#include #include #include #include #include "frame.h" #include "ivisdef.h" #include "piestate.h" #include "tex.h" #include "rendmode.h" #include "piepalette.h" #include "bug.h" #include "ivispatch.h" //************************************************************************* iTexPage _TEX_PAGE[iV_TEX_MAX]; //************************************************************************* int _TEX_INDEX; //************************************************************************* static int _tex_get_top_bit(uint32 n) { int i; uint32 mask = 0x80000000; for (i=31; (n & mask) == 0; mask >>=1, i--) ; return i; } //************************************************************************* //*** load texture file or return index if already loaded //* //* params filename = texture file name //* type = 0 -> pcx //* //* returns -1 = error //* else = texture slot //* //****** /* Alex's shiny new texture loader. Will first check to see if the filename you're trying to load already resides in either memory (software) or in 3dfx texture memory (3dfx). If it does, it'll send back the page number. If not, then it'll load it in for you. Also, it'll try and get it from the resource handler. If the resource handler doesn't know about this file then, the old texture load function is called. Should still work on PSX as the resource stuff isn't in there yet, so it'll default through to the old version */ int pie_AddBMPtoTexPages(iSprite* s, char* filename, int type, iBool bColourKeyed, iBool bResource) { int i; /* Get next available texture page */ i = _TEX_INDEX; /* Have we used up too many? */ if (_TEX_INDEX >= iV_TEX_MAX) { iV_DEBUG1("tex[TexLoad] = too many texture pages '%s'\n",buffer); 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; // Default values _TEX_PAGE[i].tex.bmp = NULL; _TEX_PAGE[i].tex.width = 256; _TEX_PAGE[i].tex.height = 256; _TEX_PAGE[i].tex.xshift = 0; if (s!=NULL) { _TEX_PAGE[i].tex.bmp = s->bmp; _TEX_PAGE[i].tex.width = s->width; _TEX_PAGE[i].tex.height = s->height; _TEX_PAGE[i].tex.xshift = _tex_get_top_bit(s->width); } _TEX_PAGE[i].tex.bColourKeyed = bColourKeyed; _TEX_PAGE[i].type = type; /* 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 bColourKeyed, iBool bResource) { } int iV_TexLoadNew( char *path, char *filename, int type, iBool palkeep, iBool bColourKeyed ) { char fname[MAX_FILE_PATH]; int i; iSprite *s; TEXTUREPAGE *TextPage; // pointer to the resource texture page structure ... palette stuff is BACK !!!!! // If we are in the BSP or PIEBIN tool, then just added it into the array and exit #ifdef PIETOOL return pie_AddBMPtoTexPages(NULL, filename, type, bColourKeyed, TRUE); #endif /* If it's not a resource - something is wrong */ if(!resPresent("TEXPAGE",filename)) { debug(LOG_ERROR, "iV_TexLoadNew: %s not found as resource.", filename); assert(FALSE); return -1; } /* Ensure upper case for tex file names */ ASSERT ((strlen(filename)Texture; return pie_AddBMPtoTexPages(s, fname, type, bColourKeyed, TRUE); } int pie_ReloadTexPage(STRING *filename, SBYTE *pBuffer) { STRING fname[MAX_FILE_PATH]; int i; iSprite s; /* Ensure upper case for tex file names */ ASSERT ((strlen(filename)= _TEX_INDEX) { DBERROR(("Texture not in resources %s[2]\n",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; // FIXME: evil cast pie_PNGLoadMemToBuffer((int8 *)pBuffer,&s,NULL); 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++; } DBPRINTF(("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; _TEX_PAGE[i].tex.xshift = 0; i++; } } // Check that a texture is <= 256x256 and 2^n x 2^n in size. // BOOL iV_TexSizeIsLegal(UDWORD Width,UDWORD Height) { if((Width > 256) || (Height > 256)) { return FALSE; } if(!iV_IsPower2(Width)) { return FALSE; } // For now don't limit height to 2^n. if(!iV_IsPower2(Height)) { return FALSE; } return TRUE; } // Return TRUE if the given value is 2^n. // BOOL iV_IsPower2(UDWORD Value) { int Bits = 0; while(Value) { if(Value & 1) { Bits++; } Value = Value >> 1; } if(Bits != 1) { return FALSE; } return TRUE; }