mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-25 21:41:03 +00:00
- avoid storing texture pointers in longer lived data
* these circumvented all internal texture replacement logic. Texture objects should only be resolved right before drawing them * added an explicit ‚tilebackground‘ option for the summary screen to fix problems with bad decision logic based on incorrect texture type checks. Automatic tiling no longer depends on texture type, but solely on size. * added a DrawTexture variant that can be passed a texture ID instead of a pointer
This commit is contained in:
parent
21b6f722be
commit
989dcfcf1c
9 changed files with 74 additions and 48 deletions
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@ -194,10 +194,8 @@ int CleanXfac_1, CleanYfac_1, CleanWidth_1, CleanHeight_1;
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//
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//==========================================================================
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void DrawTexture(F2DDrawer *drawer, FGameTexture* img, double x, double y, int tags_first, ...)
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static void DoDrawTexture(F2DDrawer *drawer, FGameTexture* img, double x, double y, int tags_first, Va_List& tags)
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{
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Va_List tags;
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va_start(tags.list, tags_first);
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DrawParms parms;
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if (!img || !img->isValid()) return;
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@ -210,6 +208,23 @@ void DrawTexture(F2DDrawer *drawer, FGameTexture* img, double x, double y, int t
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drawer->AddTexture(img, parms);
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}
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void DrawTexture(F2DDrawer *drawer, FGameTexture* img, double x, double y, int tags_first, ...)
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{
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Va_List tags;
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va_start(tags.list, tags_first);
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DoDrawTexture(drawer, img, x, y, tags_first, tags);
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}
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void DrawTexture(F2DDrawer *drawer, FTextureID texid, bool animate, double x, double y, int tags_first, ...)
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{
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Va_List tags;
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va_start(tags.list, tags_first);
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auto img = TexMan.GetGameTexture(texid, animate);
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DoDrawTexture(drawer, img, x, y, tags_first, tags);
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}
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//==========================================================================
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//
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// ZScript texture drawing function
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@ -218,7 +233,7 @@ void DrawTexture(F2DDrawer *drawer, FGameTexture* img, double x, double y, int t
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int ListGetInt(VMVa_List &tags);
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static void DrawTexture(F2DDrawer *drawer, FGameTexture *img, double x, double y, VMVa_List &args)
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static void DoDrawTexture(F2DDrawer *drawer, FGameTexture *img, double x, double y, VMVa_List &args)
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{
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DrawParms parms;
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uint32_t tag = ListGetInt(args);
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@ -242,7 +257,7 @@ DEFINE_ACTION_FUNCTION(_Screen, DrawTexture)
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auto tex = TexMan.GameByIndex(texid, animate);
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VMVa_List args = { param + 4, 0, numparam - 5, va_reginfo + 4 };
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DrawTexture(twod, tex, x, y, args);
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DoDrawTexture(twod, tex, x, y, args);
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return 0;
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}
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@ -274,6 +274,7 @@ void DrawText(F2DDrawer* drawer, FFont* font, int normalcolor, double x, double
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void DrawChar(F2DDrawer* drawer, FFont* font, int normalcolor, double x, double y, int character, int tag_first, ...);
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void DrawTexture(F2DDrawer* drawer, FGameTexture* img, double x, double y, int tags_first, ...);
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void DrawTexture(F2DDrawer *drawer, FTextureID texid, bool animate, double x, double y, int tags_first, ...);
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void DoDim(F2DDrawer* drawer, PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle* style = nullptr);
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void Dim(F2DDrawer* drawer, PalEntry color, float damount, int x1, int y1, int w, int h, FRenderStyle* style = nullptr);
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@ -600,7 +600,7 @@ void C_DrawConsole ()
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if (conback.isValid() && gamestate != GS_FULLCONSOLE)
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{
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DrawTexture (twod, TexMan.GetGameTexture(conback), 0, visheight - screen->GetHeight(),
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DrawTexture (twod, conback, false, 0, visheight - screen->GetHeight(),
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DTA_DestWidth, twod->GetWidth(),
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DTA_DestHeight, twod->GetHeight(),
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DTA_ColorOverlay, conshade,
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@ -941,7 +941,7 @@ CCMD(currentpos)
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AActor *mo = players[consoleplayer].mo;
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if(mo)
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{
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Printf("Current player position: (%1.3f,%1.3f,%1.3f), angle: %1.3f, floorheight: %1.3f, sector:%d, sector lightlevel: %d, actor lightlevel\n",
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Printf("Current player position: (%1.3f,%1.3f,%1.3f), angle: %1.3f, floorheight: %1.3f, sector:%d, sector lightlevel: %d, actor lightlevel: %d\n",
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mo->X(), mo->Y(), mo->Z(), mo->Angles.Yaw.Normalized360().Degrees, mo->floorz, mo->Sector->sectornum, mo->Sector->lightlevel, mo->LightLevel);
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}
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else
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@ -325,7 +325,7 @@ bool advancedemo;
