mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
- got rid of the gl_info substructure in FTexture and moved all elements into the main class.
This commit is contained in:
parent
1a024a9f54
commit
e24b597ae4
5 changed files with 86 additions and 93 deletions
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@ -74,7 +74,7 @@ public:
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WidthBits = bits;
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UseType = ETextureType::SWCanvas;
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bNoCompress = true;
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gl_info.SystemTexture[0] = screen->CreateHardwareTexture(this);
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SystemTexture[0] = screen->CreateHardwareTexture(this);
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}
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// This is just a wrapper around the hardware texture and should never call the bitmap getters - if it does, something is wrong.
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@ -100,7 +100,7 @@ SWSceneDrawer::~SWSceneDrawer()
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void SWSceneDrawer::RenderView(player_t *player)
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{
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DCanvas buffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor());
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if (FBTexture == nullptr || FBTexture->gl_info.SystemTexture[0] == nullptr ||
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if (FBTexture == nullptr || FBTexture->SystemTexture[0] == nullptr ||
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FBTexture->GetWidth() != screen->GetWidth() ||
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FBTexture->GetHeight() != screen->GetHeight() ||
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(V_IsTrueColor() ? 1:0) != FBTexture->WidthBits)
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@ -108,15 +108,15 @@ void SWSceneDrawer::RenderView(player_t *player)
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// This manually constructs its own material here.
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if (FBTexture != nullptr) delete FBTexture;
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FBTexture = new FSWSceneTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor());
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FBTexture->gl_info.SystemTexture[0]->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
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FBTexture->SystemTexture[0]->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
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auto mat = FMaterial::ValidateTexture(FBTexture, false);
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mat->AddTextureLayer(PaletteTexture);
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}
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auto buf = FBTexture->gl_info.SystemTexture[0]->MapBuffer();
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auto buf = FBTexture->SystemTexture[0]->MapBuffer();
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if (!buf) I_FatalError("Unable to map buffer for software rendering");
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buffer.SetBuffer(screen->GetWidth(), screen->GetHeight(), screen->GetWidth(), buf);
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SWRenderer->RenderView(player, &buffer);
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FBTexture->gl_info.SystemTexture[0]->CreateTexture(nullptr, screen->GetWidth(), screen->GetHeight(), 0, false, 0, "swbuffer");
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FBTexture->SystemTexture[0]->CreateTexture(nullptr, screen->GetWidth(), screen->GetHeight(), 0, false, 0, "swbuffer");
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auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
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screen->Begin2D(false);
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@ -106,34 +106,6 @@ int TexFormat[]={
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};
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FTexture::GLTexInfo::~GLTexInfo()
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{
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for (int i = 0; i < 2; i++)
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{
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if (Material[i] != NULL) delete Material[i];
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Material[i] = NULL;
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if (SystemTexture[i] != NULL) delete SystemTexture[i];
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SystemTexture[i] = NULL;
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}
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}
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//===========================================================================
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//
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// Sprite adjust has changed.
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// This needs to alter the material's sprite rect.
