250 lines
6.9 KiB
C
250 lines
6.9 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) 2005-2007 Warzone Resurrection 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 "lib/framework/frame.h"
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#include <SDL/SDL_opengl.h>
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#ifdef __APPLE__
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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_common/ivisdef.h"
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#include "lib/ivis_common/piestate.h"
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#include "lib/ivis_common/tex.h"
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#include "lib/ivis_common/rendmode.h"
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#include "lib/ivis_common/piepalette.h"
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#include "lib/ivis_common/ivispatch.h"
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#include "lib/ivis_common/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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//*************************************************************************
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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.
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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 type, BOOL bResource)
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{
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unsigned int i = 0;
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debug(LOG_TEXTURE, "pie_AddTexPage: %s type=%d page=%d", filename, type, _TEX_INDEX);
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assert(s != NULL);
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/* Have we already loaded this one? (Should generally not happen here.) */
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while (i < _TEX_INDEX) {
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if (strncmp(filename, _TEX_PAGE[i].name, iV_TEXNAME_MAX) == 0) {
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// this happens with terrain for some reason, which is necessary
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debug(LOG_TEXTURE, "pie_AddTexPage: %s loaded again", filename);
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}
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i++;
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}
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/* Get next available texture page */
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i = _TEX_INDEX;
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/* Have we used up too many? */
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if (_TEX_INDEX >= iV_TEX_MAX) {
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debug(LOG_ERROR, "pie_AddTexPage: too many texture pages");
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assert(!"too many texture pages");
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return -1;
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}
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/* Stick the name into the tex page structures */
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strncpy(_TEX_PAGE[i].name, filename, iV_TEXNAME_MAX);
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/* Store away all the info */
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/* DID come from a resource */
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_TEX_PAGE[i].type = type;
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glGenTextures(1, (GLuint *) &_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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if ((s->width & (s->width-1)) == 0 && (s->height & (s->height-1)) == 0)
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{
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gluBuild2DMipmaps(GL_TEXTURE_2D, wz_texture_compression, s->width, s->height, iV_getPixelFormat(s), GL_UNSIGNED_BYTE, s->bmp);
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} else {
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debug(LOG_ERROR, "pie_AddTexPage: non POT texture %s", filename);
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}
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free(s->bmp); // it is uploaded, we do not need it anymore
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s->bmp = NULL;
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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, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if( strncmp( filename, SKY_TEXPAGE, iV_TEXNAME_MAX ) == 0 )
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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}
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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_MakeTexPageName(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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}
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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; i++ ) {
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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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/**************************************************************************
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Return the texture number for a given texture resource. We keep
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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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int iV_GetTexture(const char *filename)
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{
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unsigned int i = 0;
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/* Have we already loaded this one then? */
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for ( i = 0; i < iV_TEX_MAX; i++ ) {
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if (strncmp(filename, _TEX_PAGE[i].name, iV_TEXNAME_MAX) == 0) {
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return i;
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}
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}
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/* This should never happen - by now all textures should have been loaded. */
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debug(LOG_ERROR, "*** texture %s not loaded! ***", filename);
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debug(LOG_ERROR, "This error probably means you did not specify this texture to be preloaded in the appropriate wrf files before referencing it in some pie file");
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debug(LOG_ERROR, "Remember that patches override several standard wrf files as well");
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pie_PrintLoadedTextures();
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return -1;
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}
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int pie_ReloadTexPage(const char *texpageName, const char *fileName)
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{
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int i = iV_GetTexture(texpageName);
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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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debug(LOG_ERROR, "Reloading texture %s from index %d, max is %d (NOT REALLY DOING ANYTHING)",
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texpageName, i, _TEX_INDEX);
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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, (GLuint *) &_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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