- got rid of the gl_info substructure in FTexture and moved all elements into the main class.

This commit is contained in:
Christoph Oelckers 2018-04-24 23:51:19 +02:00
parent 1a024a9f54
commit e24b597ae4
5 changed files with 86 additions and 93 deletions

View file

@ -74,7 +74,7 @@ public:
WidthBits = bits;
UseType = ETextureType::SWCanvas;
bNoCompress = true;
gl_info.SystemTexture[0] = screen->CreateHardwareTexture(this);
SystemTexture[0] = screen->CreateHardwareTexture(this);
}
// This is just a wrapper around the hardware texture and should never call the bitmap getters - if it does, something is wrong.
@ -100,7 +100,7 @@ SWSceneDrawer::~SWSceneDrawer()
void SWSceneDrawer::RenderView(player_t *player)
{
DCanvas buffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor());
if (FBTexture == nullptr || FBTexture->gl_info.SystemTexture[0] == nullptr ||
if (FBTexture == nullptr || FBTexture->SystemTexture[0] == nullptr ||
FBTexture->GetWidth() != screen->GetWidth() ||
FBTexture->GetHeight() != screen->GetHeight() ||
(V_IsTrueColor() ? 1:0) != FBTexture->WidthBits)
@ -108,15 +108,15 @@ void SWSceneDrawer::RenderView(player_t *player)
// This manually constructs its own material here.
if (FBTexture != nullptr) delete FBTexture;
FBTexture = new FSWSceneTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor());
FBTexture->gl_info.SystemTexture[0]->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
FBTexture->SystemTexture[0]->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
auto mat = FMaterial::ValidateTexture(FBTexture, false);
mat->AddTextureLayer(PaletteTexture);
}
auto buf = FBTexture->gl_info.SystemTexture[0]->MapBuffer();
auto buf = FBTexture->SystemTexture[0]->MapBuffer();
if (!buf) I_FatalError("Unable to map buffer for software rendering");
buffer.SetBuffer(screen->GetWidth(), screen->GetHeight(), screen->GetWidth(), buf);
SWRenderer->RenderView(player, &buffer);
FBTexture->gl_info.SystemTexture[0]->CreateTexture(nullptr, screen->GetWidth(), screen->GetHeight(), 0, false, 0, "swbuffer");
FBTexture->SystemTexture[0]->CreateTexture(nullptr, screen->GetWidth(), screen->GetHeight(), 0, false, 0, "swbuffer");
auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
screen->Begin2D(false);

View file

@ -106,34 +106,6 @@ int TexFormat[]={
};
FTexture::GLTexInfo::~GLTexInfo()
{
for (int i = 0; i < 2; i++)
{
if (Material[i] != NULL) delete Material[i];
Material[i] = NULL;
if (SystemTexture[i] != NULL) delete SystemTexture[i];
SystemTexture[i] = NULL;
}
}
//===========================================================================
//
// Sprite adjust has changed.
// This needs to alter the material's sprite rect.
//
//===========================================================================
void FTexture::SetSpriteAdjust()
{
for(auto mat : gl_info.Material)
{
if (mat != nullptr) mat->SetSpriteRect();
}
}
//==========================================================================
//
// DFrameBuffer :: PrecacheTexture
@ -280,11 +252,11 @@ void gl_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
{
if (!texhitlist[i])
{
if (tex->gl_info.Material[0]) tex->gl_info.Material[0]->Clean(true);
if (tex->Material[0]) tex->Material[0]->Clean(true);
}
if (spritehitlist[i] == nullptr || (*spritehitlist[i]).CountUsed() == 0)
{
if (tex->gl_info.Material[1]) tex->gl_info.Material[1]->Clean(true);
if (tex->Material[1]) tex->Material[1]->Clean(true);
}
}
}
@ -319,42 +291,3 @@ void gl_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
delete[] modellist;
}
//==========================================================================
//
// Prints some texture info
//
//==========================================================================
CCMD(textureinfo)
{
int cntt = 0;
for (int i = 0; i < TexMan.NumTextures(); i++)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex->gl_info.SystemTexture[0] || tex->gl_info.SystemTexture[1] || tex->gl_info.Material[0] || tex->gl_info.Material[1])
{
int lump = tex->GetSourceLump();
Printf(PRINT_LOG, "Texture '%s' (Index %d, Lump %d, Name '%s'):\n", tex->Name.GetChars(), i, lump, Wads.GetLumpFullName(lump));
if (tex->gl_info.Material[0])
{
Printf(PRINT_LOG, "in use (normal)\n");
}
else if (tex->gl_info.SystemTexture[0])
{
Printf(PRINT_LOG, "referenced (normal)\n");
}
if (tex->gl_info.Material[1])
{
Printf(PRINT_LOG, "in use (expanded)\n");
}
else if (tex->gl_info.SystemTexture[1])
{
Printf(PRINT_LOG, "referenced (normal)\n");
}
cntt++;
}
}
Printf(PRINT_LOG, "%d system textures\n", cntt);
}

