- decoupled the software renderer entirely from FTexture - it will only look at FSoftwareTexture now, all access to the texture manager has been wrapped.

This commit is contained in:
Christoph Oelckers 2020-04-14 00:42:13 +02:00
parent 73b4fbe861
commit 9593cb56ae
23 changed files with 170 additions and 162 deletions

View file

@ -50,7 +50,6 @@
// Wrappers to keep the definitions of these classes out of here.
void DeleteMaterial(FMaterial* mat);
void DeleteSoftwareTexture(FSoftwareTexture *swtex);
IHardwareTexture* CreateHardwareTexture();
@ -161,7 +160,7 @@ FTexture::~FTexture ()
}
if (SoftwareTexture != nullptr)
{
DeleteSoftwareTexture(SoftwareTexture);
delete SoftwareTexture;
SoftwareTexture = nullptr;
}
}

View file

@ -111,7 +111,6 @@ void FTextureManager::DeleteAll()
// main reason to call this outside of the destruction code.
//
//==========================================================================
void DeleteSoftwareTexture(FSoftwareTexture* swtex);
void FTextureManager::FlushAll()
{
@ -120,7 +119,7 @@ void FTextureManager::FlushAll()
for (int j = 0; j < 2; j++)
{
Textures[i].Texture->CleanHardwareTextures(true, true);
DeleteSoftwareTexture(Textures[i].Texture->SoftwareTexture);
delete Textures[i].Texture->SoftwareTexture;
Textures[i].Texture->SoftwareTexture = nullptr;
}
}

View file

@ -61,6 +61,11 @@ public:
return InternalGetTexture(i, animate, true, false);
}
FGameTexture* GameByIndex(int i, bool animate = false)
{
return reinterpret_cast<FGameTexture*>(ByIndex(i, animate));
}
FTexture *FindTexture(const char *texname, ETextureType usetype = ETextureType::MiscPatch, BITFIELD flags = TEXMAN_TryAny);
bool OkForLocalization(FTextureID texnum, const char *substitute, int locnum);

View file

@ -156,7 +156,12 @@ enum FTextureFormat : uint32_t
TEX_Count
};
class FSoftwareTexture;
class ISoftwareTexture
{
public:
virtual ~ISoftwareTexture() = default;
};
class FGLRenderState;
struct spriteframewithrotate;
@ -226,7 +231,6 @@ class FTexture
friend FSerializer &Serialize(FSerializer &arc, const char *key, FTextureID &value, FTextureID *defval);
// For now only give access to classes which cannot be reworked yet. None of these should remain here when all is done.
friend class FSoftwareTexture;
friend class FWarpTexture;
friend class FMaterial;
friend class OpenGLRenderer::FGLRenderState; // For now this needs access to some fields in ApplyMaterial. This should be rerouted through the Material class
@ -275,6 +279,7 @@ public:
bool isMiscPatch() const { return UseType == ETextureType::MiscPatch; } // only used by the intermission screen to decide whether to tile the background image or not.
int isWarped() const { return bWarped; }
int GetRotations() const { return Rotations; }
float GetShaderSpeed() const { return shaderspeed; }
void SetRotations(int rot) { Rotations = int16_t(rot); }
bool isSprite() const { return UseType == ETextureType::Sprite || UseType == ETextureType::SkinSprite || UseType == ETextureType::Decal; }
@ -301,6 +306,7 @@ public:
int GetSourceLump() const { return SourceLump; }
ETextureType GetUseType() const { return UseType; }
void SetSpeed(float fac) { shaderspeed = fac; }
bool UseWorldPanning() const { return bWorldPanning; }
void SetWorldPanning(bool on) { bWorldPanning = on; }
void SetDisplaySize(int fitwidth, int fitheight);
void SetFrontSkyLayer(bool on = true) { bNoRemap0 = on; }
@ -334,7 +340,14 @@ public:
static PalEntry averageColor(const uint32_t *data, int size, int maxout);
FSoftwareTexture *GetSoftwareTexture();
ISoftwareTexture* GetSoftwareTexture()
{
return SoftwareTexture;
}
void SetSoftwareTextue(ISoftwareTexture* swtex)
{
SoftwareTexture = swtex;
}
protected:
@ -347,7 +360,7 @@ protected:
public:
FHardwareTextureContainer SystemTextures;
protected:
FSoftwareTexture *SoftwareTexture = nullptr;
ISoftwareTexture *SoftwareTexture = nullptr;
// None of the following pointers are owned by this texture, they are all controlled by the texture manager.
@ -568,9 +581,23 @@ public:
int GetDisplayWidth() /*const*/ { return wrapped.GetDisplayWidth(); }
int GetDisplayHeight() /*const*/ { return wrapped.GetDisplayHeight(); }
int GetTexelWidth() /*const*/ { return wrapped.GetTexelWidth(); }
int GetTexelHeight() /*const*/ { return wrapped.GetTexelHeight(); }
int GetTexelLeftOffset(int adjusted) /*const*/ { return wrapped.GetTexelLeftOffset(adjusted); }
int GetTexelTopOffset(int adjusted) /*const*/ { return wrapped.GetTexelTopOffset(adjusted); }
double GetDisplayLeftOffset(int adjusted) /*const*/ { return wrapped.GetDisplayLeftOffsetDouble(adjusted); }
double GetDisplayTopOffset(int adjusted) /*const*/ { return wrapped.GetDisplayTopOffsetDouble(adjusted); }
bool isValid() { return wrapped.isValid(); }
uint16_t GetRotations() { return wrapped.GetRotations(); }
bool isWarped() { return wrapped.isWarped(); }
bool useWorldPanning() { return wrapped.UseWorldPanning(); }
float GetShaderSpeed() const { return wrapped.GetShaderSpeed(); }
uint16_t GetRotations() const { return wrapped.GetRotations(); }
int GetSkyOffset() const { return wrapped.GetSkyOffset(); }
FTextureID GetID() const { return wrapped.GetID(); }
ISoftwareTexture* GetSoftwareTexture() { return wrapped.GetSoftwareTexture(); }
void SetSoftwareTexture(ISoftwareTexture* swtex) { wrapped.SetSoftwareTextue(swtex); }
};

