2 * $Logfile: /Freespace2/code/Bmpman/BmpMan.h $
7 * Prototypes for Bitmap Manager functions
10 * Revision 1.1 2002/05/03 03:28:11 root
14 * 16 8/10/99 6:54p Dave
15 * Mad optimizations. Added paging to the nebula effect.
17 * 15 8/06/99 1:52p Dave
18 * Bumped up MAX_BITMAPS for the demo.
20 * 14 7/15/99 9:20a Andsager
21 * FS2_DEMO initial checkin
23 * 13 7/13/99 1:15p Dave
24 * 32 bit support. Whee!
26 * 12 6/29/99 10:35a Dave
27 * Interface polygon bitmaps! Whee!
29 * 11 6/16/99 4:06p Dave
30 * New pilot info popup. Added new draw-bitmap-as-poly function.
32 * 10 5/05/99 9:02p Dave
33 * Fixed D3D aabitmap rendering. Spiffed up nebula effect a bit (added
34 * rotations, tweaked values, made bitmap selection more random). Fixed
35 * D3D beam weapon clipping problem. Added D3d frame dumping.
37 * 9 2/08/99 5:07p Dave
38 * FS2 chat server support. FS2 specific validated missions.
40 * 8 2/05/99 12:52p Dave
41 * Fixed Glide nondarkening textures.
43 * 7 2/03/99 11:44a Dave
44 * Fixed d3d transparent textures.
46 * 6 12/06/98 2:36p Dave
47 * Drastically improved nebula fogging.
49 * 5 12/01/98 4:46p Dave
50 * Put in targa bitmap support (16 bit).
52 * 4 12/01/98 8:06a Dave
53 * Temporary checkin to fix some texture transparency problems in d3d.
55 * 3 11/30/98 1:07p Dave
56 * 16 bit conversion, first run.
58 * 2 10/07/98 10:52a Dave
61 * 1 10/07/98 10:48a Dave
63 * 32 4/16/98 6:31p Hoffoss
64 * Added function to get filename of a bitmap handle, which we don't have
67 * 31 4/02/98 11:40a Lawrance
68 * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
70 * 30 3/30/98 4:02p John
71 * Made machines with < 32 MB of RAM use every other frame of certain
72 * bitmaps. Put in code to ke7ep track of how much RAM we've malloc'd.
74 * 29 3/29/98 4:05p John
75 * New paging code that loads everything necessary at level startup.
77 * 28 3/26/98 5:21p John
78 * Added new code to preload all bitmaps at the start of a level.
79 * Commented it out, though.
81 * 27 3/24/98 6:18p John
82 * Hacked MAX_BITMAPS up to 3500
84 * 26 3/10/98 4:18p John
85 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
86 * & Glide have popups and print screen. Took out all >8bpp software
87 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
88 * support Fred. Made zbuffering key off of functions rather than one
91 * 25 3/02/98 6:46p John
92 * Upped MAX_BITMAPS to 2000
94 * 24 3/02/98 6:00p John
95 * Moved MAX_BITMAPS into BmpMan.h so the stuff in the graphics code that
96 * is dependent on it won't break if it changes. Made ModelCache slots
97 * be equal to MAX_OBJECTS which is what it is.
99 * 23 2/06/98 8:25p John
100 * Added code for new bitmaps since last frame
102 * 22 2/06/98 8:10p John
103 * Added code to show amout of texture usage each frame.
105 * 21 1/29/98 11:48a John
106 * Added new counter measure rendering as model code. Made weapons be
107 * able to have impact explosion.
109 * 20 1/11/98 2:14p John
110 * Changed a lot of stuff that had to do with bitmap loading. Made cfile
111 * not do callbacks, I put that in global code. Made only bitmaps that
112 * need to load for a level load.
114 * 19 9/03/97 4:19p John
115 * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
116 * to bm_load functions not needed. Made bmpman keep track of palettes
117 * for bitmaps not mapped into game palettes.
