mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- 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:
parent
73b4fbe861
commit
9593cb56ae
23 changed files with 170 additions and 162 deletions
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@ -50,7 +50,6 @@
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// Wrappers to keep the definitions of these classes out of here.
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void DeleteMaterial(FMaterial* mat);
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void DeleteSoftwareTexture(FSoftwareTexture *swtex);
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IHardwareTexture* CreateHardwareTexture();
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@ -161,7 +160,7 @@ FTexture::~FTexture ()
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}
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if (SoftwareTexture != nullptr)
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{
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DeleteSoftwareTexture(SoftwareTexture);
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delete SoftwareTexture;
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SoftwareTexture = nullptr;
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}
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}
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@ -111,7 +111,6 @@ void FTextureManager::DeleteAll()
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// main reason to call this outside of the destruction code.
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//
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//==========================================================================
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void DeleteSoftwareTexture(FSoftwareTexture* swtex);
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void FTextureManager::FlushAll()
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{
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@ -120,7 +119,7 @@ void FTextureManager::FlushAll()
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for (int j = 0; j < 2; j++)
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{
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Textures[i].Texture->CleanHardwareTextures(true, true);
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DeleteSoftwareTexture(Textures[i].Texture->SoftwareTexture);
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delete Textures[i].Texture->SoftwareTexture;
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Textures[i].Texture->SoftwareTexture = nullptr;
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}
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}
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@ -61,6 +61,11 @@ public:
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return InternalGetTexture(i, animate, true, false);
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}
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FGameTexture* GameByIndex(int i, bool animate = false)
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{
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return reinterpret_cast<FGameTexture*>(ByIndex(i, animate));
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}
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FTexture *FindTexture(const char *texname, ETextureType usetype = ETextureType::MiscPatch, BITFIELD flags = TEXMAN_TryAny);
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bool OkForLocalization(FTextureID texnum, const char *substitute, int locnum);
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@ -156,7 +156,12 @@ enum FTextureFormat : uint32_t
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TEX_Count
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};
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class FSoftwareTexture;
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class ISoftwareTexture
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{
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public:
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virtual ~ISoftwareTexture() = default;
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};
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class FGLRenderState;
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struct spriteframewithrotate;
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@ -226,7 +231,6 @@ class FTexture
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friend FSerializer &Serialize(FSerializer &arc, const char *key, FTextureID &value, FTextureID *defval);
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// For now only give access to classes which cannot be reworked yet. None of these should remain here when all is done.
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friend class FSoftwareTexture;
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friend class FWarpTexture;
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friend class FMaterial;
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friend class OpenGLRenderer::FGLRenderState; // For now this needs access to some fields in ApplyMaterial. This should be rerouted through the Material class
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@ -275,6 +279,7 @@ public:
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bool isMiscPatch() const { return UseType == ETextureType::MiscPatch; } // only used by the intermission screen to decide whether to tile the background image or not.
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int isWarped() const { return bWarped; }
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int GetRotations() const { return Rotations; }
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float GetShaderSpeed() const { return shaderspeed; }
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void SetRotations(int rot) { Rotations = int16_t(rot); }
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bool isSprite() const { return UseType == ETextureType::Sprite || UseType == ETextureType::SkinSprite || UseType == ETextureType::Decal; }
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@ -301,6 +306,7 @@ public:
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int GetSourceLump() const { return SourceLump; }
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ETextureType GetUseType() const { return UseType; }
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void SetSpeed(float fac) { shaderspeed = fac; }
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bool UseWorldPanning() const { return bWorldPanning; }
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void SetWorldPanning(bool on) { bWorldPanning = on; }
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void SetDisplaySize(int fitwidth, int fitheight);
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void SetFrontSkyLayer(bool on = true) { bNoRemap0 = on; }
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@ -334,7 +340,14 @@ public:
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static PalEntry averageColor(const uint32_t *data, int size, int maxout);
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FSoftwareTexture *GetSoftwareTexture();
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ISoftwareTexture* GetSoftwareTexture()
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{
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return SoftwareTexture;
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}
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void SetSoftwareTextue(ISoftwareTexture* swtex)
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{
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SoftwareTexture = swtex;
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}
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protected:
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@ -347,7 +360,7 @@ protected:
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public:
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FHardwareTextureContainer SystemTextures;
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protected:
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FSoftwareTexture *SoftwareTexture = nullptr;
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ISoftwareTexture *SoftwareTexture = nullptr;
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// None of the following pointers are owned by this texture, they are all controlled by the texture manager.
