raze/source/core/precache.cpp
Christoph Oelckers 8dfbbc8220 - migrated floorpicnum and ceilingpicnum to FTextures.
The sky code still needs some work.
2022-12-18 14:32:52 +01:00

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4.9 KiB
C++

/*
** precache.cpp
**
**
**
**---------------------------------------------------------------------------
** Copyright 2019-2021 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "ns.h"
#include "build.h"
#include "palette.h"
#include "v_video.h"
#include "hw_material.h"
#include "gamestruct.h"
#include "gamecontrol.h"
#include "texturemanager.h"
#include "hw_models.h"
#include "hw_voxels.h"
#include "mapinfo.h"
#include "models/modeldata.h"
#include "gamefuncs.h"
#include "texinfo.h"
#include "buildtiles.h"
static void PrecacheTex(FGameTexture* tex, int palid)
{
if (!tex || !tex->isValid()) return;
int scaleflags = 0;
if (shouldUpscale(tex, UF_Texture)) scaleflags |= CTF_Upscale;
auto mat = FMaterial::ValidateTexture(tex, scaleflags);
screen->PrecacheMaterial(mat, palid);
}
static void doprecache(FTextureID texid, int palette)
{
if ((palette < (MAXPALOOKUPS - RESERVEDPALS)) && (!lookups.checkTable(palette))) return;
int palid = TRANSLATION(Translation_Remap + curbasepal, palette);
auto tex = TexMan.GetGameTexture(texid);
PrecacheTex(tex, palid);
int const mid = -1;// hw_models ? modelManager.CheckModel(picnum, palette) : -1;
if (mid < 0)
{
if (r_voxels)
{
int vox = GetExtInfo(texid).tiletovox;
if (vox >= 0 && vox < MAXVOXELS && voxmodels[vox] && voxmodels[vox]->model)
{
FHWModelRenderer mr(*screen->RenderState(), 0);
voxmodels[vox]->model->BuildVertexBuffer(&mr);
}
}
return;
}
#if 0
int const surfaces = (models[mid]->mdnum == 3) ? ((md3model_t *)models[mid])->head.numsurfs : 0;
for (int i = 0; i <= surfaces; i++)
{
auto skintex = mdloadskin((md2model_t *)models[mid], 0, palette, i, nullptr);
int paletteid = TRANSLATION(Translation_Remap + curbasepal, palette);
if (skintex) PrecacheTex(skintex, paletteid);
}
#endif
}
TMap<int64_t, bool> cachemap;
void markTextureForPrecache(FTextureID nTex, int palnum)
{
int i, j;
auto& picanm = GetExtInfo(nTex).picanm;
if (picanm.type() == PICANM_ANIMTYPE_BACK)
{
i = nTex.GetIndex() - picanm.num;
j = nTex.GetIndex();
}
else
{
i = nTex.GetIndex();
j = nTex.GetIndex() + picanm.num * ((picanm.type() == PICANM_ANIMTYPE_OSC) ? 2 : 1);
}
for (; i <= j; i = i + 1)
{
int64_t val = i + (int64_t(palnum) << 32);
cachemap.Insert(val, true);
}
}
void markTextureForPrecache(const char* texname, int palnum)
{
auto texid = TexMan.CheckForTexture(texname, ETextureType::Any);
if (texid.isValid()) markTextureForPrecache(texid, palnum);
}
void precacheMarkedTiles()
{
screen->StartPrecaching();
decltype(cachemap)::Iterator it(cachemap);
decltype(cachemap)::Pair* pair;
while (it.NextPair(pair))
{
int texid = pair->Key & 0x7fffffff;
int palnum = pair->Key >> 32;
doprecache(FSetTextureID(texid), palnum);
}
// Cache everything the map explicitly declares.
TMap<FString, bool> cachetexmap;
for (auto& tex : currentLevel->PrecacheTextures) cachetexmap.Insert(tex, true);
decltype(cachetexmap)::Iterator it2(cachetexmap);
decltype(cachetexmap)::Pair* pair2;
while (it2.NextPair(pair2))
{
auto tex = TexMan.FindGameTexture(pair2->Key, ETextureType::Any);
if (tex) PrecacheTex(tex, 0);
}
cachemap.Clear();
}
void precacheMap()
{
for (auto& sect : sector)
{
markTextureForPrecache(sect.ceilingtexture, sect.ceilingpal);
markTextureForPrecache(sect.floortexture, sect.floorpal);
}
for (auto& wal : wall)
{
markTextureForPrecache(wal.walltexture(), wal.pal);
if (wal.twoSided())
{
markTextureForPrecache(wal.overtexture(), wal.pal);
}
}
}