359 lines
9.4 KiB
C++
359 lines
9.4 KiB
C++
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2010 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include <GLee.h>
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#include "lib/framework/frame.h"
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#if defined(WZ_OS_MAC)
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# include <OpenGL/glu.h>
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#else
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# include <GL/glu.h>
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#endif
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#include "lib/ivis_opengl/ivisdef.h"
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#include "lib/ivis_opengl/piestate.h"
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#include "lib/ivis_opengl/tex.h"
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#include "lib/ivis_opengl/piepalette.h"
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#include "lib/ivis_opengl/png_util.h"
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#include "screen.h"
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//*************************************************************************
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iTexPage _TEX_PAGE[iV_TEX_MAX];
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unsigned int _TEX_INDEX;
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static void pie_PrintLoadedTextures(void);
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//*************************************************************************
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/**************************************************************************
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Add an image buffer given in s as a new texture page in the texture
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table. We check first if the given image has already been loaded,
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as a sanity check (should never happen). The texture numbers are
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stored in a special texture table, not in the resource system, for
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some unknown reason. Start looking for an available slot in the
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texture table at the given slot number.
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Returns the texture number of the image.
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**************************************************************************/
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int pie_AddTexPage(iV_Image *s, const char* filename, int slot, int maxTextureSize, bool useMipmaping)
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{
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unsigned int i = 0;
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int width, height;
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void *bmp;
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bool scaleDown = false;
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GLint minfilter;
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/* Have we already loaded this one? Should not happen here. */
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while (i < _TEX_INDEX)
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{
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if (strncmp(filename, _TEX_PAGE[i].name, iV_TEXNAME_MAX) == 0)
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{
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pie_PrintLoadedTextures();
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}
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ASSERT(strncmp(filename, _TEX_PAGE[i].name, iV_TEXNAME_MAX) != 0,
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"pie_AddTexPage: %s loaded again! Already loaded as %s|%u", filename,
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_TEX_PAGE[i].name, i);
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i++;
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}
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/* Use first unused slot */
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for (i = slot; i < iV_TEX_MAX && _TEX_PAGE[i].name[0] != '\0'; i++) {}
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if (i == _TEX_INDEX)
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{
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_TEX_INDEX++; // increase table
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}
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ASSERT(i != iV_TEX_MAX, "pie_AddTexPage: too many texture pages");
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debug(LOG_TEXTURE, "pie_AddTexPage: %s page=%d", filename, _TEX_INDEX);
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assert(s != NULL);
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/* Stick the name into the tex page structures */
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sstrcpy(_TEX_PAGE[i].name, filename);
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glGenTextures(1, &_TEX_PAGE[i].id);
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// FIXME: This function is used instead of glBindTexture, but we're juggling with difficult to trace global state here. Look into pie_SetTexturePage's definition for details.
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pie_SetTexturePage(i);
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width = s->width;
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height = s->height;
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bmp = s->bmp;
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if ((width & (width-1)) == 0 && (height & (height-1)) == 0)
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{
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if (maxTextureSize > 0 && width > maxTextureSize)
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{
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width = maxTextureSize;
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scaleDown = true;
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}
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if (maxTextureSize > 0 && height > maxTextureSize)
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{
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height = maxTextureSize;
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scaleDown = true;
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}
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if (scaleDown)
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{
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debug(LOG_TEXTURE, "scaling down texture %s from %ix%i to %ix%i", filename, s->width, s->height, width, height);
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bmp = malloc(4 * width * height); // FIXME: don't know for sure it is 4 bytes per pixel
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gluScaleImage(iV_getPixelFormat(s), s->width, s->height, GL_UNSIGNED_BYTE, s->bmp,
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width, height, GL_UNSIGNED_BYTE, bmp);
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free(s->bmp);
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}
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if (maxTextureSize)
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{
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// this is a 3D texture, use texture compression
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gluBuild2DMipmaps(GL_TEXTURE_2D, wz_texture_compression, width, height, iV_getPixelFormat(s), GL_UNSIGNED_BYTE, bmp);
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}
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else
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{
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// this is an interface texture, do not use compression
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gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, width, height, iV_getPixelFormat(s), GL_UNSIGNED_BYTE, bmp);
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}
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}
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else
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{
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debug(LOG_ERROR, "pie_AddTexPage: non POT texture %s", filename);
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}
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// it is uploaded, we do not need it anymore
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free(bmp);
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s->bmp = NULL;
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if (useMipmaping)
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{
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minfilter = GL_LINEAR_MIPMAP_LINEAR;
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}
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else
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{
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minfilter = GL_LINEAR;
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}
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minfilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Use anisotropic filtering, if available, but only max 4.0 to reduce processor burden
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if (GLEE_EXT_texture_filter_anisotropic)
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{
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GLfloat max;
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, MIN(4.0f, max));
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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/* Send back the texpage number so we can store it in the IMD */
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_TEX_INDEX++;
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return i;
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}
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void pie_InitSkybox(SDWORD pageNum)
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{
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pie_SetTexturePage(pageNum);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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}
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/*!