View file

@ -25,6 +25,7 @@
#include "sbar.h"
#include "stats.h"
#include "r_utility.h"
#include "c_dispatch.h"
#include "hw_ihwtexture.h"
#include "hw_material.h"
@ -103,10 +104,10 @@ IHardwareTexture * FMaterial::ValidateSysTexture(FTexture * tex, bool expand)
{
if (tex && tex->UseType!=ETextureType::Null)
{
IHardwareTexture *gltex = tex->gl_info.SystemTexture[expand];
IHardwareTexture *gltex = tex->SystemTexture[expand];
if (gltex == nullptr)
{
gltex = tex->gl_info.SystemTexture[expand] = screen->CreateHardwareTexture(tex);
gltex = tex->SystemTexture[expand] = screen->CreateHardwareTexture(tex);
}
return gltex;
}
@ -229,7 +230,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
mTextureLayers.ShrinkToFit();
mMaxBound = -1;
mMaterials.Push(this);
tx->gl_info.Material[expanded] = this;
tx->Material[expanded] = this;
if (tx->bHasCanvas) tx->bTranslucent = 0;
}
@ -581,16 +582,16 @@ FMaterial * FMaterial::ValidateTexture(FTexture * tex, bool expand)
again:
if (tex && tex->UseType!=ETextureType::Null)
{
if (tex->gl_info.bNoExpand) expand = false;
if (tex->bNoExpand) expand = false;
FMaterial *gltex = tex->gl_info.Material[expand];
FMaterial *gltex = tex->Material[expand];
if (gltex == NULL)
{
if (expand)
{
if (tex->bWarped || tex->bHasCanvas || tex->shaderindex >= FIRST_USER_SHADER || (tex->shaderindex >= SHADER_Specular && tex->shaderindex <= SHADER_PBRBrightmap))
{
tex->gl_info.bNoExpand = true;
tex->bNoExpand = true;
goto again;
}
if (tex->Brightmap != NULL &&
@ -599,7 +600,7 @@ again:
)
{
// do not expand if the brightmap's size differs.
tex->gl_info.bNoExpand = true;
tex->bNoExpand = true;
goto again;
}
}
@ -634,7 +635,7 @@ void FMaterial::FlushAll()
{
for (int j = 0; j < 2; j++)
{
auto gltex = TexMan.ByIndex(i)->gl_info.SystemTexture[j];
auto gltex = TexMan.ByIndex(i)->SystemTexture[j];
if (gltex != nullptr) gltex->Clean(true);
}
}
@ -650,3 +651,42 @@ void FMaterial::Clean(bool f)
// This somehow needs to deal with the other layers as well, but they probably need some form of reference counting to work properly...
mBaseLayer->Clean(f);
}
//==========================================================================
//
// Prints some texture info
//
//==========================================================================
CCMD(textureinfo)
{
int cntt = 0;
for (int i = 0; i < TexMan.NumTextures(); i++)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex->SystemTexture[0] || tex->SystemTexture[1] || tex->Material[0] || tex->Material[1])
{
int lump = tex->GetSourceLump();
Printf(PRINT_LOG, "Texture '%s' (Index %d, Lump %d, Name '%s'):\n", tex->Name.GetChars(), i, lump, Wads.GetLumpFullName(lump));
if (tex->Material[0])
{
Printf(PRINT_LOG, "in use (normal)\n");
}
else if (tex->SystemTexture[0])
{
Printf(PRINT_LOG, "referenced (normal)\n");
}
if (tex->Material[1])
{
Printf(PRINT_LOG, "in use (expanded)\n");
}
else if (tex->SystemTexture[1])
{
Printf(PRINT_LOG, "referenced (normal)\n");
}
cntt++;
}
}
Printf(PRINT_LOG, "%d system textures\n", cntt);
}