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//
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//===========================================================================
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void FTexture::SetSpriteAdjust()
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{
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for(auto mat : gl_info.Material)
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{
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if (mat != nullptr) mat->SetSpriteRect();
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}
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}
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//==========================================================================
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//
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// DFrameBuffer :: PrecacheTexture
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@ -280,11 +252,11 @@ void gl_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
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{
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if (!texhitlist[i])
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{
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if (tex->gl_info.Material[0]) tex->gl_info.Material[0]->Clean(true);
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if (tex->Material[0]) tex->Material[0]->Clean(true);
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}
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if (spritehitlist[i] == nullptr || (*spritehitlist[i]).CountUsed() == 0)
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{
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if (tex->gl_info.Material[1]) tex->gl_info.Material[1]->Clean(true);
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if (tex->Material[1]) tex->Material[1]->Clean(true);
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}
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}
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}
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@ -319,42 +291,3 @@ void gl_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
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delete[] modellist;
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}
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//==========================================================================
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//
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// Prints some texture info
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//
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//==========================================================================
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CCMD(textureinfo)
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{
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int cntt = 0;
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for (int i = 0; i < TexMan.NumTextures(); i++)
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{
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FTexture *tex = TexMan.ByIndex(i);
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if (tex->gl_info.SystemTexture[0] || tex->gl_info.SystemTexture[1] || tex->gl_info.Material[0] || tex->gl_info.Material[1])
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{
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int lump = tex->GetSourceLump();
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Printf(PRINT_LOG, "Texture '%s' (Index %d, Lump %d, Name '%s'):\n", tex->Name.GetChars(), i, lump, Wads.GetLumpFullName(lump));
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if (tex->gl_info.Material[0])
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{
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Printf(PRINT_LOG, "in use (normal)\n");
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}
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else if (tex->gl_info.SystemTexture[0])
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{
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Printf(PRINT_LOG, "referenced (normal)\n");
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}
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if (tex->gl_info.Material[1])
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{
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Printf(PRINT_LOG, "in use (expanded)\n");
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}
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else if (tex->gl_info.SystemTexture[1])
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{
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Printf(PRINT_LOG, "referenced (normal)\n");
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}
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cntt++;
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}
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}
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Printf(PRINT_LOG, "%d system textures\n", cntt);
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}
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@ -25,6 +25,7 @@
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#include "sbar.h"
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#include "stats.h"
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#include "r_utility.h"
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#include "c_dispatch.h"
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#include "hw_ihwtexture.h"
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#include "hw_material.h"
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@ -103,10 +104,10 @@ IHardwareTexture * FMaterial::ValidateSysTexture(FTexture * tex, bool expand)
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{
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if (tex && tex->UseType!=ETextureType::Null)
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{
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IHardwareTexture *gltex = tex->gl_info.SystemTexture[expand];
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IHardwareTexture *gltex = tex->SystemTexture[expand];
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if (gltex == nullptr)
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{
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gltex = tex->gl_info.SystemTexture[expand] = screen->CreateHardwareTexture(tex);
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gltex = tex->SystemTexture[expand] = screen->CreateHardwareTexture(tex);
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}
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return gltex;
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}
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@ -229,7 +230,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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mTextureLayers.ShrinkToFit();
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mMaxBound = -1;
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mMaterials.Push(this);
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tx->gl_info.Material[expanded] = this;
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tx->Material[expanded] = this;
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if (tx->bHasCanvas) tx->bTranslucent = 0;
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}
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@ -581,16 +582,16 @@ FMaterial * FMaterial::ValidateTexture(FTexture * tex, bool expand)
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again:
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if (tex && tex->UseType!=ETextureType::Null)
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{
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if (tex->gl_info.bNoExpand) expand = false;
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if (tex->bNoExpand) expand = false;
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FMaterial *gltex = tex->gl_info.Material[expand];
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FMaterial *gltex = tex->Material[expand];
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if (gltex == NULL)
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{
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if (expand)
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{
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if (tex->bWarped || tex->bHasCanvas || tex->shaderindex >= FIRST_USER_SHADER || (tex->shaderindex >= SHADER_Specular && tex->shaderindex <= SHADER_PBRBrightmap))
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{
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tex->gl_info.bNoExpand = true;
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tex->bNoExpand = true;
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goto again;
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}
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if (tex->Brightmap != NULL &&
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@ -599,7 +600,7 @@ again:
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)
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{
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// do not expand if the brightmap's size differs.
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tex->gl_info.bNoExpand = true;
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tex->bNoExpand = true;
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goto again;
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}
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}
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@ -634,7 +635,7 @@ void FMaterial::FlushAll()
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{
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for (int j = 0; j < 2; j++)
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{
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auto gltex = TexMan.ByIndex(i)->gl_info.SystemTexture[j];
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auto gltex = TexMan.ByIndex(i)->SystemTexture[j];
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if (gltex != nullptr) gltex->Clean(true);
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}
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}
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@ -650,3 +651,42 @@ void FMaterial::Clean(bool f)
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// This somehow needs to deal with the other layers as well, but they probably need some form of reference counting to work properly...