119 * 18 8/25/97 11:14p Lawrance
120 * added support for .ani files in bm_load_animation()
122 * 17 7/16/97 3:07p John
124 * 16 6/17/97 8:58p Lawrance
125 * fixed bug with not nulling bm.data with USER bitmaps
127 * 15 6/12/97 2:44a Lawrance
128 * changed bm_unlock() to take an index into bm_bitmaps(). Added
129 * ref_count to bitmap_entry struct
131 * 14 5/20/97 10:36a John
132 * Fixed problem with user bitmaps and direct3d caching.
134 * 13 3/24/97 3:25p John
135 * Cleaned up and restructured model_collide code and fvi code. In fvi
136 * made code that finds uvs work.. Added bm_get_pixel to BmpMan.
138 * 12 2/17/97 5:18p John
139 * Added a bunch of RCS headers to a bunch of old files that don't have
151 #define MAX_BITMAPS 3500
153 #define MAX_BITMAPS 3500 // How many bitmaps the game can handle
156 // 16 bit pixel formats
157 #define BM_PIXEL_FORMAT_ARGB 0 // for glide - can assume certain things, like 1555 LFB writes, whee!
158 #define BM_PIXEL_FORMAT_D3D 1 // d3d - card dependant. booo!
159 #define BM_PIXEL_FORMAT_ARGB_D3D 2 // this card has nice 1555 textures like Glide - ahhhhh!
161 // 16 bit pixel formats
162 extern int Bm_pixel_format;
164 #define BYTES_PER_PIXEL(x) ((x+7)/8)
166 // how many bytes of textures are used.
167 extern int bm_texture_ram;
169 // This loads a bitmap so we can draw with it later.
170 // It returns a negative number if it couldn't load
171 // the bitmap. On success, it returns the bitmap
173 int bm_load(char * filename);
175 // special load function. basically allows you to load a bitmap which already exists (by filename).
176 // this is useful because in some cases we need to have a bitmap which is locked in screen format
177 // _and_ texture format, such as pilot pics and squad logos
178 int bm_load_duplicate(char *filename);
180 // Creates a bitmap that exists in RAM somewhere, instead
181 // of coming from a disk file. You pass in a pointer to a
182 // block of data. The data can be in the following formats:
183 // 8 bpp (mapped into game palette)
185 // On success, it returns the bitmap number. You cannot
186 // free that RAM until bm_release is called on that bitmap.
187 // See example at bottom of this file
188 int bm_create( int bpp, int w, int h, void * data, int flags = 0);
190 // Frees up a bitmap's data, but bitmap number 'n' can
191 // still be used, it will just have to be paged in next
192 // time it is locked.
193 int bm_unload( int n );
195 // Frees up a bitmap's data, and it's slot, so bitmap
196 // number 'n' cannot be used anymore, and bm_load or
197 // bm_create might reuse the slot.
198 void bm_release(int n);
200 // This loads a bitmap sequence so we can draw with it later.
201 // It returns a negative number if it couldn't load
202 // the bitmap. On success, it returns the bitmap
203 // number of the first frame and nframes is set.
204 extern int bm_load_animation( char * filename, int * nframes, int *fps = NULL, int can_drop_frames = 0 );
206 // This locks down a bitmap and returns a pointer to a bitmap
207 // that can be accessed until you call bm_unlock. Only lock
208 // a bitmap when you need it! This will convert it into the
209 // appropriate format also.
210 extern bitmap * bm_lock( int bitmapnum, ubyte bpp, ubyte flags );
212 // The signature is a field that gets filled in with
213 // a unique signature for each bitmap. The signature for each bitmap
214 // will also change when the bitmap's data changes.
215 extern uint bm_get_signature( int bitmapnum);
218 extern void bm_unlock( int bitmapnum );
220 // Gets info. w,h,or flags,nframes or fps can be NULL if you don't care.