View file

@ -46,6 +46,7 @@
#include "v_video.h"
#include "m_fixed.h"
#include "textures/warpbuffer.h"
#include "hwrenderer/textures/hw_material.h"
FTexture *CreateBrightmapTexture(FTexture*);
@ -188,6 +189,7 @@ FTexture::FTexture (const char *name, int lumpnum)
bDisableFullbright = false;
bSkybox = false;
bNoCompress = false;
bNoExpand = false;
bTranslucent = -1;
@ -214,6 +216,16 @@ FTexture::~FTexture ()
if (link == this) Wads.SetLinkedTexture(SourceLump, nullptr);
if (areas != nullptr) delete[] areas;
areas = nullptr;
for (int i = 0; i < 2; i++)
{
if (Material[i] != nullptr) delete Material[i];
Material[i] = nullptr;
if (SystemTexture[i] != nullptr) delete SystemTexture[i];
SystemTexture[i] = nullptr;
}
}
void FTexture::Unload()
@ -1464,6 +1476,21 @@ bool FTexture::GetTranslucency()
return !!bTranslucent;
}
//===========================================================================
//
// Sprite adjust has changed.
// This needs to alter the material's sprite rect.
//
//===========================================================================
void FTexture::SetSpriteAdjust()
{
for (auto mat : Material)
{
if (mat != nullptr) mat->SetSpriteRect();
}
}
//===========================================================================
//
// empty stubs to be overloaded by child classes.

View file

@ -228,6 +228,9 @@ public:
int SourceLump;
FTextureID id;
FMaterial *Material[2] = { nullptr, nullptr };
IHardwareTexture *SystemTexture[2] = { nullptr, nullptr };
// None of the following pointers are owned by this texture, they are all controlled by the texture manager.
// Paletted variant
@ -265,6 +268,7 @@ public:
uint8_t bDisableFullbright : 1; // This texture will not be displayed as fullbright sprite
uint8_t bSkybox : 1; // is a cubic skybox
uint8_t bNoCompress : 1;
uint8_t bNoExpand : 1;
int8_t bTranslucent : 2;
bool bHiresHasColorKey = false; // Support for old color-keyed Doomsday textures
@ -446,7 +450,6 @@ protected:
CopySize(other);
bNoDecals = other->bNoDecals;
Rotations = other->Rotations;
gl_info = other->gl_info;
}
std::vector<uint32_t> PixelsBgra;
@ -481,16 +484,6 @@ public:
public:
struct GLTexInfo
{
FMaterial *Material[2] = { nullptr, nullptr };
IHardwareTexture *SystemTexture[2] = { nullptr, nullptr };
bool bNoExpand = false;
~GLTexInfo();
};
GLTexInfo gl_info;
void GetGlowColor(float *data);
bool isGlowing() { return bGlowing; }
bool isFullbright() { return bFullbright; }