2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Bmpman/BmpMan.h $
15 * Prototypes for Bitmap Manager functions
18 * Revision 1.3 2003/05/25 02:30:42 taylor
21 * Revision 1.2 2002/06/09 04:41:12 relnev
22 * added copyright header
24 * Revision 1.1.1.1 2002/05/03 03:28:11 root
28 * 16 8/10/99 6:54p Dave
29 * Mad optimizations. Added paging to the nebula effect.
31 * 15 8/06/99 1:52p Dave
32 * Bumped up MAX_BITMAPS for the demo.
34 * 14 7/15/99 9:20a Andsager
35 * FS2_DEMO initial checkin
37 * 13 7/13/99 1:15p Dave
38 * 32 bit support. Whee!
40 * 12 6/29/99 10:35a Dave
41 * Interface polygon bitmaps! Whee!
43 * 11 6/16/99 4:06p Dave
44 * New pilot info popup. Added new draw-bitmap-as-poly function.
46 * 10 5/05/99 9:02p Dave
47 * Fixed D3D aabitmap rendering. Spiffed up nebula effect a bit (added
48 * rotations, tweaked values, made bitmap selection more random). Fixed
49 * D3D beam weapon clipping problem. Added D3d frame dumping.
51 * 9 2/08/99 5:07p Dave
52 * FS2 chat server support. FS2 specific validated missions.
54 * 8 2/05/99 12:52p Dave
55 * Fixed Glide nondarkening textures.
57 * 7 2/03/99 11:44a Dave
58 * Fixed d3d transparent textures.
60 * 6 12/06/98 2:36p Dave
61 * Drastically improved nebula fogging.
63 * 5 12/01/98 4:46p Dave
64 * Put in targa bitmap support (16 bit).
66 * 4 12/01/98 8:06a Dave
67 * Temporary checkin to fix some texture transparency problems in d3d.
69 * 3 11/30/98 1:07p Dave
70 * 16 bit conversion, first run.
72 * 2 10/07/98 10:52a Dave
75 * 1 10/07/98 10:48a Dave
77 * 32 4/16/98 6:31p Hoffoss
78 * Added function to get filename of a bitmap handle, which we don't have
81 * 31 4/02/98 11:40a Lawrance
82 * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
84 * 30 3/30/98 4:02p John
85 * Made machines with < 32 MB of RAM use every other frame of certain
86 * bitmaps. Put in code to ke7ep track of how much RAM we've malloc'd.
88 * 29 3/29/98 4:05p John
89 * New paging code that loads everything necessary at level startup.
91 * 28 3/26/98 5:21p John
92 * Added new code to preload all bitmaps at the start of a level.
93 * Commented it out, though.
95 * 27 3/24/98 6:18p John
96 * Hacked MAX_BITMAPS up to 3500
98 * 26 3/10/98 4:18p John
99 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
100 * & Glide have popups and print screen. Took out all >8bpp software
101 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
102 * support Fred. Made zbuffering key off of functions rather than one
105 * 25 3/02/98 6:46p John
106 * Upped MAX_BITMAPS to 2000
108 * 24 3/02/98 6:00p John
109 * Moved MAX_BITMAPS into BmpMan.h so the stuff in the graphics code that
110 * is dependent on it won't break if it changes. Made ModelCache slots
111 * be equal to MAX_OBJECTS which is what it is.
113 * 23 2/06/98 8:25p John
114 * Added code for new bitmaps since last frame
116 * 22 2/06/98 8:10p John
117 * Added code to show amout of texture usage each frame.
119 * 21 1/29/98 11:48a John
120 * Added new counter measure rendering as model code. Made weapons be
121 * able to have impact explosion.
123 * 20 1/11/98 2:14p John
124 * Changed a lot of stuff that had to do with bitmap loading. Made cfile
125 * not do callbacks, I put that in global code. Made only bitmaps that
126 * need to load for a level load.
128 * 19 9/03/97 4:19p John
129 * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
130 * to bm_load functions not needed. Made bmpman keep track of palettes
131 * for bitmaps not mapped into game palettes.
133 * 18 8/25/97 11:14p Lawrance
134 * added support for .ani files in bm_load_animation()
136 * 17 7/16/97 3:07p John
138 * 16 6/17/97 8:58p Lawrance
139 * fixed bug with not nulling bm.data with USER bitmaps
141 * 15 6/12/97 2:44a Lawrance
142 * changed bm_unlock() to take an index into bm_bitmaps(). Added
143 * ref_count to bitmap_entry struct
145 * 14 5/20/97 10:36a John
146 * Fixed problem with user bitmaps and direct3d caching.
148 * 13 3/24/97 3:25p John
149 * Cleaned up and restructured model_collide code and fvi code. In fvi
150 * made code that finds uvs work.. Added bm_get_pixel to BmpMan.
152 * 12 2/17/97 5:18p John
153 * Added a bunch of RCS headers to a bunch of old files that don't have
164 #if defined(FS2_DEMO) || defined(FS1_DEMO)
165 #define MAX_BITMAPS 3500
167 #define MAX_BITMAPS 3500 // How many bitmaps the game can handle
170 #define BYTES_PER_PIXEL(x) ((x+7)/8)
172 // how many bytes of textures are used.
173 extern int bm_texture_ram;
175 // This loads a bitmap so we can draw with it later.
176 // It returns a negative number if it couldn't load
177 // the bitmap. On success, it returns the bitmap
179 int bm_load(const char * filename);
181 // special load function. basically allows you to load a bitmap which already exists (by filename).