View file

@ -389,8 +389,7 @@ namespace swrenderer
if (mLineSegment->linedef->alpha > 0.0f && sidedef->GetTexture(side_t::mid).isValid())
{
FTexture* tex = TexMan.GetPalettedTexture(sidedef->GetTexture(side_t::mid), true);
FSoftwareTexture* pic = tex && tex->isValid() ? tex->GetSoftwareTexture() : nullptr;
auto pic = GetPalettedSWTexture(sidedef->GetTexture(side_t::mid), true);
if (pic)
{
draw_segment->SetHasTranslucentMidTexture();
@ -687,10 +686,9 @@ namespace swrenderer
// No top texture for skyhack lines
if (mFrontSector->GetTexture(sector_t::ceiling) == skyflatnum && mBackSector->GetTexture(sector_t::ceiling) == skyflatnum) return;
FTexture *tex = TexMan.GetPalettedTexture(sidedef->GetTexture(side_t::top), true);
if (!tex || !tex->isValid()) return;
mTopTexture = tex->GetSoftwareTexture();
auto tex = GetPalettedSWTexture(sidedef->GetTexture(side_t::top), true);
if (!tex) return;
mTopTexture = tex;
}
void SWRenderLine::SetMiddleTexture()
@ -702,10 +700,9 @@ namespace swrenderer
if (linedef->isVisualPortal()) return;
if (linedef->special == Line_Horizon) return;
auto tex = TexMan.GetPalettedTexture(sidedef->GetTexture(side_t::mid), true);
if (!tex || !tex->isValid()) return;
mMiddleTexture = tex->GetSoftwareTexture();
auto tex = GetPalettedSWTexture(sidedef->GetTexture(side_t::mid), true);
if (!tex) return;
mMiddleTexture = tex;
}
void SWRenderLine::SetBottomTexture()
@ -713,10 +710,9 @@ namespace swrenderer
side_t *sidedef = mLineSegment->sidedef;
line_t *linedef = mLineSegment->linedef;
FTexture *tex = TexMan.GetPalettedTexture(sidedef->GetTexture(side_t::bottom), true);
if (!tex || !tex->isValid()) return;
mBottomTexture = tex->GetSoftwareTexture();
auto tex = GetPalettedSWTexture(sidedef->GetTexture(side_t::bottom), true);
if (!tex) return;
mBottomTexture = tex;
}
bool SWRenderLine::IsFogBoundary(sector_t *front, sector_t *back) const