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mBaseLayer->Clean(f);
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}
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//==========================================================================
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//
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// Prints some texture info
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//
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//==========================================================================
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CCMD(textureinfo)
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{
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int cntt = 0;
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for (int i = 0; i < TexMan.NumTextures(); i++)
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{
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FTexture *tex = TexMan.ByIndex(i);
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if (tex->SystemTexture[0] || tex->SystemTexture[1] || tex->Material[0] || tex->Material[1])
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{
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int lump = tex->GetSourceLump();
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Printf(PRINT_LOG, "Texture '%s' (Index %d, Lump %d, Name '%s'):\n", tex->Name.GetChars(), i, lump, Wads.GetLumpFullName(lump));
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if (tex->Material[0])
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{
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Printf(PRINT_LOG, "in use (normal)\n");
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}
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else if (tex->SystemTexture[0])
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{
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Printf(PRINT_LOG, "referenced (normal)\n");
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}
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if (tex->Material[1])
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{
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Printf(PRINT_LOG, "in use (expanded)\n");
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}
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else if (tex->SystemTexture[1])
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{
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Printf(PRINT_LOG, "referenced (normal)\n");
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}
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cntt++;
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}
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}
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Printf(PRINT_LOG, "%d system textures\n", cntt);
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}
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@ -46,6 +46,7 @@
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#include "v_video.h"
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#include "m_fixed.h"
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#include "textures/warpbuffer.h"
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#include "hwrenderer/textures/hw_material.h"
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FTexture *CreateBrightmapTexture(FTexture*);
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@ -188,6 +189,7 @@ FTexture::FTexture (const char *name, int lumpnum)
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bDisableFullbright = false;
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bSkybox = false;
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bNoCompress = false;
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bNoExpand = false;
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bTranslucent = -1;
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@ -214,6 +216,16 @@ FTexture::~FTexture ()
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if (link == this) Wads.SetLinkedTexture(SourceLump, nullptr);
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if (areas != nullptr) delete[] areas;
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areas = nullptr;
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for (int i = 0; i < 2; i++)
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{
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if (Material[i] != nullptr) delete Material[i];
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Material[i] = nullptr;
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if (SystemTexture[i] != nullptr) delete SystemTexture[i];
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SystemTexture[i] = nullptr;
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}
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}
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void FTexture::Unload()
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@ -1464,6 +1476,21 @@ bool FTexture::GetTranslucency()
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return !!bTranslucent;
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}
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//===========================================================================
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//
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// Sprite adjust has changed.
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// This needs to alter the material's sprite rect.
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//
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//===========================================================================
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void FTexture::SetSpriteAdjust()
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{
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for (auto mat : Material)
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{
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if (mat != nullptr) mat->SetSpriteRect();
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}
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}
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//===========================================================================
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//
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// empty stubs to be overloaded by child classes.
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@ -228,6 +228,9 @@ public:
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int SourceLump;
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FTextureID id;
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FMaterial *Material[2] = { nullptr, nullptr };
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IHardwareTexture *SystemTexture[2] = { nullptr, 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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// Paletted variant
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@ -265,6 +268,7 @@ public:
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uint8_t bDisableFullbright : 1; // This texture will not be displayed as fullbright sprite
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uint8_t bSkybox : 1; // is a cubic skybox
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uint8_t bNoCompress : 1;
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uint8_t bNoExpand : 1;
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int8_t bTranslucent : 2;
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bool bHiresHasColorKey = false; // Support for old color-keyed Doomsday textures
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@ -446,7 +450,6 @@ protected:
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CopySize(other);
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bNoDecals = other->bNoDecals;
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Rotations = other->Rotations;
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gl_info = other->gl_info;
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}
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std::vector<uint32_t> PixelsBgra;
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@ -481,16 +484,6 @@ public:
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public:
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struct GLTexInfo
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{
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FMaterial *Material[2] = { nullptr, nullptr };
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IHardwareTexture *SystemTexture[2] = { nullptr, nullptr };
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bool bNoExpand = false;
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~GLTexInfo();
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};
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GLTexInfo gl_info;
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void GetGlowColor(float *data);
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bool isGlowing() { return bGlowing; }
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bool isFullbright() { return bFullbright; }
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