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FILE *debugfile;
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gamestate_t wipegamestate = GS_DEMOSCREEN; // can be -1 to force a wipe
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bool PageBlank;
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FGameTexture *Advisory;
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FTextureID Advisory;
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FTextureID Page;
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const char *Subtitle;
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bool nospriterename;
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@ -1176,7 +1176,7 @@ void D_DoomLoop ()
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r_NoInterpolate = true;
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Page.SetInvalid();
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Subtitle = nullptr;
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Advisory = nullptr;
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Advisory.SetInvalid();
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vid_cursor.Callback();
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@ -1264,7 +1264,7 @@ void D_PageDrawer (void)
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ClearRect(twod, 0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
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if (Page.Exists())
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{
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DrawTexture(twod, TexMan.GetGameTexture(Page, true), 0, 0,
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DrawTexture(twod, Page, true, 0, 0,
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DTA_Fullscreen, true,
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DTA_Masked, false,
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DTA_BilinearFilter, true,
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@ -1275,9 +1275,9 @@ void D_PageDrawer (void)
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FFont* font = generic_ui ? NewSmallFont : SmallFont;
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DrawFullscreenSubtitle(font, GStrings[Subtitle]);
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}
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if (Advisory != nullptr)
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if (Advisory.isValid())
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{
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DrawTexture(twod, Advisory, 4, 160, DTA_320x200, true, TAG_DONE);
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DrawTexture(twod, Advisory, true, 4, 160, DTA_320x200, true, TAG_DONE);
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}
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}
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@ -1466,7 +1466,7 @@ void D_DoAdvanceDemo (void)
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case 3:
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if (gameinfo.advisoryTime)
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{
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Advisory = TexMan.GetGameTextureByName("ADVISOR");
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Advisory = TexMan.GetTextureID("ADVISOR", ETextureType::MiscPatch);
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demosequence = 1;
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pagetic = (int)(gameinfo.advisoryTime * TICRATE);
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break;
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@ -1475,7 +1475,7 @@ void D_DoAdvanceDemo (void)
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[[fallthrough]];
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case 1:
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Advisory = NULL;
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Advisory.SetInvalid();
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if (!M_DemoNoPlay)
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{
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democount++;
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@ -430,8 +430,7 @@ static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2,
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auto icon = FSetTextureID(player->mo->IntVar(NAME_ScoreIcon));
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if (icon.isValid())
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{
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auto pic = TexMan.GetGameTexture(icon);
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DrawTexture(twod, pic, col3, y,
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DrawTexture(twod, icon, false, col3, y,
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DTA_CleanNoMove, true,
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TAG_DONE);
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}
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@ -244,7 +244,7 @@ void DIntermissionScreen::Drawer ()
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{
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if (!mFlatfill)
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{
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DrawTexture(twod, TexMan.GetGameTexture(mBackground), 0, 0, DTA_Fullscreen, true, TAG_DONE);
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DrawTexture(twod, mBackground, false, 0, 0, DTA_Fullscreen, true, TAG_DONE);
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}
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else
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{
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@ -258,7 +258,7 @@ void DIntermissionScreen::Drawer ()
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for (unsigned i=0; i < mOverlays.Size(); i++)
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{
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if (CheckOverlay(i))
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DrawTexture(twod, TexMan.GetGameTexture(mOverlays[i].mPic), mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, TAG_DONE);
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DrawTexture(twod, mOverlays[i].mPic, false, mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, TAG_DONE);
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}
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FFont* font = generic_ui ? NewSmallFont : SmallFont;
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DrawFullscreenSubtitle(font, mSubtitle);
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@ -311,11 +311,11 @@ void DIntermissionScreenFader::Drawer ()
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if (mType == FADE_In) factor = 1.0 - factor;
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int color = MAKEARGB(int(factor*255), 0,0,0);
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DrawTexture(twod, TexMan.GetGameTexture(mBackground), 0, 0, DTA_Fullscreen, true, DTA_ColorOverlay, color, TAG_DONE);
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DrawTexture(twod, mBackground, false, 0, 0, DTA_Fullscreen, true, DTA_ColorOverlay, color, TAG_DONE);
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for (unsigned i=0; i < mOverlays.Size(); i++)
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{
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if (CheckOverlay(i))