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* Turns filename into a pagename if possible
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* \param[in,out] filename Filename to pagify
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*/
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void pie_MakeTexPageName(char * filename)
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{
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char *c = strstr(filename, iV_TEXNAME_TCSUFFIX);
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if (c)
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{
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*(c + 7) = '\0';
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return;
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}
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c = strchr(filename + 5, '-');
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if (c)
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{
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*c = '\0';
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}
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}
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/*!
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* Turns page filename into a pagename + tc mask if possible
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* \param[in,out] filename Filename to pagify
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*/
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void pie_MakeTexPageTCMaskName(char * filename)
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{
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if (strncmp(filename, "page-", 5) == 0)
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{
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int i;
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for ( i = 5; i < iV_TEXNAME_MAX-1 && isdigit(filename[i]); i++) {}
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filename[i] = '\0';
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strcat(filename, iV_TEXNAME_TCSUFFIX);
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}
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}
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/*!
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* Print the names of all loaded textures to LOG_ERROR
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*/
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static void pie_PrintLoadedTextures(void)
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{
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unsigned int i = 0;
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debug(LOG_ERROR, "Available texture pages in memory (%d out of %d max):", _TEX_INDEX, iV_TEX_MAX);
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for ( i = 0; i < iV_TEX_MAX && _TEX_PAGE[i].name[0] != '\0'; i++ )
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{
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debug(LOG_ERROR, "%02d : %s", i, _TEX_PAGE[i].name);
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}
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}
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/** Retrieve the texture number for a given texture resource.
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*
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* @note We keep textures in a separate data structure _TEX_PAGE apart from the
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* normal resource system.
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*
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* @param filename The filename of the texture page to search for.
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*
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* @return a non-negative index number for the texture, negative if no texture
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* with the given filename could be found
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*/
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int iV_GetTexture(const char *filename)
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{
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unsigned int i = 0;
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iV_Image sSprite;
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char path[PATH_MAX];
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/* Have we already loaded this one then? */
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sstrcpy(path, filename);
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pie_MakeTexPageName(path);
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for (i = 0; i < iV_TEX_MAX; i++)
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{
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if (strncmp(path, _TEX_PAGE[i].name, iV_TEXNAME_MAX) == 0)
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{
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return i;
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}
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}
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// Try to load it
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sstrcpy(path, "texpages/");
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sstrcat(path, filename);
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if (!iV_loadImage_PNG(path, &sSprite))
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{
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debug(LOG_ERROR, "Failed to load %s", path);
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return -1;
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}
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sstrcpy(path, filename);
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pie_MakeTexPageName(path);
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return pie_AddTexPage(&sSprite, path, 0, -1, true); // FIXME, -1, use getTextureSize()
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}
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/**************************************************************************
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WRF files may specify overrides for the textures on a map. This
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is done through an ugly hack involving cutting the texture name
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down to just "page-NN", where NN is the page number, and
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replaceing the texture page with the same name if another file
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with this prefix is loaded.
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**************************************************************************/
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int pie_ReplaceTexPage(iV_Image *s, const char *texPage, int maxTextureSize, bool useMipmaping)
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{
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int i = iV_GetTexture(texPage);
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ASSERT(i >= 0, "pie_ReplaceTexPage: Cannot find any %s to replace!", texPage);
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if (i < 0)
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{
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return -1;
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}
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glDeleteTextures(1, &_TEX_PAGE[i].id);
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debug(LOG_TEXTURE, "Reloading texture %s from index %d", texPage, i);
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_TEX_PAGE[i].name[0] = '\0';
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pie_AddTexPage(s, texPage, i, maxTextureSize, useMipmaping);
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return i;
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}
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/*
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Alex - fixed this so it doesn't try to free up the memory if it got the page from resource
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handler - this is because the resource handler will deal with freeing it, and in all probability
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will have already done so by the time this is called, thus avoiding an 'already freed' moan.
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*/
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void pie_TexShutDown(void)
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{
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unsigned int i = 0;
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while (i < _TEX_INDEX)
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{
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glDeleteTextures(1, &_TEX_PAGE[i].id);
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i++;
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}
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debug(LOG_TEXTURE, "pie_TexShutDown successful - did free %u texture pages", i);
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}
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void pie_TexInit(void)
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{
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int i = 0;
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while (i < iV_TEX_MAX) {
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_TEX_PAGE[i].name[0] = '\0';
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i++;
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}
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debug(LOG_TEXTURE, "pie_TexInit successful - initialized %d texture pages\n", i);
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}
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void iV_unloadImage(iV_Image *image)
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{
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if (image)
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{
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if (image->bmp)
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{
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free(image->bmp);
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image->bmp = NULL;
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}
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}
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else
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{
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debug(LOG_ERROR, "Tried to free invalid image!");
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}
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}
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unsigned int iV_getPixelFormat(const iV_Image *image)
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{
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switch (image->depth)
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{
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case 3:
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return GL_RGB;
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case 4:
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return GL_RGBA;
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default:
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debug(LOG_ERROR, "iV_getPixelFormat: Unsupported image depth: %u", image->depth);
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return GL_INVALID_ENUM;
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}
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}
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