View file

@ -91,13 +91,7 @@ namespace swrenderer
auto viewport = Thread->Viewport.get();
Clip3DFloors *clip3d = Thread->Clip3D.get();
FTexture *ttex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::mid), true);
if (curline->GetLevel()->i_compatflags & COMPATF_MASKEDMIDTEX)
{
ttex = ttex->GetRawTexture();
}
FSoftwareTexture *tex = ttex->GetSoftwareTexture();
auto tex = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::mid), true, curline->GetLevel());
const short *mfloorclip = ds->drawsegclip.sprbottomclip;
const short *mceilingclip = ds->drawsegclip.sprtopclip;
@ -333,20 +327,18 @@ namespace swrenderer
}
else
{
FTexture *rw_tex = nullptr;
if (fover->flags & FF_UPPERTEXTURE)
{
rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::top), true);
rw_pic = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::top), true);
}
else if (fover->flags & FF_LOWERTEXTURE)
{
rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::bottom), true);
rw_pic = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_tex = TexMan.GetPalettedTexture(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
rw_pic = GetPalettedSWTexture(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
rw_pic = rw_tex && rw_tex->isValid() ? rw_tex->GetSoftwareTexture() : nullptr;
}
}
else if (frontsector->e->XFloor.ffloors.Size())
@ -395,20 +387,18 @@ namespace swrenderer
if (!rw_pic && !swimmable_found)
{
fover = nullptr;
FTexture *rw_tex;
if (rover->flags & FF_UPPERTEXTURE)
{
rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::top), true);
rw_pic = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::top), true);
}
else if (rover->flags & FF_LOWERTEXTURE)
{
rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::bottom), true);
rw_pic = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_tex = TexMan.GetPalettedTexture(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
rw_pic = GetPalettedSWTexture(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
rw_pic = rw_tex && rw_tex->isValid() ? rw_tex->GetSoftwareTexture() : nullptr;
}
if (rw_pic && !swimmable_found)
@ -487,20 +477,18 @@ namespace swrenderer
}
else
{
FTexture *rw_tex;
if (fover->flags & FF_UPPERTEXTURE)
{
rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::top), true);
rw_pic = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::top), true);
}
else if (fover->flags & FF_LOWERTEXTURE)
{
rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::bottom), true);
rw_pic = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_tex = TexMan.GetPalettedTexture(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
rw_pic = GetPalettedSWTexture(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
rw_pic = rw_tex && rw_tex->isValid() ? rw_tex->GetSoftwareTexture() : nullptr;
}
}
else if (frontsector->e->XFloor.ffloors.Size())
@ -546,20 +534,18 @@ namespace swrenderer
if (!rw_pic && !swimmable_found)
{
fover = nullptr;
FTexture *rw_tex;
if (rover->flags & FF_UPPERTEXTURE)
{
rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::top), true);
rw_pic = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::top), true);
}
else if (rover->flags & FF_LOWERTEXTURE)
{
rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::bottom), true);
rw_pic = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_tex = TexMan.GetPalettedTexture(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
rw_pic = GetPalettedSWTexture(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
rw_pic = rw_tex && rw_tex->isValid() ? rw_tex->GetSoftwareTexture() : nullptr;
}
if (rw_pic && !swimmable_found)
@ -643,7 +629,7 @@ namespace swrenderer
void RenderDrawSegment::GetNoWrapMidTextureZ(DrawSegment* ds, FSoftwareTexture* tex, double& ceilZ, double& floorZ)
{
double texheight = tex->GetScaledHeightDouble() / fabs(curline->sidedef->GetTextureYScale(side_t::mid));
double texheight = tex->GetScaledHeight() / fabs(curline->sidedef->GetTextureYScale(side_t::mid));
double texturemid;
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
texturemid = MAX(frontsector->GetPlaneTexZ(sector_t::floor), backsector->GetPlaneTexZ(sector_t::floor)) + texheight;

View file

@ -130,7 +130,7 @@ namespace swrenderer
WallDrawerArgs drawerargs;
// Textures that aren't masked can use the faster opaque drawer
if (!pic->GetTexture()->isMasked() && mask && alpha >= OPAQUE && !additive)
if (!pic->isMasked() && mask && alpha >= OPAQUE && !additive)
{
drawerargs.SetStyle(true, false, OPAQUE, light_list);
}

View file

@ -63,10 +63,7 @@ namespace swrenderer
{
static FSoftwareTexture *GetSWTex(FTextureID texid, bool allownull = true)
{
auto tex = TexMan.GetPalettedTexture(texid, true);
if (tex == nullptr) return nullptr;
if (!allownull && !tex->isValid()) return nullptr;
return tex->GetSoftwareTexture();
return GetPalettedSWTexture(texid, true, nullptr, true);
}
RenderSkyPlane::RenderSkyPlane(RenderThread *thread)
@ -74,16 +71,14 @@ namespace swrenderer
Thread = thread;
auto Level = Thread->Viewport->Level();
auto skytex1 = TexMan.GetPalettedTexture(Level->skytexture1, true);
auto skytex2 = TexMan.GetPalettedTexture(Level->skytexture2, true);
auto sskytex1 = GetPalettedSWTexture(Level->skytexture1, true, nullptr, true);
auto sskytex2 = GetPalettedSWTexture(Level->skytexture2, true, nullptr, true);
if (skytex1 == nullptr)
if (sskytex1 == nullptr)
return;
FSoftwareTexture *sskytex1 = skytex1->GetSoftwareTexture();
FSoftwareTexture *sskytex2 = skytex2->GetSoftwareTexture();
skytexturemid = 0;
int skyheight = skytex1->GetDisplayHeight();
int skyheight = sskytex1->GetScaledHeight();
skyoffset = cl_oldfreelooklimit? 0 : skyheight == 256? 166 : skyheight >= 240? 150 : skyheight >= 200? 110 : 138;
if (skyheight >= 128 && skyheight < 200)
{
@ -91,7 +86,7 @@ namespace swrenderer
}
else if (skyheight >= 200)
{
skytexturemid = (200 - skyheight) * sskytex1->GetScale().Y + ((r_skymode == 2 && !(Level->flags & LEVEL_FORCETILEDSKY)) ? skytex1->GetSkyOffset() : 0);
skytexturemid = (200 - skyheight) * sskytex1->GetScale().Y + ((r_skymode == 2 && !(Level->flags & LEVEL_FORCETILEDSKY)) ? sskytex1->GetSkyOffset() : 0);
}
if (viewwidth != 0 && viewheight != 0)
@ -207,7 +202,7 @@ namespace swrenderer
frontcyl = MAX(frontskytex->GetWidth(), frontxscale);
if (Level->skystretch)
{
skymid = skymid * frontskytex->GetScaledHeightDouble() / (SKYSTRETCH_HEIGHT + skyoffset);
skymid = skymid * frontskytex->GetScaledHeight() / (SKYSTRETCH_HEIGHT + skyoffset);
}
}
}