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@ -568,9 +581,23 @@ public:
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int GetDisplayWidth() /*const*/ { return wrapped.GetDisplayWidth(); }
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int GetDisplayHeight() /*const*/ { return wrapped.GetDisplayHeight(); }
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int GetTexelWidth() /*const*/ { return wrapped.GetTexelWidth(); }
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int GetTexelHeight() /*const*/ { return wrapped.GetTexelHeight(); }
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int GetTexelLeftOffset(int adjusted) /*const*/ { return wrapped.GetTexelLeftOffset(adjusted); }
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int GetTexelTopOffset(int adjusted) /*const*/ { return wrapped.GetTexelTopOffset(adjusted); }
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double GetDisplayLeftOffset(int adjusted) /*const*/ { return wrapped.GetDisplayLeftOffsetDouble(adjusted); }
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double GetDisplayTopOffset(int adjusted) /*const*/ { return wrapped.GetDisplayTopOffsetDouble(adjusted); }
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bool isValid() { return wrapped.isValid(); }
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uint16_t GetRotations() { return wrapped.GetRotations(); }
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bool isWarped() { return wrapped.isWarped(); }
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bool useWorldPanning() { return wrapped.UseWorldPanning(); }
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float GetShaderSpeed() const { return wrapped.GetShaderSpeed(); }
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uint16_t GetRotations() const { return wrapped.GetRotations(); }
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int GetSkyOffset() const { return wrapped.GetSkyOffset(); }
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FTextureID GetID() const { return wrapped.GetID(); }
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ISoftwareTexture* GetSoftwareTexture() { return wrapped.GetSoftwareTexture(); }
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void SetSoftwareTexture(ISoftwareTexture* swtex) { wrapped.SetSoftwareTextue(swtex); }
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};
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@ -389,8 +389,7 @@ namespace swrenderer
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if (mLineSegment->linedef->alpha > 0.0f && sidedef->GetTexture(side_t::mid).isValid())
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{
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FTexture* tex = TexMan.GetPalettedTexture(sidedef->GetTexture(side_t::mid), true);
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FSoftwareTexture* pic = tex && tex->isValid() ? tex->GetSoftwareTexture() : nullptr;
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auto pic = GetPalettedSWTexture(sidedef->GetTexture(side_t::mid), true);
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if (pic)
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{
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draw_segment->SetHasTranslucentMidTexture();
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@ -687,10 +686,9 @@ namespace swrenderer
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// No top texture for skyhack lines
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if (mFrontSector->GetTexture(sector_t::ceiling) == skyflatnum && mBackSector->GetTexture(sector_t::ceiling) == skyflatnum) return;
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FTexture *tex = TexMan.GetPalettedTexture(sidedef->GetTexture(side_t::top), true);
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if (!tex || !tex->isValid()) return;
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mTopTexture = tex->GetSoftwareTexture();
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auto tex = GetPalettedSWTexture(sidedef->GetTexture(side_t::top), true);
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if (!tex) return;
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mTopTexture = tex;
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}
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void SWRenderLine::SetMiddleTexture()
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@ -702,10 +700,9 @@ namespace swrenderer
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if (linedef->isVisualPortal()) return;
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if (linedef->special == Line_Horizon) return;
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auto tex = TexMan.GetPalettedTexture(sidedef->GetTexture(side_t::mid), true);
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if (!tex || !tex->isValid()) return;
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mMiddleTexture = tex->GetSoftwareTexture();
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auto tex = GetPalettedSWTexture(sidedef->GetTexture(side_t::mid), true);
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if (!tex) return;
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mMiddleTexture = tex;
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}
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void SWRenderLine::SetBottomTexture()
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@ -713,10 +710,9 @@ namespace swrenderer
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side_t *sidedef = mLineSegment->sidedef;
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line_t *linedef = mLineSegment->linedef;
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FTexture *tex = TexMan.GetPalettedTexture(sidedef->GetTexture(side_t::bottom), true);
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if (!tex || !tex->isValid()) return;
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mBottomTexture = tex->GetSoftwareTexture();
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auto tex = GetPalettedSWTexture(sidedef->GetTexture(side_t::bottom), true);
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if (!tex) return;
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mBottomTexture = tex;
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}
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bool SWRenderLine::IsFogBoundary(sector_t *front, sector_t *back) const
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@ -91,13 +91,7 @@ namespace swrenderer
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auto viewport = Thread->Viewport.get();
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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FTexture *ttex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::mid), true);
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if (curline->GetLevel()->i_compatflags & COMPATF_MASKEDMIDTEX)
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{
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ttex = ttex->GetRawTexture();
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}
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FSoftwareTexture *tex = ttex->GetSoftwareTexture();
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auto tex = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::mid), true, curline->GetLevel());
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const short *mfloorclip = ds->drawsegclip.sprbottomclip;
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const short *mceilingclip = ds->drawsegclip.sprtopclip;
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@ -333,20 +327,18 @@ namespace swrenderer
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}
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else
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{
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FTexture *rw_tex = nullptr;
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if (fover->flags & FF_UPPERTEXTURE)
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{
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rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::top), true);