221 extern void bm_get_info( int bitmapnum, int *w=NULL, int * h=NULL, ubyte * flags=NULL, int *nframes=NULL, int *fps=NULL, bitmap_section_info **sections = NULL );
224 extern void bm_get_filename(int bitmapnum, char *filename);
226 // resyncs all the bitmap palette
227 extern void bm_update();
229 // call to load all data for all bitmaps that have been requested to be loaded
230 extern void bm_load_all();
231 extern void bm_unload_all();
233 // call to get the palette for a bitmap
234 extern void bm_get_palette(int n, ubyte *pal, char *name);
236 // Hacked function to get a pixel from a bitmap.
237 // Only works good in 8bpp mode.
238 void bm_get_pixel( int bitmap, float u, float v, ubyte *r, ubyte *g, ubyte *b );
240 // Returns number of bytes of bitmaps locked this frame
241 // ntotal = number of bytes of bitmaps locked this frame
242 // nnew = number of bytes of bitmaps locked this frame that weren't locked last frame
243 void bm_get_frame_usage(int *ntotal, int *nnew);
246 * Example on using bm_create
249 static int test_inited = 0;
251 static uint test_bmp_data[128*64];
253 if ( !test_inited ) {
255 // Create the new bitmap and fill in its data.
256 // When you're done with it completely, call
257 // bm_release to free up the bitmap handle
258 test_bmp = bm_create( 32, 128, 64, test_bmp_data );
260 for (i=0; i<64; i++ ) {
261 for (j=0; j<64; j++ ) {
263 test_bmp_data[j+i*128] = r;
268 bm_unload(test_bmp); // this pages out the data, so that the
269 // next bm_lock will convert the new data to the
276 for (x=0; x<128; x++ )
277 test_bmp_data[y*128+x] = 15;
279 // Draw the bitmap to upper left corner
280 gr_set_bitmap(test_bmp);
286 //============================================================================
288 //============================================================================
290 void bm_page_in_start();
291 void bm_page_in_stop();
293 // Paging code in a library should call these functions
294 // in its page in function.
296 // Marks a texture as being used for this level
297 // If num_frames is passed, assume this is an animation
298 void bm_page_in_texture( int bitmapnum, int num_frames=1 );
300 // Marks a texture as being used for this level
301 // If num_frames is passed, assume this is an animation
302 void bm_page_in_nondarkening_texture( int bitmap, int num_frames=1 );
304 // marks a texture as being a transparent textyre used for this level
305 // Marks a texture as being used for this level
306 // If num_frames is passed, assume this is an animation
307 void bm_page_in_xparent_texture( int bitmapnum, int num_frames=1 );
309 // Marks an aabitmap as being used for this level
310 // If num_frames is passed, assume this is an animation
311 void bm_page_in_aabitmap( int bitmapnum, int num_frames=1 );
314 // Mode: 0 = High memory
315 // 1 = Low memory ( every other frame of ani's)
316 // 2 = Debug low memory ( only use first frame of each ani )
317 void bm_set_low_mem( int mode );
319 char *bm_get_filename(int handle);
321 void BM_SELECT_SCREEN_FORMAT();
322 void BM_SELECT_TEX_FORMAT();
323 void BM_SELECT_ALPHA_TEX_FORMAT();
325 // convert a 24 bit value to a 16 bit value
326 void bm_24_to_16(int bit_24, ushort *bit_16);
328 // set the rgba components of a pixel, any of the parameters can be NULL
329 extern void (*bm_set_components)(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
330 void bm_set_components_argb(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
331 void bm_set_components_d3d(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
332 void bm_set_components_argb_d3d_16_screen(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
333 void bm_set_components_argb_d3d_32_screen(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
334 void bm_set_components_argb_d3d_16_tex(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
335 void bm_set_components_argb_d3d_32_tex(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
337 // get the rgba components of a pixel, any of the parameters can be NULL
338 void bm_get_components(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
340 //============================================================================
341 // section info stuff
342 //============================================================================
344 // given a bitmap and a section, return the size (w, h)
345 void bm_get_section_size(int bitmapnum, int sx, int sy, int *w, int *h);