View file

@ -114,13 +114,7 @@ namespace swrenderer
}
else // regular flat
{
FTexture *ttex = TexMan.GetPalettedTexture(picnum, true);
if (!ttex->isValid())
{
return;
}
FSoftwareTexture *tex = ttex->GetSoftwareTexture();
auto tex = GetPalettedSWTexture(picnum, true);
if (!masked && !additive)
{ // If we're not supposed to see through this plane, draw it opaque.

View file

@ -82,13 +82,13 @@ FRenderer *CreateSWRenderer()
return new FSoftwareRenderer;
}
void FSoftwareRenderer::PreparePrecache(FTexture *ttex, int cache)
void FSoftwareRenderer::PreparePrecache(FGameTexture *ttex, int cache)
{
bool isbgra = V_IsTrueColor();
if (ttex != nullptr && ttex->isValid() && !ttex->isCanvas())
if (ttex != nullptr && ttex->isValid() && !ttex->GetTexture()->isCanvas())
{
FSoftwareTexture *tex = ttex->GetSoftwareTexture();
FSoftwareTexture *tex = GetSoftwareTexture(ttex);
if (tex->CheckPixels())
{
@ -96,18 +96,18 @@ void FSoftwareRenderer::PreparePrecache(FTexture *ttex, int cache)
}
else if (cache != 0)
{
FImageSource::RegisterForPrecache(ttex->GetImage(), V_IsTrueColor());
FImageSource::RegisterForPrecache(ttex->GetTexture()->GetImage(), V_IsTrueColor());
}
}
}
void FSoftwareRenderer::PrecacheTexture(FTexture *ttex, int cache)
void FSoftwareRenderer::PrecacheTexture(FGameTexture *ttex, int cache)
{
bool isbgra = V_IsTrueColor();
if (ttex != nullptr && ttex->isValid() && !ttex->isCanvas())
if (ttex != nullptr && ttex->isValid() && !ttex->GetTexture()->isCanvas())
{
FSoftwareTexture *tex = ttex->GetSoftwareTexture();
FSoftwareTexture *tex = GetSoftwareTexture(ttex);
if (cache & FTextureManager::HIT_Columnmode)
{
const FSoftwareTextureSpan *spanp;
@ -173,12 +173,12 @@ void FSoftwareRenderer::Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &
FImageSource::BeginPrecaching();
for (int i = cnt - 1; i >= 0; i--)
{
PreparePrecache(TexMan.ByIndex(i), texhitlist[i]);
PreparePrecache(TexMan.GameByIndex(i), texhitlist[i]);
}
for (int i = cnt - 1; i >= 0; i--)
{
PrecacheTexture(TexMan.ByIndex(i), texhitlist[i]);
PrecacheTexture(TexMan.GameByIndex(i), texhitlist[i]);
}
FImageSource::EndPrecaching();
}

View file

@ -27,8 +27,8 @@ struct FSoftwareRenderer : public FRenderer
void Init() override;
private:
void PreparePrecache(FTexture *tex, int cache);
void PrecacheTexture(FTexture *tex, int cache);
void PreparePrecache(FGameTexture *tex, int cache);
void PrecacheTexture(FGameTexture *tex, int cache);
swrenderer::RenderScene mScene;
};

View file

@ -951,7 +951,8 @@ namespace swrenderer
{
thinglightlevel = thing->Sector->GetTexture(sector_t::ceiling) == skyflatnum ? thing->Sector->GetCeilingLight() : thing->Sector->GetFloorLight();
auto nc = !!(thing->Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING);
thingColormap = GetSpriteColorTable(thing->Sector->Colormap, thing->Sector->SpecialColors[sector_t::sprites], nc); }
thingColormap = GetSpriteColorTable(thing->Sector->Colormap, thing->Sector->SpecialColors[sector_t::sprites], nc);
}
if ((sprite.renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
{
@ -1021,11 +1022,8 @@ namespace swrenderer
{
sprite.picnum = thing->picnum;
sprite.tex = TexMan.GetPalettedTexture(sprite.picnum, true);
if (!sprite.tex->isValid())
{
return false;
}
sprite.tex = GetPalettedSWTexture(sprite.picnum, true);
if (!sprite.tex) return false;
if (sprite.tex->GetRotations() != 0xFFFF)
{
@ -1052,7 +1050,8 @@ namespace swrenderer
{
sprite.renderflags ^= RF_XFLIP;
}
sprite.tex = TexMan.GetPalettedTexture(sprite.picnum, false); // Do not animate the rotation
sprite.tex = GetPalettedSWTexture(sprite.picnum, false); // Do not animate the rotation
if (!sprite.tex) return false;
}
}
else
@ -1082,7 +1081,7 @@ namespace swrenderer
{
sprite.renderflags ^= RF_XFLIP;
}
sprite.tex = TexMan.GetPalettedTexture(tex, false); // Do not animate the rotation
sprite.tex = GetPalettedSWTexture(tex, false); // Do not animate the rotation
}
if (r_drawvoxels)
@ -1094,7 +1093,7 @@ namespace swrenderer
return false;
}
if (sprite.voxel == nullptr && (sprite.tex == nullptr || !sprite.tex->isValid()))
if (sprite.voxel == nullptr && sprite.tex == nullptr)
{
return false;
}

