#include #include #include "bumpmap.h" #include "pstypes.h" #include "pserror.h" #include "mono.h" #include "mem.h" int Num_of_bumpmaps = 0; static ushort Free_bumpmap_list[MAX_BUMPMAPS]; bms_bumpmap GameBumpmaps[MAX_BUMPMAPS]; int Bumpmap_mem_used = 0; // Sets all the bumpmaps to unused void bump_InitBumpmaps() { int i; for (i = 0; i < MAX_BUMPMAPS; i++) { GameBumpmaps[i].flags = 0; GameBumpmaps[i].data = NULL; GameBumpmaps[i].cache_slot = -1; Free_bumpmap_list[i] = i; } atexit(bump_ShutdownBumpmaps); } void bump_ShutdownBumpmaps(void) { int i; mprintf((0, "Freeing all bumpmap memory.\n")); for (i = 0; i < MAX_BUMPMAPS; i++) { while (GameBumpmaps[i].flags & BUMPF_USED) bump_FreeBumpmap(i); } } // Allocs a bumpmap of w*h size // Returns bumpmap handle if successful, -1 if otherwise int bump_AllocBumpmap(int w, int h) { int n; //,i; if (Num_of_bumpmaps == MAX_BUMPMAPS) Int3(); // Ran out of bumpmaps! n = Free_bumpmap_list[Num_of_bumpmaps++]; ASSERT(!(GameBumpmaps[n].flags & BUMPF_USED)); // If no go on the malloc, bail out with -1 memset(&GameBumpmaps[n], 0, sizeof(bms_bumpmap)); GameBumpmaps[n].data = (ushort *)mem_malloc(w * h * 2); if (!GameBumpmaps[n].data) { mprintf((0, "NOT ENOUGHT MEMORY FOR BUMPMAP!\n")); Int3(); return BAD_BUMP_INDEX; } GameBumpmaps[n].cache_slot = -1; GameBumpmaps[n].flags = BUMPF_USED | BUMPF_CHANGED; GameBumpmaps[n].width = w; GameBumpmaps[n].height = h; Bumpmap_mem_used += (w * h * 2); return n; } // Given a handle, frees the bumpmap memory and flags this bumpmap as unused void bump_FreeBumpmap(int handle) { ASSERT(GameBumpmaps[handle].flags & BUMPF_USED); if (GameBumpmaps[handle].data != NULL) mem_free(GameBumpmaps[handle].data); Bumpmap_mem_used -= (GameBumpmaps[handle].width * GameBumpmaps[handle].height * 2); GameBumpmaps[handle].data = NULL; GameBumpmaps[handle].flags &= ~BUMPF_USED; Free_bumpmap_list[--Num_of_bumpmaps] = handle; } // returns a bumpmaps data else NULL if something is wrong ushort *bump_data(int handle) { ushort *d; if (!(GameBumpmaps[handle].flags & BUMPF_USED)) { Int3(); return NULL; } d = GameBumpmaps[handle].data; return (d); } // returns width of bumpmap ubyte bump_w(int handle) { ASSERT(GameBumpmaps[handle].flags & BUMPF_USED); return GameBumpmaps[handle].width; } // returns height of bumpmap ubyte bump_h(int handle) { ASSERT(GameBumpmaps[handle].flags & BUMPF_USED); return GameBumpmaps[handle].height; }