan. */ void pie_TexShutDown(void) { int i,j; i = 0; j = 0; while (i < _TEX_INDEX) { /* Only free up the ones that were NOT allocated through resource handler cos they'll already be free */ if(_TEX_PAGE[i].bResource == FALSE) { if(_TEX_PAGE[i].tex.bmp) { j++; iV_HeapFree(_TEX_PAGE[i].tex.bmp,_TEX_PAGE[i].tex.width * _TEX_PAGE[i].tex.height); } } i++; } debug( LOG_NEVER, "pie_TexShutDown successful - freed %d texture pages\n", j ); } void pie_TexInit(void) { int i; i = 0; while (i < _TEX_INDEX) { _TEX_PAGE[i].tex.bmp = NULL; _TEX_PAGE[i].tex.width = 0; _TEX_PAGE[i].tex.height = 0; i++; } }