View file

@ -51,7 +51,7 @@ namespace swrenderer
{
DVector3 pos;
int spritenum;
FTexture *tex;
FSoftwareTexture *tex;
FVoxelDef *voxel;
FTextureID picnum;
DVector2 spriteScale;

View file

@ -38,18 +38,9 @@
#include "bitmap.h"
#include "m_alloc.h"
#include "imagehelpers.h"
#include "texturemanager.h"
FSoftwareTexture *FTexture::GetSoftwareTexture()
{
if (!SoftwareTexture)
{
if (bHasCanvas) SoftwareTexture = new FSWCanvasTexture(this);
else if (bWarped) SoftwareTexture = new FWarpTexture(this, bWarped);
else SoftwareTexture = new FSoftwareTexture(this);
}
return SoftwareTexture;
}
//==========================================================================
//
@ -57,16 +48,19 @@ FSoftwareTexture *FTexture::GetSoftwareTexture()
//
//==========================================================================
FSoftwareTexture::FSoftwareTexture(FTexture *tex)
FSoftwareTexture::FSoftwareTexture(FGameTexture *tex)
{
mTexture = tex;
mSource = tex;
mSource = tex->GetTexture();
mBufferFlags = CTF_ProcessData;
auto info = tex->CreateTexBuffer(0, CTF_CheckOnly| mBufferFlags);
// calculate the real size after running the scaler.
auto info = mSource->CreateTexBuffer(0, CTF_CheckOnly| mBufferFlags);
mPhysicalWidth = info.mWidth;
mPhysicalHeight = info.mHeight;
mPhysicalScale = tex->Width > 0? mPhysicalWidth / tex->Width : mPhysicalWidth;
mPhysicalScale = tex->GetTexelWidth() > 0 ? mPhysicalWidth / tex->GetTexelWidth() : mPhysicalWidth;
Scale.X = (double)tex->GetTexelWidth() / tex->GetDisplayWidth();
Scale.Y = (double)tex->GetTexelHeight() / tex->GetDisplayHeight();
CalcBitSize();
}
@ -119,7 +113,7 @@ const uint8_t *FSoftwareTexture::GetPixels(int style)
}
else
{
auto tempbuffer = mTexture->CreateTexBuffer(0, mBufferFlags);
auto tempbuffer = mSource->CreateTexBuffer(0, mBufferFlags);
Pixels.Resize(GetPhysicalWidth()*GetPhysicalHeight());
PalEntry *pe = (PalEntry*)tempbuffer.mBuffer;
if (!style)
@ -159,12 +153,12 @@ const uint32_t *FSoftwareTexture::GetPixelsBgra()
{
if (mPhysicalScale == 1)
{
FBitmap bitmap = mTexture->GetBgraBitmap(nullptr);
FBitmap bitmap = mSource->GetBgraBitmap(nullptr);
GenerateBgraFromBitmap(bitmap);
}
else
{
auto tempbuffer = mTexture->CreateTexBuffer(0, mBufferFlags);
auto tempbuffer = mSource->CreateTexBuffer(0, mBufferFlags);
CreatePixelsBgraWithMipmaps();
PalEntry *pe = (PalEntry*)tempbuffer.mBuffer;
for (int y = 0; y < GetPhysicalHeight(); y++)
@ -263,7 +257,7 @@ FSoftwareTextureSpan **FSoftwareTexture::CreateSpans (const T *pixels)
{
FSoftwareTextureSpan **spans, *span;
if (!mTexture->isMasked())
if (!mSource->isMasked())
{ // Texture does not have holes, so it can use a simpler span structure
spans = (FSoftwareTextureSpan **)M_Malloc (sizeof(FSoftwareTextureSpan*)*GetPhysicalWidth() + sizeof(FSoftwareTextureSpan)*2);
span = (FSoftwareTextureSpan *)&spans[GetPhysicalWidth()];
@ -598,8 +592,28 @@ void FSoftwareTexture::FreeAllSpans()
}
}
void DeleteSoftwareTexture(FSoftwareTexture* swtex)
FSoftwareTexture* GetSoftwareTexture(FGameTexture* tex)
{
delete swtex;
FSoftwareTexture* SoftwareTexture = static_cast<FSoftwareTexture*>(tex->GetSoftwareTexture());
if (!SoftwareTexture)
{
auto source = tex->GetTexture();
if (source->isCanvas()) SoftwareTexture = new FSWCanvasTexture(tex);
else if (tex->isWarped()) SoftwareTexture = new FWarpTexture(tex, tex->isWarped());
else SoftwareTexture = new FSoftwareTexture(tex);
tex->SetSoftwareTexture(SoftwareTexture);
}
return SoftwareTexture;
}
FSoftwareTexture* GetPalettedSWTexture(FTextureID texid, bool animate, FLevelLocals *checkcompat, bool allownull)
{
auto tex = TexMan.GetPalettedTexture(texid, true);
if (checkcompat && tex && tex->isValid() && checkcompat->i_compatflags & COMPATF_MASKEDMIDTEX)
{
tex = tex->GetRawTexture();
}
FSoftwareTexture* pic = tex && (allownull || tex->isValid()) ? GetSoftwareTexture(reinterpret_cast<FGameTexture*>(tex)) : nullptr;
return pic;
}

