290 lines
7.6 KiB
C
290 lines
7.6 KiB
C
|
|
|
|
#include <stdio.h>
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
#include <ctype.h>
|
|
#ifdef _MSC_VER //we need windows.h for below inculde. --Qamly
|
|
#include <windows.h>
|
|
#endif
|
|
#include <GL/gl.h>
|
|
#include <GL/glu.h>
|
|
|
|
#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/bug.h"
|
|
#include "lib/ivis_common/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;
|
|
}
|
|
|
|
|
|
/**************************************************************************
|
|
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, STRING* filename, int type, iBool bColourKeyed,
|
|
iBool bResource) {
|
|
int i = 0;
|
|
|
|
debug(LOG_TEXTURE, "pie_AddBMPtoTexPages: %s type=%d col=%d res=%d", filename, type,
|
|
bColourKeyed, bResource);
|
|
assert(s != NULL);
|
|
|
|
/* Have we already loaded this one? (Should generally not happen here.) */
|
|
while (i < _TEX_INDEX) {
|
|
if (stricmp(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;
|
|
// 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;
|
|
_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;
|
|
|
|
glGenTextures(1, &_TEX_PAGE[i].textPage3dfx);
|
|
|
|
pie_SetTexturePage(i);
|
|
|
|
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);
|
|
/*
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, s->width, s->height, 0,
|
|
GL_RGBA, GL_UNSIGNED_BYTE, s->bmp);
|
|
*/
|
|
} else {
|
|
debug(LOG_TEXTURE, "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_NEAREST);
|
|
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 bColourKeyed, iBool bResource)
|
|
{
|
|
assert(s != NULL);
|
|
|
|
/* DID come from a resource */
|
|
_TEX_PAGE[tex_index].bResource = bResource;
|
|
// Default values
|
|
_TEX_PAGE[tex_index].tex.bmp = NULL;
|
|
_TEX_PAGE[tex_index].tex.width = 256;
|
|
_TEX_PAGE[tex_index].tex.height = 256;
|
|
_TEX_PAGE[tex_index].tex.xshift = 0;
|
|
_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].tex.xshift = _tex_get_top_bit(s->width);
|
|
_TEX_PAGE[tex_index].tex.bColourKeyed = bColourKeyed;
|
|
_TEX_PAGE[tex_index].type = type;
|
|
|
|
pie_SetTexturePage(tex_index);
|
|
}
|
|
|
|
/**************************************************************************
|
|
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 (stricmp(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
|
|
WZ_DEPRECATED int pie_ReloadTexPage(STRING *filename, SBYTE *pBuffer)
|
|
{
|
|
int i = 0;
|
|
iSprite s;
|
|
|
|
// Log call to check validity of deprecation
|
|
debug( LOG_NEVER, "pie_ReloadTexPage called" );
|
|
|
|
/* Have we already loaded this one then? */
|
|
while (stricmp(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;
|
|
|
|
// 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;
|
|
}
|
|
|