182 // this is useful because in some cases we need to have a bitmap which is locked in screen format
183 // _and_ texture format, such as pilot pics and squad logos
184 int bm_load_duplicate(const char *filename);
186 // Creates a bitmap that exists in RAM somewhere, instead
187 // of coming from a disk file. You pass in a pointer to a
188 // block of data. The data can be in the following formats:
189 // 8 bpp (mapped into game palette)
191 // On success, it returns the bitmap number. You cannot
192 // free that RAM until bm_release is called on that bitmap.
193 // See example at bottom of this file
194 int bm_create( int bpp, int w, int h, void *data = NULL, int flags = 0);
196 // Frees up a bitmap's data, but bitmap number 'n' can
197 // still be used, it will just have to be paged in next
198 // time it is locked.
199 int bm_unload( int n );
201 // Frees up a bitmap's data, and it's slot, so bitmap
202 // number 'n' cannot be used anymore, and bm_load or
203 // bm_create might reuse the slot.
204 void bm_release(int n);
206 // This loads a bitmap sequence so we can draw with it later.
207 // It returns a negative number if it couldn't load
208 // the bitmap. On success, it returns the bitmap
209 // number of the first frame and nframes is set.
210 extern int bm_load_animation( const char * filename, int * nframes, int *fps = NULL, int can_drop_frames = 0 );
212 // This locks down a bitmap and returns a pointer to a bitmap
213 // that can be accessed until you call bm_unlock. Only lock
214 // a bitmap when you need it! This will convert it into the
215 // appropriate format also.
216 extern bitmap * bm_lock( int bitmapnum, ubyte bpp, ubyte flags );
218 // The signature is a field that gets filled in with
219 // a unique signature for each bitmap. The signature for each bitmap
220 // will also change when the bitmap's data changes.
221 extern uint bm_get_signature( int bitmapnum);
224 extern void bm_unlock( int bitmapnum );
226 // Gets info. w,h,or flags,nframes or fps can be NULL if you don't care.
227 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 );
230 extern void bm_get_filename(int bitmapnum, char *filename, const int max_len);
232 // resyncs all the bitmap palette
233 extern void bm_update();
235 // call to load all data for all bitmaps that have been requested to be loaded
236 extern void bm_load_all();
237 extern void bm_unload_all();
239 // call to get the palette for a bitmap
240 extern void bm_get_palette(int n, ubyte *pal, char *name, const int name_len);
242 // Hacked function to get a pixel from a bitmap.
243 // Only works good in 8bpp mode.
244 void bm_get_pixel( int bitmap, float u, float v, ubyte *r, ubyte *g, ubyte *b );
246 // Returns number of bytes of bitmaps locked this frame
247 // ntotal = number of bytes of bitmaps locked this frame
248 // nnew = number of bytes of bitmaps locked this frame that weren't locked last frame
249 void bm_get_frame_usage(int *ntotal, int *nnew);
252 * Example on using bm_create
255 static int test_inited = 0;
257 static uint test_bmp_data[128*64];
259 if ( !test_inited ) {
261 // Create the new bitmap and fill in its data.
262 // When you're done with it completely, call
263 // bm_release to free up the bitmap handle
264 test_bmp = bm_create( 32, 128, 64, test_bmp_data );
266 for (i=0; i<64; i++ ) {
267 for (j=0; j<64; j++ ) {
269 test_bmp_data[j+i*128] = r;
274 bm_unload(test_bmp); // this pages out the data, so that the
275 // next bm_lock will convert the new data to the
282 for (x=0; x<128; x++ )
283 test_bmp_data[y*128+x] = 15;
285 // Draw the bitmap to upper left corner
286 gr_set_bitmap(test_bmp);
292 //============================================================================
294 //============================================================================
296 void bm_page_in_start();
297 void bm_page_in_stop();
299 // Paging code in a library should call these functions
300 // in its page in function.
302 // Marks a texture as being used for this level
303 // If num_frames is passed, assume this is an animation
304 void bm_page_in_texture( int bitmapnum, int num_frames=1 );
306 // marks a texture as being a transparent textyre used for this level
307 // Marks a texture as being used for this level
308 // If num_frames is passed, assume this is an animation
309 void bm_page_in_xparent_texture( int bitmapnum, int num_frames=1 );
311 // Marks an aabitmap as being used for this level
312 // If num_frames is passed, assume this is an animation
313 void bm_page_in_aabitmap( int bitmapnum, int num_frames=1 );
316 // Mode: 0 = High memory
317 // 1 = Low memory ( every other frame of ani's)
318 // 2 = Debug low memory ( only use first frame of each ani )
319 void bm_set_low_mem( int mode );
321 char *bm_get_filename(int handle);
323 void BM_SELECT_SCREEN_FORMAT();
324 void BM_SELECT_TEX_FORMAT();
325 void BM_SELECT_ALPHA_TEX_FORMAT();
327 // convert a 24 bit value to a 16 bit value
328 void bm_24_to_16(int bit_24, ushort *bit_16);
330 // set the rgba components of a pixel, any of the parameters can be NULL
331 extern void (*bm_set_components)(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
332 void bm_set_components_argb(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
333 void bm_set_components_d3d(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
334 void bm_set_components_argb_d3d_16_screen(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
335 void bm_set_components_argb_d3d_32_screen(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
336 void bm_set_components_argb_d3d_16_tex(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
337 void bm_set_components_argb_d3d_32_tex(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
339 // get the rgba components of a pixel, any of the parameters can be NULL
340 void bm_get_components(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
342 //============================================================================
343 // section info stuff
344 //============================================================================
346 // given a bitmap and a section, return the size (w, h)
347 void bm_get_section_size(int bitmapnum, int sx, int sy, int *w, int *h);