View file

@ -12,14 +12,15 @@ struct FSoftwareTextureSpan
// For now this is just a minimal wrapper around FTexture. Once the software renderer no longer accesses FTexture directly, it is time for cleaning up.
class FSoftwareTexture
class FSoftwareTexture : public ISoftwareTexture
{
protected:
FTexture *mTexture;
FGameTexture *mTexture;
FTexture *mSource;
TArray<uint8_t> Pixels;
TArray<uint32_t> PixelsBgra;
FSoftwareTextureSpan **Spandata[3] = { };
DVector2 Scale;
uint8_t WidthBits = 0, HeightBits = 0;
uint16_t WidthMask = 0;
int mPhysicalWidth, mPhysicalHeight;
@ -32,14 +33,14 @@ protected:
void CalcBitSize();
public:
FSoftwareTexture(FTexture *tex);
FSoftwareTexture(FGameTexture *tex);
virtual ~FSoftwareTexture()
{
FreeAllSpans();
}
FTexture *GetTexture() const
FGameTexture *GetTexture() const
{
return mTexture;
}
@ -47,32 +48,33 @@ public:
// The feature from hell... :(
bool useWorldPanning(FLevelLocals *Level) const
{
return mTexture->bWorldPanning || (Level->flags3 & LEVEL3_FORCEWORLDPANNING);
return mTexture->useWorldPanning() || (Level->flags3 & LEVEL3_FORCEWORLDPANNING);
}
bool isMasked()
{
return mTexture->bMasked;
return mSource->isMasked();
}
uint16_t GetRotations() const
{
return mTexture->GetRotations();
}
int GetSkyOffset() const { return mTexture->GetSkyOffset(); }
PalEntry GetSkyCapColor(bool bottom) const { return mTexture->GetSkyCapColor(bottom); }
PalEntry GetSkyCapColor(bool bottom) const { return mSource->GetSkyCapColor(bottom); }
int GetWidth () { return mTexture->GetTexelWidth(); }
int GetHeight () { return mTexture->GetTexelHeight(); }
int GetWidthBits() { return WidthBits; }
int GetHeightBits() { return HeightBits; }
int GetScaledWidth () { return mTexture->GetScaledWidth(); }
int GetScaledHeight () { return mTexture->GetScaledHeight(); }
double GetScaledWidthDouble () { return mTexture->GetScaledWidthDouble(); }
double GetScaledHeightDouble () { return mTexture->GetScaledHeightDouble(); }
int GetScaledWidth () { return mTexture->GetDisplayWidth(); }
int GetScaledHeight () { return mTexture->GetDisplayHeight(); }
// Now with improved offset adjustment.
int GetLeftOffset(int adjusted) { return mTexture->GetLeftOffset(adjusted); }
int GetTopOffset(int adjusted) { return mTexture->GetTopOffset(adjusted); }
int GetScaledLeftOffset (int adjusted) { return mTexture->GetScaledLeftOffset(adjusted); }
int GetScaledTopOffset (int adjusted) { return mTexture->GetScaledTopOffset(adjusted); }
int GetLeftOffset(int adjusted) { return mTexture->GetTexelLeftOffset(adjusted); }
int GetTopOffset(int adjusted) { return mTexture->GetTexelTopOffset(adjusted); }
// Interfaces for the different renderers. Everything that needs to check renderer-dependent offsets
// should use these, so that if changes are needed, this is the only place to edit.
@ -80,16 +82,10 @@ public:
// For the original software renderer
int GetLeftOffsetSW() { return GetLeftOffset(r_spriteadjustSW); }
int GetTopOffsetSW() { return GetTopOffset(r_spriteadjustSW); }
int GetScaledLeftOffsetSW() { return GetScaledLeftOffset(r_spriteadjustSW); }
int GetScaledTopOffsetSW() { return GetScaledTopOffset(r_spriteadjustSW); }
double GetScaledLeftOffsetSW() { return mTexture->GetDisplayLeftOffset(r_spriteadjustSW); }
double GetScaledTopOffsetSW() { return mTexture->GetDisplayTopOffset(r_spriteadjustSW); }
// For the softpoly renderer, in case it wants adjustment
int GetLeftOffsetPo() { return GetLeftOffset(r_spriteadjustSW); }
int GetTopOffsetPo() { return GetTopOffset(r_spriteadjustSW); }
int GetScaledLeftOffsetPo() { return GetScaledLeftOffset(r_spriteadjustSW); }
int GetScaledTopOffsetPo() { return GetScaledTopOffset(r_spriteadjustSW); }
DVector2 GetScale() const { return mTexture->Scale; }
DVector2 GetScale() const { return Scale; }
int GetPhysicalWidth() { return mPhysicalWidth; }
int GetPhysicalHeight() { return mPhysicalHeight; }
int GetPhysicalScale() const { return mPhysicalScale; }
@ -157,7 +153,7 @@ class FWarpTexture : public FSoftwareTexture
int WidthOffsetMultiplier, HeightOffsetMultiplier; // [mxd]
public:
FWarpTexture (FTexture *source, int warptype);
FWarpTexture (FGameTexture *source, int warptype);
const uint32_t *GetPixelsBgra() override;
const uint8_t *GetPixels(int style) override;
@ -180,7 +176,7 @@ class FSWCanvasTexture : public FSoftwareTexture
public:
FSWCanvasTexture(FTexture *source) : FSoftwareTexture(source) {}
FSWCanvasTexture(FGameTexture *source) : FSoftwareTexture(source) {}
~FSWCanvasTexture();
// Returns the whole texture, stored in column-major order
@ -195,3 +191,6 @@ public:
bool Mipmapped() override { return false; }
};
FSoftwareTexture* GetSoftwareTexture(FGameTexture* tex);
FSoftwareTexture* GetPalettedSWTexture(FTextureID texid, bool animate, FLevelLocals *checkcompat = nullptr, bool allownull = false);

