Example #1
0
void UnloadTextures (void)
{
	int		i, bD1;
	CBitmap	*bmP;

#if TRACE
console.printf (CON_VERBOSE, "Unloading textures\n");
#endif
gameData.pig.tex.bPageFlushed++;
TexMergeClose ();
RLECacheFlush ();
for (bD1 = 0; bD1 < 2; bD1++) {
	bitmapCacheNext [bD1] = 0;
	for (i = 0, bmP = gameData.pig.tex.bitmaps [bD1].Buffer ();
		  i < gameData.pig.tex.nBitmaps [bD1];
		  i++, bmP++) {
#if DBG
		if (i == nDbgTexture)
			nDbgTexture = nDbgTexture;
#endif
		if (bitmapOffsets [bD1][i] > 0) { // only page out bitmaps read from disk
			bmP->AddFlags (BM_FLAG_PAGED_OUT);
			gameData.pig.tex.bitmaps [bD1][i].Unload (i, bD1);
			}
		}
	}
for (i = 0; i < MAX_ADDON_BITMAP_FILES; i++)
	gameData.pig.tex.addonBitmaps [i].Unload (i, 0);
}
int OglCacheLevelTextures (void)
{
	int				i, j, bD1;
	tEffectClip*	ecP;
	int				max_efx = 0, ef;
	int				nSegment, nSide;
	short				nBaseTex, nOvlTex;
	CBitmap*			bmBot,* bmTop, * bmm;
	CSegment*		segP;
	CSide*			sideP;
	CObject*			objP;
	CStaticArray< bool, MAX_POLYGON_MODELS >	bModelLoaded;

if (gameStates.render.bBriefing)
	return 0;
PrintLog ("caching level textures\n");
TexMergeClose ();
TexMergeInit (-1);
PrintLog ("   caching effect textures\n");
for (bD1 = 0; bD1 <= gameStates.app.bD1Data; bD1++) {
	for (i = 0, ecP = gameData.eff.effects [bD1].Buffer (); i < gameData.eff.nEffects [bD1]; i++, ecP++) {
		if ((ecP->changingWallTexture == -1) && (ecP->changingObjectTexture == -1))
			continue;
		if (ecP->vClipInfo.nFrameCount > max_efx)
			max_efx = ecP->vClipInfo.nFrameCount;
		}
	for (ef = 0; ef < max_efx; ef++)
		for (i = 0, ecP = gameData.eff.effects [bD1].Buffer (); i < gameData.eff.nEffects [bD1]; i++, ecP++) {
			if ((ecP->changingWallTexture == -1) && (ecP->changingObjectTexture == -1))
				continue;
			ecP->xTimeLeft = -1;
			}
	}

PrintLog ("   caching geometry textures\n");
bLoadTextures = (ogl.m_states.nPreloadTextures > 0);
for (segP = SEGMENTS.Buffer (), nSegment = 0; nSegment < gameData.segs.nSegments; nSegment++, segP++) {
	for (nSide = 0, sideP = segP->m_sides; nSide < MAX_SIDES_PER_SEGMENT; nSide++, sideP++) {
		nBaseTex = sideP->m_nBaseTex;
		if ((nBaseTex < 0) || (nBaseTex >= gameData.pig.tex.nTextures [gameStates.app.bD1Data]))
			continue;
#if DBG
		if ((nSegment == nDbgSeg) && ((nDbgSide < 0) || (nSide == nDbgSide)))
			nDbgSeg = nDbgSeg;
#endif
		bmBot = LoadFaceBitmap (nBaseTex, sideP->m_nFrame, bLoadTextures);
		if ((nOvlTex = sideP->m_nOvlTex)) {
			bmTop = LoadFaceBitmap (nOvlTex, sideP->m_nFrame, bLoadTextures);
			bmTop->SetTranspType (3);
			if (gameOpts->ogl.bGlTexMerge) // || !(bmTop->Flags () & BM_FLAG_SUPER_TRANSPARENT))
				bmTop->SetupTexture (1, bLoadTextures);
			else if ((bmm = TexMergeGetCachedBitmap (nBaseTex, nOvlTex, sideP->m_nOvlOrient)))
				bmBot = bmm;
			else
				bmTop->SetupTexture (1, bLoadTextures);
			}
		bmBot->SetTranspType (3);
		bmBot->SetupTexture (1, bLoadTextures);
		}
	}

PrintLog ("   caching addon textures\n");
CacheAddonTextures ();

PrintLog ("   caching model textures\n");
bLoadTextures = (ogl.m_states.nPreloadTextures > 1);
bModelLoaded.Clear ();
bVClipLoaded.Clear ();
FORALL_OBJS (objP, i) {
	if (objP->info.renderType != RT_POLYOBJ)
		continue;
	if (bModelLoaded [objP->rType.polyObjInfo.nModel])
		continue;
	bModelLoaded [objP->rType.polyObjInfo.nModel] = true;
	OglCachePolyModelTextures (objP->rType.polyObjInfo.nModel);
	}

PrintLog ("   caching hostage sprites\n");
bLoadTextures = (ogl.m_states.nPreloadTextures > 3);
OglCacheVClipTextures (33, 3);    

PrintLog ("   caching weapon sprites\n");
bLoadTextures = (ogl.m_states.nPreloadTextures > 5);
for (i = 0; i < EXTRA_OBJ_IDS; i++)
	OglCacheWeaponTextures (gameData.weapons.info + i);

PrintLog ("   caching powerup sprites\n");
bLoadTextures = (ogl.m_states.nPreloadTextures > 4);
for (i = 0; i < MAX_POWERUP_TYPES; i++)
	if (i != 9)
		OglCacheVClipTextures (gameData.objs.pwrUp.info [i].nClipIndex, 3);

PrintLog ("   caching effect textures\n");
CacheObjectEffects ();
bLoadTextures = (ogl.m_states.nPreloadTextures > 2);
for (i = 0; i < gameData.eff.nClips [0]; i++)
	OglCacheVClipTextures (i, 1);

PrintLog ("   caching cockpit textures\n");
for (i = 0; i < 2; i++)
	for (j = 0; j < MAX_GAUGE_BMS; j++)
		if (gameData.cockpit.gauges [i][j].index != 0xffff)
			LoadBitmap (gameData.cockpit.gauges [i][j].index, 0);

ResetSpecialEffects ();
InitSpecialEffects ();
DoSpecialEffects (true);
return 0;
}