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rw_pic = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::top), true);
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}
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else if (fover->flags & FF_LOWERTEXTURE)
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{
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rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::bottom), true);
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rw_pic = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::bottom), true);
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}
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else
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{
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rw_tex = TexMan.GetPalettedTexture(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
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rw_pic = GetPalettedSWTexture(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
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}
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rw_pic = rw_tex && rw_tex->isValid() ? rw_tex->GetSoftwareTexture() : nullptr;
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}
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}
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else if (frontsector->e->XFloor.ffloors.Size())
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if (!rw_pic && !swimmable_found)
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{
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fover = nullptr;
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FTexture *rw_tex;
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if (rover->flags & FF_UPPERTEXTURE)
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{
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rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::top), true);
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rw_pic = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::top), true);
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}
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else if (rover->flags & FF_LOWERTEXTURE)
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{
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rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::bottom), true);
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rw_pic = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::bottom), true);
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}
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else
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{
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rw_tex = TexMan.GetPalettedTexture(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
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rw_pic = GetPalettedSWTexture(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
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}
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rw_pic = rw_tex && rw_tex->isValid() ? rw_tex->GetSoftwareTexture() : nullptr;
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}
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if (rw_pic && !swimmable_found)
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@ -487,20 +477,18 @@ namespace swrenderer
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}
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else
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{
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FTexture *rw_tex;
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if (fover->flags & FF_UPPERTEXTURE)
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{
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rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::top), true);
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rw_pic = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::top), true);
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}
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else if (fover->flags & FF_LOWERTEXTURE)
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{
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rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::bottom), true);
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rw_pic = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::bottom), true);
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}
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else
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{
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rw_tex = TexMan.GetPalettedTexture(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
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rw_pic = GetPalettedSWTexture(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
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}
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rw_pic = rw_tex && rw_tex->isValid() ? rw_tex->GetSoftwareTexture() : nullptr;
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}
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}
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else if (frontsector->e->XFloor.ffloors.Size())
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if (!rw_pic && !swimmable_found)
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{
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fover = nullptr;
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FTexture *rw_tex;
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if (rover->flags & FF_UPPERTEXTURE)
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{
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rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::top), true);
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rw_pic = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::top), true);
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}
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else if (rover->flags & FF_LOWERTEXTURE)
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{
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rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::bottom), true);
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rw_pic = GetPalettedSWTexture(curline->sidedef->GetTexture(side_t::bottom), true);
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}
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else
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{
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rw_tex = TexMan.GetPalettedTexture(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
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rw_pic = GetPalettedSWTexture(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
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}
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rw_pic = rw_tex && rw_tex->isValid() ? rw_tex->GetSoftwareTexture() : nullptr;
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}
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if (rw_pic && !swimmable_found)
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@ -643,7 +629,7 @@ namespace swrenderer
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void RenderDrawSegment::GetNoWrapMidTextureZ(DrawSegment* ds, FSoftwareTexture* tex, double& ceilZ, double& floorZ)
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{
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double texheight = tex->GetScaledHeightDouble() / fabs(curline->sidedef->GetTextureYScale(side_t::mid));
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double texheight = tex->GetScaledHeight() / fabs(curline->sidedef->GetTextureYScale(side_t::mid));
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double texturemid;
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if (curline->linedef->flags & ML_DONTPEGBOTTOM)