View file

@ -64,7 +64,7 @@ FSWCanvasTexture::~FSWCanvasTexture()
const uint8_t *FSWCanvasTexture::GetPixels(int style)
{
static_cast<FCanvasTexture*>(mTexture)->NeedUpdate();
static_cast<FCanvasTexture*>(mSource)->NeedUpdate();
if (Canvas == nullptr)
{
MakeTexture();
@ -81,7 +81,7 @@ const uint8_t *FSWCanvasTexture::GetPixels(int style)
const uint32_t *FSWCanvasTexture::GetPixelsBgra()
{
static_cast<FCanvasTexture*>(mTexture)->NeedUpdate();
static_cast<FCanvasTexture*>(mSource)->NeedUpdate();
if (CanvasBgra == nullptr)
{
MakeTextureBgra();
@ -181,5 +181,5 @@ void FSWCanvasTexture::UpdatePixels(bool truecolor)
ImageHelpers::FlipNonSquareBlockRemap(Pixels.Data(), Canvas->GetPixels(), GetWidth(), GetHeight(), Canvas->GetPitch(), GPalette.Remap);
}
static_cast<FCanvasTexture*>(mTexture)->SetUpdated(false);
static_cast<FCanvasTexture*>(mSource)->SetUpdated(false);
}

View file

@ -44,7 +44,7 @@ EXTERN_CVAR(Int, gl_texture_hqresizemult)
EXTERN_CVAR(Int, gl_texture_hqresizemode)
EXTERN_CVAR(Int, gl_texture_hqresize_targets)
FWarpTexture::FWarpTexture (FTexture *source, int warptype)
FWarpTexture::FWarpTexture (FGameTexture *source, int warptype)
: FSoftwareTexture (source)
{
if (warptype == 2) SetupMultipliers(256, 128);
@ -69,7 +69,7 @@ const uint32_t *FWarpTexture::GetPixelsBgra()
auto otherpix = FSoftwareTexture::GetPixelsBgra();
WarpedPixelsRgba.Resize(unsigned(GetWidth() * GetHeight() * resizeMult * resizeMult * 4 / 3 + 1));
WarpBuffer(WarpedPixelsRgba.Data(), otherpix, int(GetWidth() * resizeMult), int(GetHeight() * resizeMult), WidthOffsetMultiplier, HeightOffsetMultiplier, time, mTexture->shaderspeed, bWarped);
WarpBuffer(WarpedPixelsRgba.Data(), otherpix, int(GetWidth() * resizeMult), int(GetHeight() * resizeMult), WidthOffsetMultiplier, HeightOffsetMultiplier, time, mTexture->GetShaderSpeed(), bWarped);
GenerateBgraMipmapsFast();
FreeAllSpans();
GenTime[2] = time;
@ -90,7 +90,7 @@ const uint8_t *FWarpTexture::GetPixels(int index)
const uint8_t *otherpix = FSoftwareTexture::GetPixels(index);
WarpedPixels[index].Resize(unsigned(GetWidth() * GetHeight() * resizeMult * resizeMult));
WarpBuffer(WarpedPixels[index].Data(), otherpix, int(GetWidth() * resizeMult), int(GetHeight() * resizeMult), WidthOffsetMultiplier, HeightOffsetMultiplier, time, mTexture->shaderspeed, bWarped);
WarpBuffer(WarpedPixels[index].Data(), otherpix, int(GetWidth() * resizeMult), int(GetHeight() * resizeMult), WidthOffsetMultiplier, HeightOffsetMultiplier, time, mTexture->GetShaderSpeed(), bWarped);
FreeAllSpans();
GenTime[index] = time;
}