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DrawTexture(twod, TexMan.GetGameTexture(mOverlays[i].mPic), mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, DTA_ColorOverlay, color, TAG_DONE);
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DrawTexture(twod, mOverlays[i].mPic, false, mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, DTA_ColorOverlay, color, TAG_DONE);
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}
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}
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}
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@ -800,7 +800,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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sector_t *oldsector = viewpoint.ViewLevel->PointInRenderSubsector(iview->Old.Pos)->sector;
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if (gamestate != GS_TITLELEVEL &&
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(player && ((player->cheats & CF_CHASECAM)) || (r_deathcamera && viewpoint.camera->health <= 0)))
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((player && (player->cheats & CF_CHASECAM)) || (r_deathcamera && viewpoint.camera->health <= 0)))
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{
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// [RH] Use chasecam view
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DefaultDraw = false;
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@ -93,6 +93,7 @@ static const char *WI_Cmd[] = {
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"NoAutostartMap",
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"Screensize",
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"TileBackground",
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NULL
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};
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@ -142,7 +143,7 @@ class DInterBackground : public DObject
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int period; // period in tics between animations
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yahpt_t loc; // location of animation
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int data; // ALWAYS: n/a, RANDOM: period deviation (<256)
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TArray<FGameTexture*> frames; // actual graphics for frames of animations
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TArray<FTextureID> frames; // actual graphics for frames of animations
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// following must be initialized to zero before use!
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int nexttic; // next value of bcnt (used in conjunction with period)
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@ -165,13 +166,14 @@ private:
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TArray<lnode_t> lnodes;
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TArray<in_anim_t> anims;
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int bcnt = 0; // used for timing of background animation
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TArray<FGameTexture *> yah; // You Are Here graphic
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FGameTexture* splat = nullptr; // splat
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FGameTexture *background = nullptr;
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TArray<FTextureID> yah; // You Are Here graphic
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FTextureID splat{}; // splat
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FTextureID background{};
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wbstartstruct_t *wbs;
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level_info_t *exitlevel;
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int bgwidth = -1;
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int bgheight = -1;
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bool tilebackground = false;
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public:
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@ -215,7 +217,7 @@ private:
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//
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//====================================================================
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void drawOnLnode(int n, FGameTexture * c[], int numc, double backwidth, double backheight)
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void drawOnLnode(int n, FTextureID c[], int numc, double backwidth, double backheight)
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{
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int i;
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for (i = 0; i<numc; i++)
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@ -225,17 +227,17 @@ private:
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double right;
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double bottom;
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right = c[i]->GetDisplayWidth();
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bottom = c[i]->GetDisplayHeight();
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left = lnodes[n].x - c[i]->GetDisplayLeftOffset();
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top = lnodes[n].y - c[i]->GetDisplayTopOffset();
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auto tex = TexMan.GetGameTexture(c[i]);
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right = tex->GetDisplayWidth();
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bottom = tex->GetDisplayHeight();
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left = lnodes[n].x - tex->GetDisplayLeftOffset();
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top = lnodes[n].y - tex->GetDisplayTopOffset();
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right += left;
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bottom += top;
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if (left >= 0 && right < 320 && top >= 0 && bottom < 200)
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{
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DrawTexture(twod, c[i], lnodes[n].x, lnodes[n].y, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidthF, backwidth, DTA_VirtualHeightF, backheight, TAG_DONE);
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DrawTexture(twod, tex, lnodes[n].x, lnodes[n].y, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidthF, backwidth, DTA_VirtualHeightF, backheight, TAG_DONE);
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break;
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}
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}
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@ -355,20 +357,21 @@ bool DInterBackground::LoadBackground(bool isenterpic)
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// Strife doesn't have an intermission pic so choose something neutral.
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if (isenterpic) return false;
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lumpname = gameinfo.BorderFlat;
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tilebackground = true;
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break;
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}
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}
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if (lumpname == NULL)
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{
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// shouldn't happen!