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texturemid = MAX(frontsector->GetPlaneTexZ(sector_t::floor), backsector->GetPlaneTexZ(sector_t::floor)) + texheight;
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@ -130,7 +130,7 @@ namespace swrenderer
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WallDrawerArgs drawerargs;
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// Textures that aren't masked can use the faster opaque drawer
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if (!pic->GetTexture()->isMasked() && mask && alpha >= OPAQUE && !additive)
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if (!pic->isMasked() && mask && alpha >= OPAQUE && !additive)
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{
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drawerargs.SetStyle(true, false, OPAQUE, light_list);
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}
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@ -63,10 +63,7 @@ namespace swrenderer
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{
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static FSoftwareTexture *GetSWTex(FTextureID texid, bool allownull = true)
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{
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auto tex = TexMan.GetPalettedTexture(texid, true);
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if (tex == nullptr) return nullptr;
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if (!allownull && !tex->isValid()) return nullptr;
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return tex->GetSoftwareTexture();
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return GetPalettedSWTexture(texid, true, nullptr, true);
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}
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RenderSkyPlane::RenderSkyPlane(RenderThread *thread)
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@ -74,16 +71,14 @@ namespace swrenderer
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Thread = thread;
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auto Level = Thread->Viewport->Level();
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auto skytex1 = TexMan.GetPalettedTexture(Level->skytexture1, true);
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auto skytex2 = TexMan.GetPalettedTexture(Level->skytexture2, true);
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auto sskytex1 = GetPalettedSWTexture(Level->skytexture1, true, nullptr, true);
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auto sskytex2 = GetPalettedSWTexture(Level->skytexture2, true, nullptr, true);
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if (skytex1 == nullptr)
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if (sskytex1 == nullptr)
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return;
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FSoftwareTexture *sskytex1 = skytex1->GetSoftwareTexture();
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FSoftwareTexture *sskytex2 = skytex2->GetSoftwareTexture();
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skytexturemid = 0;
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int skyheight = skytex1->GetDisplayHeight();
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int skyheight = sskytex1->GetScaledHeight();
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skyoffset = cl_oldfreelooklimit? 0 : skyheight == 256? 166 : skyheight >= 240? 150 : skyheight >= 200? 110 : 138;
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if (skyheight >= 128 && skyheight < 200)
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{
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@ -91,7 +86,7 @@ namespace swrenderer
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}
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else if (skyheight >= 200)
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{
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skytexturemid = (200 - skyheight) * sskytex1->GetScale().Y + ((r_skymode == 2 && !(Level->flags & LEVEL_FORCETILEDSKY)) ? skytex1->GetSkyOffset() : 0);
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skytexturemid = (200 - skyheight) * sskytex1->GetScale().Y + ((r_skymode == 2 && !(Level->flags & LEVEL_FORCETILEDSKY)) ? sskytex1->GetSkyOffset() : 0);
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}
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if (viewwidth != 0 && viewheight != 0)
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@ -207,7 +202,7 @@ namespace swrenderer
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frontcyl = MAX(frontskytex->GetWidth(), frontxscale);
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if (Level->skystretch)
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{
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skymid = skymid * frontskytex->GetScaledHeightDouble() / (SKYSTRETCH_HEIGHT + skyoffset);
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skymid = skymid * frontskytex->GetScaledHeight() / (SKYSTRETCH_HEIGHT + skyoffset);
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}
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}
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}
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@ -114,13 +114,7 @@ namespace swrenderer
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}
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else // regular flat
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{
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FTexture *ttex = TexMan.GetPalettedTexture(picnum, true);
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if (!ttex->isValid())
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{
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return;
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}
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FSoftwareTexture *tex = ttex->GetSoftwareTexture();
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auto tex = GetPalettedSWTexture(picnum, true);
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if (!masked && !additive)
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{ // If we're not supposed to see through this plane, draw it opaque.
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@ -82,13 +82,13 @@ FRenderer *CreateSWRenderer()
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return new FSoftwareRenderer;
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}
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void FSoftwareRenderer::PreparePrecache(FTexture *ttex, int cache)
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void FSoftwareRenderer::PreparePrecache(FGameTexture *ttex, int cache)
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{
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bool isbgra = V_IsTrueColor();
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if (ttex != nullptr && ttex->isValid() && !ttex->isCanvas())
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if (ttex != nullptr && ttex->isValid() && !ttex->GetTexture()->isCanvas())
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{
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FSoftwareTexture *tex = ttex->GetSoftwareTexture();
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FSoftwareTexture *tex = GetSoftwareTexture(ttex);
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if (tex->CheckPixels())
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{
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||||
|
@ -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();
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
};
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -51,7 +51,7 @@ namespace swrenderer
|
|||
{
|
||||
DVector3 pos;
|
||||
int spritenum;
|
||||
FTexture *tex;
|
||||
FSoftwareTexture *tex;
|
||||
FVoxelDef *voxel;
|
||||
FTextureID picnum;
|
||||
DVector2 spriteScale;
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
}
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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; }
|
||||
|
|
Loading…
Reference in a new issue