View file

@ -123,13 +123,11 @@ namespace swrenderer
}
}
FTexture *tex = TexMan.GetPalettedTexture(decal->PicNum, true);
if (tex == NULL || !tex->isValid())
FSoftwareTexture *WallSpriteTile = GetPalettedSWTexture(decal->PicNum, true);
if (WallSpriteTile == NULL)
{
return;
}
FSoftwareTexture *WallSpriteTile = tex->GetSoftwareTexture();
// Determine left and right edges of sprite. Since this sprite is bound
// to a wall, we use the wall's angle instead of the decal's. This is

View file

@ -208,7 +208,7 @@ namespace swrenderer
spriteframe_t* sprframe;
FTextureID picnum;
uint16_t flip;
FTexture* tex;
FGameTexture* tex;
bool noaccel;
double alpha = owner->Alpha;
@ -228,7 +228,7 @@ namespace swrenderer
picnum = sprframe->Texture[0];
flip = sprframe->Flip & 1;
tex = TexMan.GetTexture(picnum);
tex = TexMan.GetGameTexture(picnum);
if (!tex->isValid())
return;
@ -267,7 +267,7 @@ namespace swrenderer
double pspriteyscale = pspritexscale * viewport->BaseYaspectMul * ((double)SCREENHEIGHT / SCREENWIDTH) * r_viewwindow.WidescreenRatio;
double pspritexiscale = 1 / pspritexscale;
int tleft = tex->GetDisplayLeftOffset();
int tleft = tex->GetDisplayLeftOffset(0);
int twidth = tex->GetDisplayWidth();
// calculate edges of the shape
@ -290,7 +290,7 @@ namespace swrenderer
vis.renderflags = owner->renderflags;
FSoftwareTexture *stex = tex->GetSoftwareTexture();
FSoftwareTexture* stex = GetSoftwareTexture(tex);
vis.texturemid = (BASEYCENTER - sy) * stex->GetScale().Y + stex->GetTopOffset(0);
// Force it to use software rendering when drawing to a canvas texture.

View file

@ -74,10 +74,8 @@ EXTERN_CVAR(Int, gl_texture_hqresize_targets)
namespace swrenderer
{
void RenderSprite::Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FTexture *ttex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int lightlevel, bool foggy, FDynamicColormap *basecolormap)
void RenderSprite::Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FSoftwareTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int lightlevel, bool foggy, FDynamicColormap *basecolormap)
{
FSoftwareTexture *tex = ttex->GetSoftwareTexture();
auto viewport = thread->Viewport.get();
const double thingxscalemul = spriteScale.X / tex->GetScale().X;
@ -92,8 +90,8 @@ namespace swrenderer
return;
// [RH] Added scaling
int scaled_to = tex->GetScaledTopOffsetSW();
int scaled_bo = scaled_to - tex->GetScaledHeight();
double scaled_to = tex->GetScaledTopOffsetSW();
double scaled_bo = scaled_to - tex->GetScaledHeight();
double gzt = pos.Z + spriteScale.Y * scaled_to;
double gzb = pos.Z + spriteScale.Y * scaled_bo;

View file

@ -7,7 +7,7 @@ namespace swrenderer
class RenderSprite : public VisibleSprite
{
public:
static void Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int lightlevel, bool foggy, FDynamicColormap *basecolormap);
static void Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FSoftwareTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int lightlevel, bool foggy, FDynamicColormap *basecolormap);
protected:
void Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ, Fake3DTranslucent clip3DFloor) override;

View file

@ -69,9 +69,8 @@
namespace swrenderer
{
void RenderWallSprite::Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FTexture *ppic, const DVector2 &scale, int renderflags, int lightlevel, bool foggy, FDynamicColormap *basecolormap)
void RenderWallSprite::Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FSoftwareTexture *pic, const DVector2 &scale, int renderflags, int lightlevel, bool foggy, FDynamicColormap *basecolormap)
{
FSoftwareTexture *pic = ppic->GetSoftwareTexture();
FWallCoords wallc;
double x1, x2;
DVector2 left, right;

View file

@ -10,7 +10,7 @@ namespace swrenderer
class RenderWallSprite : public VisibleSprite
{
public:
static void Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FTexture *pic, const DVector2 &scale, int renderflags, int lightlevel, bool foggy, FDynamicColormap *basecolormap);
static void Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FSoftwareTexture *pic, const DVector2 &scale, int renderflags, int lightlevel, bool foggy, FDynamicColormap *basecolormap);
protected:
bool IsWallSprite() const override { return true; }