mirror of
https://github.com/ZDoom/raze-gles.git
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149 lines
4.4 KiB
C++
149 lines
4.4 KiB
C++
/*
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** precache.cpp
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**
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**
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**
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**---------------------------------------------------------------------------
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** Copyright 2019-2021 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "ns.h"
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#include "build.h"
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#include "palette.h"
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#include "v_video.h"
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#include "hw_material.h"
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#include "gamestruct.h"
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#include "gamecontrol.h"
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#include "texturemanager.h"
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#include "hw_models.h"
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#include "hw_voxels.h"
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#include "mapinfo.h"
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BEGIN_BLD_NS
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extern short voxelIndex[MAXTILES];
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END_BLD_NS
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static void PrecacheTex(FGameTexture* tex, int palid)
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{
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if (!tex || !tex->isValid()) return;
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int scaleflags = 0;
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if (shouldUpscale(tex, UF_Texture)) scaleflags |= CTF_Upscale;
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auto mat = FMaterial::ValidateTexture(tex, scaleflags);
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screen->PrecacheMaterial(mat, palid);
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}
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static void doprecache(int picnum, int palette)
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{
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if ((palette < (MAXPALOOKUPS - RESERVEDPALS)) && (!lookups.checkTable(palette))) return;
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int palid = TRANSLATION(Translation_Remap + curbasepal, palette);
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auto tex = tileGetTexture(picnum);
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PrecacheTex(tex, palid);
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if (!hw_models) return;
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int const mid = md_tilehasmodel(picnum, palette);
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if (mid < 0 || models[mid]->mdnum < 2)
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{
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if (r_voxels)
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{
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int vox = tiletovox[picnum];
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if (vox == -1) vox = gi->Voxelize(picnum);
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if (vox == -1 && isBlood()) vox = Blood::voxelIndex[picnum];
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if (vox >= 0 && vox < MAXVOXELS && voxmodels[vox] && voxmodels[vox]->model)
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{
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FHWModelRenderer mr(*screen->RenderState(), 0);
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voxmodels[vox]->model->BuildVertexBuffer(&mr);
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}
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}
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return;
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}
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int const surfaces = (models[mid]->mdnum == 3) ? ((md3model_t *)models[mid])->head.numsurfs : 0;
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for (int i = 0; i <= surfaces; i++)
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{
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auto tex = mdloadskin((md2model_t *)models[mid], 0, palette, i, nullptr);
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int palid = TRANSLATION(Translation_Remap + curbasepal, palette);
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if (tex) PrecacheTex(tex, palid);
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}
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}
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TMap<int64_t, bool> cachemap;
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void markTileForPrecache(int tilenum, int palnum)
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{
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int i, j;
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if ((picanm[tilenum].sf & PICANM_ANIMTYPE_MASK) == PICANM_ANIMTYPE_BACK)
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{
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i = tilenum - picanm[tilenum].num;
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j = tilenum;
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}
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else
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{
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i = tilenum;
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j = tilenum + picanm[tilenum].num;
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}
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for (; i <= j; i++)
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{
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int64_t val = i + (int64_t(palnum) << 32);
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cachemap.Insert(val, true);
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}
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}
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void precacheMarkedTiles()
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{
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screen->StartPrecaching();
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decltype(cachemap)::Iterator it(cachemap);
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decltype(cachemap)::Pair* pair;
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while (it.NextPair(pair))
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{
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int dapicnum = pair->Key & 0x7fffffff;
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int dapalnum = pair->Key >> 32;
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doprecache(dapicnum, dapalnum);
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}
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// Cache everything the map explicitly declares.
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TMap<FString, bool> cachetexmap;
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for (auto& tex : currentLevel->PrecacheTextures) cachetexmap.Insert(tex, true);
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decltype(cachetexmap)::Iterator it2(cachetexmap);
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decltype(cachetexmap)::Pair* pair2;
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while (it2.NextPair(pair2))
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{
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auto tex = TexMan.FindGameTexture(pair2->Key, ETextureType::Any);
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if (tex) PrecacheTex(tex, 0);
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}
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cachemap.Clear();
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}
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