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- separated hitlist generation for texture precaching into a virtual function of DFrameBuffer.
SVN r2466 (trunk)
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parent
6f4ed40496
commit
e1f06da5e3
3 changed files with 83 additions and 67 deletions
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@ -421,80 +421,15 @@ void R_DeinitData ()
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void R_PrecacheLevel (void)
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{
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BYTE *hitlist;
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BYTE *spritelist;
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int i;
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if (demoplayback)
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return;
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hitlist = new BYTE[TexMan.NumTextures()];
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spritelist = new BYTE[sprites.Size()];
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// Precache textures (and sprites).
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memset (hitlist, 0, TexMan.NumTextures());
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memset (spritelist, 0, sprites.Size());
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{
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AActor *actor;
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TThinkerIterator<AActor> iterator;
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while ( (actor = iterator.Next ()) )
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spritelist[actor->sprite] = 1;
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}
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for (i = (int)(sprites.Size () - 1); i >= 0; i--)
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{
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if (spritelist[i])
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{
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int j, k;
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for (j = 0; j < sprites[i].numframes; j++)
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{
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const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];
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for (k = 0; k < 16; k++)
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{
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FTextureID pic = frame->Texture[k];
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if (pic.isValid())
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{
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hitlist[pic.GetIndex()] = 1;
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}
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}
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}
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}
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}
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delete[] spritelist;
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for (i = numsectors - 1; i >= 0; i--)
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{
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hitlist[sectors[i].GetTexture(sector_t::floor).GetIndex()] =
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hitlist[sectors[i].GetTexture(sector_t::ceiling).GetIndex()] |= 2;
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}
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for (i = numsides - 1; i >= 0; i--)
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{
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hitlist[sides[i].GetTexture(side_t::top).GetIndex()] =
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hitlist[sides[i].GetTexture(side_t::mid).GetIndex()] =
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hitlist[sides[i].GetTexture(side_t::bottom).GetIndex()] |= 1;
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}
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// Sky texture is always present.
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// Note that F_SKY1 is the name used to
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// indicate a sky floor/ceiling as a flat,
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// while the sky texture is stored like
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// a wall texture, with an episode dependant
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// name.
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if (sky1texture.isValid())
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{
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hitlist[sky1texture.GetIndex()] |= 1;
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}
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if (sky2texture.isValid())
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{
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hitlist[sky2texture.GetIndex()] |= 1;
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}
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for (i = TexMan.NumTextures() - 1; i >= 0; i--)
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screen->GetHitlist(hitlist);
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for (int i = TexMan.NumTextures() - 1; i >= 0; i--)
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{
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screen->PrecacheTexture(TexMan.ByIndex(i), hitlist[i]);
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}
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@ -502,6 +437,8 @@ void R_PrecacheLevel (void)
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delete[] hitlist;
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}
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//==========================================================================
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//
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// R_GetColumn
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@ -62,6 +62,7 @@
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#include "m_png.h"
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#include "colormatcher.h"
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#include "v_palette.h"
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#include "r_sky.h"
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IMPLEMENT_ABSTRACT_CLASS (DCanvas)
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@ -1196,6 +1197,83 @@ void DFrameBuffer::WipeCleanup()
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wipe_Cleanup();
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}
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//===========================================================================
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//
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// Create texture hitlist
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//
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//===========================================================================
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void DFrameBuffer::GetHitlist(BYTE *hitlist)
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{
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BYTE *spritelist;
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int i;
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spritelist = new BYTE[sprites.Size()];
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// Precache textures (and sprites).
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memset (spritelist, 0, sprites.Size());
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{
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AActor *actor;
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TThinkerIterator<AActor> iterator;
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while ( (actor = iterator.Next ()) )
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spritelist[actor->sprite] = 1;
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}
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for (i = (int)(sprites.Size () - 1); i >= 0; i--)
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{
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if (spritelist[i])
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{
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int j, k;
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for (j = 0; j < sprites[i].numframes; j++)
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{
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const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];
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for (k = 0; k < 16; k++)
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{
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FTextureID pic = frame->Texture[k];
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if (pic.isValid())
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{
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hitlist[pic.GetIndex()] = 1;
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}
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}
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}
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}
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}
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delete[] spritelist;
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for (i = numsectors - 1; i >= 0; i--)
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{
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hitlist[sectors[i].GetTexture(sector_t::floor).GetIndex()] =
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hitlist[sectors[i].GetTexture(sector_t::ceiling).GetIndex()] |= 2;
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}
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for (i = numsides - 1; i >= 0; i--)
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{
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hitlist[sides[i].GetTexture(side_t::top).GetIndex()] =
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hitlist[sides[i].GetTexture(side_t::mid).GetIndex()] =
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hitlist[sides[i].GetTexture(side_t::bottom).GetIndex()] |= 1;
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}
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// Sky texture is always present.
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// Note that F_SKY1 is the name used to
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// indicate a sky floor/ceiling as a flat,
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// while the sky texture is stored like
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// a wall texture, with an episode dependant
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// name.
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if (sky1texture.isValid())
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{
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hitlist[sky1texture.GetIndex()] |= 1;
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}
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if (sky2texture.isValid())
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{
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hitlist[sky2texture.GetIndex()] |= 1;
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}
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}
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//===========================================================================
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//
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// Texture precaching
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@ -398,6 +398,7 @@ public:
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virtual FNativePalette *CreatePalette(FRemapTable *remap);
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// Precaches or unloads a texture
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virtual void GetHitlist(BYTE *hitlist);
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virtual void PrecacheTexture(FTexture *tex, int cache);
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// Screen wiping
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