239 lines
7.4 KiB
C
239 lines
7.4 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) 2005-2007 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 <assert.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <ctype.h>
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#ifdef _MSC_VER //we need windows.h for below inculde. --Qamly
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#include <windows.h>
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#endif
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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/framework/frame.h"
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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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//*************************************************************************
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iTexPage _TEX_PAGE[iV_TEX_MAX];
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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_AddBMPtoTexPages(iTexture* s, const char* filename, int type, BOOL bResource)
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{
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int i = 0;
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debug(LOG_TEXTURE, "pie_AddBMPtoTexPages: %s type=%d resource=%s page=%d", filename,
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type, bResource ? "true" : "false", _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 (strcasecmp(filename, _TEX_PAGE[i].name) == 0) {
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// this happens with terrain for some reason, which is necessary
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debug(LOG_TEXTURE, "pie_AddBMPtoTexPages: %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_AddBMPtoTexPages: too many texture pages");
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assert(FALSE);
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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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strcpy(_TEX_PAGE[i].name, filename);
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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].bResource = bResource;
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_TEX_PAGE[i].tex.bmp = s->bmp;
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_TEX_PAGE[i].tex.width = s->width;
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_TEX_PAGE[i].tex.height = s->height;
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_TEX_PAGE[i].type = type;
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glGenTextures(1, &_TEX_PAGE[i].textPage3dfx);
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glBindTexture(GL_TEXTURE_2D, _TEX_PAGE[i].textPage3dfx);
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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, GL_RGBA, s->width, s->height,
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GL_RGBA, GL_UNSIGNED_BYTE, s->bmp);
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} else {
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debug(LOG_ERROR, "pie_AddBMPtoTexPages: non POT texture %s.", filename);
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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, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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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_ChangeTexPage(int tex_index, iTexture* s, int type, BOOL bResource)
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{
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assert(s != NULL);
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/* DID come from a resource */
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_TEX_PAGE[tex_index].bResource = bResource;
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// Default values
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_TEX_PAGE[tex_index].tex.bmp = s->bmp;
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_TEX_PAGE[tex_index].tex.width = s->width;
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_TEX_PAGE[tex_index].tex.height = s->height;
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_TEX_PAGE[tex_index].type = type;
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glBindTexture(GL_TEXTURE_2D, _TEX_PAGE[tex_index].textPage3dfx);
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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, GL_RGBA, s->width, s->height,
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GL_RGBA, GL_UNSIGNED_BYTE, s->bmp);
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} else {
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debug(LOG_ERROR, "pie_ChangeTexPage: non POT texture %i", tex_index);
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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, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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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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}
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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(char *filename)
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{
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int i = 0;
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/* Have we already loaded this one then? */
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while (i < iV_TEX_MAX) {
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if (strcasecmp(filename, _TEX_PAGE[i].name) == 0) {
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return i;
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}
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i++;
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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, "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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debug(LOG_ERROR, "This error probably means you did not specify for this texture");
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debug(LOG_ERROR, "to be preloaded in the appropriate wrf files before referencing");
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debug(LOG_ERROR, "it in some pie file. Remember that patches override several");
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debug(LOG_ERROR, "standard wrf files as well.");
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return -1;
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}
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int pie_ReloadTexPage(char *filename, char *pBuffer)
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{
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int i = iV_GetTexture(filename);
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if (i == -1)
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{
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return -1;
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}
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debug(LOG_TEXTURE, "Reloading texture %s from index %d, max is %d", filename, i, _TEX_INDEX);
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if (_TEX_PAGE[i].tex.bmp)
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{
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free(_TEX_PAGE[i].tex.bmp);
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}
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pie_PNGLoadMem(pBuffer, &_TEX_PAGE[i].tex);
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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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int i = 0, j = 0;
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while (i < _TEX_INDEX) {
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/* Only free up the ones that were NOT allocated through resource handler cos they'll already
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be free */
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if(_TEX_PAGE[i].bResource == FALSE)
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{
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if(_TEX_PAGE[i].tex.bmp) {
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j++;
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iV_HeapFree(_TEX_PAGE[i].tex.bmp,_TEX_PAGE[i].tex.width * _TEX_PAGE[i].tex.height);
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}
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}
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i++;
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}
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debug(LOG_TEXTURE, "pie_TexShutDown successful - did free %d texture pages\n", j);
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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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_TEX_PAGE[i].tex.bmp = NULL;
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_TEX_PAGE[i].tex.width = 0;
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_TEX_PAGE[i].tex.height = 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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