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background = NULL;
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background.SetInvalid();
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return false;
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}
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lnodes.Clear();
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anims.Clear();
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yah.Clear();
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splat = NULL;
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splat.SetInvalid();
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// a name with a starting '$' indicates an intermission script
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if (*lumpname != '$')
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@ -394,13 +397,13 @@ bool DInterBackground::LoadBackground(bool isenterpic)
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case 1: // Splat
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sc.MustGetString();
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splat = TexMan.GetGameTextureByName(sc.String);
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splat = TexMan.CheckForTexture(sc.String, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny);
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break;
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case 2: // Pointers
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while (sc.GetString() && !sc.Crossed)
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{
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yah.Push(TexMan.GetGameTextureByName(sc.String));
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yah.Push(TexMan.CheckForTexture(sc.String, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny));
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}
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if (sc.Crossed)
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sc.UnGet();
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@ -467,6 +470,10 @@ bool DInterBackground::LoadBackground(bool isenterpic)
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bgheight = sc.Number;
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break;
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case 16: // tilebackground
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tilebackground = true;
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break;
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readanimation:
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sc.MustGetString();
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an.LevelName = sc.String;
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@ -500,14 +507,14 @@ bool DInterBackground::LoadBackground(bool isenterpic)
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if (!sc.CheckString("{"))
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{
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sc.MustGetString();
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an.frames.Push(TexMan.GetGameTextureByName(sc.String));
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an.frames.Push(TexMan.CheckForTexture(sc.String, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny));
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}
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else
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{
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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an.frames.Push(TexMan.GetGameTextureByName(sc.String));
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an.frames.Push(TexMan.CheckForTexture(sc.String, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny));
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}
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}
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an.ctr = -1;
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@ -522,7 +529,7 @@ bool DInterBackground::LoadBackground(bool isenterpic)
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an.loc.y = sc.Number;
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sc.MustGetString();
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an.frames.Reserve(1); // allocate exactly one element
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an.frames[0] = TexMan.GetGameTextureByName(sc.String);
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an.frames[0] = TexMan.CheckForTexture(sc.String, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny);
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anims.Push(an);
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break;
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@ -538,7 +545,10 @@ bool DInterBackground::LoadBackground(bool isenterpic)
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texture = TexMan.GetTextureID("INTERPIC", ETextureType::MiscPatch);
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}
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}
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background = TexMan.GetGameTexture(texture);
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background = texture;
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auto tex= TexMan.GetGameTexture(texture);
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// extremely small textures will always be tiled.
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if (tex && tex->GetDisplayWidth() < 128 && tex->GetDisplayHeight() < 128) tilebackground = true;
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return noautostartmap;
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}
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@ -605,25 +615,26 @@ void DInterBackground::drawBackground(int state, bool drawsplat, bool snl_pointe
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double animwidth = bgwidth; // For a flat fill or clear background scale animations to 320x200
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double animheight = bgheight;
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if (background)
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if (background.isValid())
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{
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auto bgtex = TexMan.GetGameTexture(background);
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// background
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if (background->isMiscPatch())
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if (!tilebackground)
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{
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// if no explicit size was set scale all animations below to fit the size of the base pic
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// The base pic is always scaled to fit the screen so this allows
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// placing the animations precisely where they belong on the base pic
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if (bgwidth < 0 || bgheight < 0)
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{
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animwidth = background->GetDisplayWidth();
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animheight = background->GetDisplayHeight();
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animwidth = bgtex->GetDisplayWidth();
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animheight = bgtex->GetDisplayHeight();
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if (animheight == 200) animwidth = 320; // deal with widescreen replacements that keep the original coordinates.
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}
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DrawTexture(twod, background, 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, TAG_DONE);
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DrawTexture(twod, bgtex, 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, TAG_DONE);
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}
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else
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{
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twod->AddFlatFill(0, 0, twod->GetWidth(), twod->GetHeight(), background, (inter_classic_scaling ? -1 : 0));
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twod->AddFlatFill(0, 0, twod->GetWidth(), twod->GetHeight(), bgtex, (inter_classic_scaling ? -1 : 0));
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}
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}
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else
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@ -674,7 +685,7 @@ void DInterBackground::drawBackground(int state, bool drawsplat, bool snl_pointe
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break;
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}
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if (a->ctr >= 0)
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DrawTexture(twod, a->frames[a->ctr], a->loc.x, a->loc.y,
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DrawTexture(twod, a->frames[a->ctr], false, a->loc.x, a->loc.y,
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DTA_VirtualWidthF, animwidth, DTA_VirtualHeightF, animheight, DTA_FullscreenScale, FSMode_ScaleToFit43, TAG_DONE);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue