- moved all code related to texture creation to texache.cpp

Also go directly to the source when trying to determine translucency of a texture.
This commit is contained in:
Christoph Oelckers 2019-10-10 23:29:13 +02:00
parent c588cd499a
commit 4d83a3c2a5
2 changed files with 213 additions and 202 deletions

View file

@ -17,6 +17,8 @@ Ken Silverman's official web site: http://www.advsys.net/ken
#include "bitmap.h"
#include "../../glbackend/glbackend.h"
void cleartexturecache();
extern char textfont[2048], smalltextfont[2048];
bool playing_rr;
@ -164,47 +166,6 @@ void polymost_outputGLDebugMessage(uint8_t severity, const char* format, ...)
{
}
void gltexinvalidate(int32_t dapicnum, int32_t dapalnum, int32_t dameth)
{
const int32_t pic = (dapicnum&(GLTEXCACHEADSIZ-1));
for (pthtyp *pth=texcache.list[pic]; pth; pth=pth->next)
if (pth->picnum == dapicnum && pth->palnum == dapalnum)
{
pth->flags |= PTH_INVALIDATED;
if (pth->flags & PTH_HASFULLBRIGHT)
pth->ofb->flags |= PTH_INVALIDATED;
}
}
//Make all textures "dirty" so they reload, but not re-allocate
//This should be much faster than polymost_glreset()
//Use this for palette effects ... but not ones that change every frame!
void gltexinvalidatetype(int32_t type)
{
for (bssize_t j=0; j<=GLTEXCACHEADSIZ-1; j++)
{
for (pthtyp *pth=texcache.list[j]; pth; pth=pth->next)
{
if (type == INVALIDATE_ALL ||
(type == INVALIDATE_ALL_NON_INDEXED && !(pth->flags & PTH_INDEXED)) ||
(type == INVALIDATE_ART && pth->hicr == NULL) ||
(type == INVALIDATE_ART_NON_INDEXED && pth->hicr == NULL && !(pth->flags & PTH_INDEXED)))
{
pth->flags |= PTH_INVALIDATED;
if (pth->flags & PTH_HASFULLBRIGHT)
pth->ofb->flags |= PTH_INVALIDATED;
}
}
}
clearskins(type);
#ifdef DEBUGGINGAIDS
OSD_Printf("gltexinvalidateall()\n");
#endif
}
void gltexapplyprops(void)
{
if (videoGetRenderMode() == REND_CLASSIC)
@ -314,26 +275,7 @@ void polymost_glreset()
}
else
{
for (bssize_t i = 0; i <= GLTEXCACHEADSIZ-1; i++)
{
for (pthtyp *pth = texcache.list[i]; pth;)
{
pthtyp *const next = pth->next;
if (pth->flags & PTH_HASFULLBRIGHT)
{
delete pth->ofb->glpic;
Xfree(pth->ofb);
}
delete pth->glpic;
Xfree(pth);
pth = next;
}
texcache.list[i] = NULL;
}
cleartexturecache();
clearskins(INVALIDATE_ALL);
}
@ -540,142 +482,6 @@ void uploadpalswaps(int count, int32_t* swaps)
}
static void polymost_setuptexture(FHardwareTexture *tex, const int32_t dameth, int filter)
{
if (!(dameth & DAMETH_CLAMPED))
{
tex->SetSampler(SamplerRepeat);
}
else
{
// For sprite textures, clamping looks better than wrapping
tex->SetSampler(SamplerClampXY);
}
}
template<class T>
void FlipNonSquareBlock(T* dst, const T* src, int x, int y, int srcpitch)
{
for (int i = 0; i < x; ++i)
{
for (int j = 0; j < y; ++j)
{
dst[i * y + j] = src[i + j * srcpitch];
}
}
}
void gloadtile_art(int32_t dapic, int32_t dameth, pthtyp* pth, int32_t doalloc)
{
vec2_16_t const& tsizart = tilesiz[dapic];
vec2_t siz = { tsizart.x, tsizart.y };
vec2_t ssiz = siz;
//POGOTODO: npoty
char npoty = 0;
//POGOTODO: if !glinfo.texnpot, then we could allocate a texture of the pow2 size, and then populate the subportion using buffersubdata func
uint8_t *p = (uint8_t*)waloff[dapic];
if (!waloff[dapic])
{
static uint8_t pix = 255;
siz.x = siz.y = 1;
p = &pix;
}
{
if (doalloc)
{
assert(pth->glpic == nullptr);
pth->glpic = GLInterface.NewTexture();
pth->glpic->CreateTexture(siz.x, siz.y, true, false);
pth->glpic->SetSampler((dameth & DAMETH_CLAMPED)? SamplerClampXY : SamplerRepeat);
polymost_setuptexture(pth->glpic, dameth, 0);
}
TArray<uint8_t> flipped(siz.x*siz.y, true);
FlipNonSquareBlock(flipped.Data(), p, siz.y, siz.x, siz.y);
pth->glpic->LoadTexture(flipped.Data());
}
pth->picnum = dapic;
pth->palnum = 0;
pth->shade = 0;
pth->effects = 0;
pth->flags = PTH_HASALPHA|PTH_ONEBITALPHA|PTH_INDEXED;
pth->hicr = NULL;
pth->siz = ssiz;
}
int32_t gloadtile_hi(int32_t dapic,int32_t dapalnum, int32_t facen, hicreplctyp *hicr,
int32_t dameth, pthtyp *pth, int32_t doalloc, polytintflags_t effect)
{
if (!hicr) return -1;
char *fn;
if (facen > 0)
{
if (!hicr->skybox || facen > 6 || !hicr->skybox->face[facen-1])
return -1;
fn = hicr->skybox->face[facen-1];
}
else
{
if (!hicr->filename)
return -1;
fn = hicr->filename;
}
auto texture = FTexture::GetTexture(fn);
if (texture == nullptr)
{
OSD_Printf("hightile: %s (pic %d) not found\n", fn, dapic);
return -2;
}
if ((doalloc & 3) == 1)
{
pth->glpic = GLInterface.NewTexture();
pth->glpic->CreateTexture(texture->GetWidth(), texture->GetHeight(), false, true);
}
auto image = texture->GetBgraBitmap(nullptr, nullptr);
bool hasalpha = texture->GetTranslucency();
bool onebitalpha = texture->isMasked();
pth->glpic->LoadTexture(image);
#if 0 // I don't really think this is a good idea. The hightile should look indistinguishable to the game compared to the regular one.
vec2_t tsiz = { texture->GetWidth(), texture->GetHeight() };
// precalculate scaling parameters for replacement
if (facen > 0)
pth->scale = { (float)tsiz.x * (1.0f/64.f), (float)tsiz.y * (1.0f/64.f) };
else
pth->scale = { (float)tsiz.x / (float)tilesiz[dapic].x, (float)tsiz.y / (float)tilesiz[dapic].y };
#else
pth->scale = { 1.f,1.f };
#endif
polymost_setuptexture(pth->glpic, dameth, (hicr->flags & HICR_FORCEFILTER) ? TEXFILTER_ON : -1);
pth->picnum = dapic;
pth->effects = effect;
pth->flags = PTH_HIGHTILE | ((facen>0) * PTH_SKYBOX) |
(onebitalpha ? PTH_ONEBITALPHA : 0) |
(hasalpha ? PTH_HASALPHA : 0) |
((hicr->flags & HICR_FORCEFILTER) ? PTH_FORCEFILTER : 0);
pth->skyface = facen;
pth->hicr = hicr;
if (facen > 0) pth->siz = { 64, 64 }; else pth->siz = { tilesiz[dapic].x, tilesiz[dapic].y };
return 0;
}
#ifdef USE_GLEXT
void polymost_setupdetailtexture(const int32_t texunits, FHardwareTexture *tex)
@ -721,8 +527,8 @@ int32_t polymost_maskWallHasTranslucency(uwalltype const * const wall)
if (palookup[pal] == NULL)
pal = 0;
pthtyp* pth = texcache_fetch(wall->picnum, pal, 0, DAMETH_MASK | DAMETH_WALL);
return pth && (pth->flags & PTH_HASALPHA) && !(pth->flags & PTH_ONEBITALPHA);
auto tex = FTexture::GetTexture(si->filename);
return tex && tex->GetTranslucency();
}
int32_t polymost_spriteHasTranslucency(uspritetype const * const tspr)
@ -742,9 +548,8 @@ int32_t polymost_spriteHasTranslucency(uspritetype const * const tspr)
if (palookup[pal] == NULL)
pal = 0;
// FIXME: This needs to be done without loading the texture!
pthtyp* pth = texcache_fetch(tspr->picnum, pal, 0, DAMETH_MASK);
return pth && (pth->flags & PTH_HASALPHA) && !(pth->flags & PTH_ONEBITALPHA);
auto tex = FTexture::GetTexture(si->filename);
return tex && tex->GetTranslucency();
}

View file

@ -11,7 +11,213 @@
#include "kplib.h"
#include "vfs.h"
#include "textures.h"
#include "bitmap.h"
#include "../../glbackend/glbackend.h"
void gltexinvalidate(int32_t dapicnum, int32_t dapalnum, int32_t dameth)
{
const int32_t pic = (dapicnum & (GLTEXCACHEADSIZ - 1));
for (pthtyp* pth = texcache.list[pic]; pth; pth = pth->next)
if (pth->picnum == dapicnum && pth->palnum == dapalnum)
{
pth->flags |= PTH_INVALIDATED;
if (pth->flags & PTH_HASFULLBRIGHT)
pth->ofb->flags |= PTH_INVALIDATED;
}
}
//Make all textures "dirty" so they reload, but not re-allocate
//This should be much faster than polymost_glreset()
//Use this for palette effects ... but not ones that change every frame!
void gltexinvalidatetype(int32_t type)
{
for (bssize_t j = 0; j <= GLTEXCACHEADSIZ - 1; j++)
{
for (pthtyp* pth = texcache.list[j]; pth; pth = pth->next)
{
if (type == INVALIDATE_ALL ||
(type == INVALIDATE_ALL_NON_INDEXED && !(pth->flags & PTH_INDEXED)) ||
(type == INVALIDATE_ART && pth->hicr == NULL) ||
(type == INVALIDATE_ART_NON_INDEXED && pth->hicr == NULL && !(pth->flags & PTH_INDEXED)))
{
pth->flags |= PTH_INVALIDATED;
if (pth->flags & PTH_HASFULLBRIGHT)
pth->ofb->flags |= PTH_INVALIDATED;
}
}
}
clearskins(type);
#ifdef DEBUGGINGAIDS
OSD_Printf("gltexinvalidateall()\n");
#endif
}
void cleartexturecache()
{
for (bssize_t i = 0; i <= GLTEXCACHEADSIZ - 1; i++)
{
for (pthtyp* pth = texcache.list[i]; pth;)
{
pthtyp* const next = pth->next;
if (pth->flags & PTH_HASFULLBRIGHT)
{
delete pth->ofb->glpic;
Xfree(pth->ofb);
}
delete pth->glpic;
Xfree(pth);
pth = next;
}
texcache.list[i] = NULL;
}
}
static void polymost_setuptexture(FHardwareTexture* tex, const int32_t dameth, int filter)
{
if (!(dameth & DAMETH_CLAMPED))
{
tex->SetSampler(SamplerRepeat);
}
else
{
// For sprite textures, clamping looks better than wrapping
tex->SetSampler(SamplerClampXY);
}
}
template<class T>
void FlipNonSquareBlock(T* dst, const T* src, int x, int y, int srcpitch)
{
for (int i = 0; i < x; ++i)
{
for (int j = 0; j < y; ++j)
{
dst[i * y + j] = src[i + j * srcpitch];
}
}
}
void gloadtile_art(int32_t dapic, int32_t dameth, pthtyp* pth, int32_t doalloc)
{
vec2_16_t const& tsizart = tilesiz[dapic];
vec2_t siz = { tsizart.x, tsizart.y };
vec2_t ssiz = siz;
//POGOTODO: npoty
char npoty = 0;
//POGOTODO: if !glinfo.texnpot, then we could allocate a texture of the pow2 size, and then populate the subportion using buffersubdata func
uint8_t* p = (uint8_t*)waloff[dapic];
if (!waloff[dapic])
{
static uint8_t pix = 255;
siz.x = siz.y = 1;
p = &pix;
}
{
if (doalloc)
{
assert(pth->glpic == nullptr);
pth->glpic = GLInterface.NewTexture();
pth->glpic->CreateTexture(siz.x, siz.y, true, false);
pth->glpic->SetSampler((dameth & DAMETH_CLAMPED) ? SamplerClampXY : SamplerRepeat);
polymost_setuptexture(pth->glpic, dameth, 0);
}
TArray<uint8_t> flipped(siz.x * siz.y, true);
FlipNonSquareBlock(flipped.Data(), p, siz.y, siz.x, siz.y);
pth->glpic->LoadTexture(flipped.Data());
}
pth->picnum = dapic;
pth->palnum = 0;
pth->shade = 0;
pth->effects = 0;
pth->flags = PTH_HASALPHA | PTH_ONEBITALPHA | PTH_INDEXED;
pth->hicr = NULL;
pth->siz = ssiz;
}
int32_t gloadtile_hi(int32_t dapic, int32_t dapalnum, int32_t facen, hicreplctyp* hicr,
int32_t dameth, pthtyp* pth, int32_t doalloc, polytintflags_t effect)
{
if (!hicr) return -1;
char* fn;
if (facen > 0)
{
if (!hicr->skybox || facen > 6 || !hicr->skybox->face[facen - 1])
return -1;
fn = hicr->skybox->face[facen - 1];
}
else
{
if (!hicr->filename)
return -1;
fn = hicr->filename;
}
auto texture = FTexture::GetTexture(fn);
if (texture == nullptr)
{
OSD_Printf("hightile: %s (pic %d) not found\n", fn, dapic);
return -2;
}
if ((doalloc & 3) == 1)
{
pth->glpic = GLInterface.NewTexture();
pth->glpic->CreateTexture(texture->GetWidth(), texture->GetHeight(), false, true);
}
auto image = texture->GetBgraBitmap(nullptr, nullptr);
bool hasalpha = texture->GetTranslucency();
bool onebitalpha = texture->isMasked();
pth->glpic->LoadTexture(image);
#if 0 // I don't really think this is a good idea. The hightile should look indistinguishable to the game compared to the regular one.
vec2_t tsiz = { texture->GetWidth(), texture->GetHeight() };
// precalculate scaling parameters for replacement
if (facen > 0)
pth->scale = { (float)tsiz.x * (1.0f / 64.f), (float)tsiz.y * (1.0f / 64.f) };
else
pth->scale = { (float)tsiz.x / (float)tilesiz[dapic].x, (float)tsiz.y / (float)tilesiz[dapic].y };
#else
pth->scale = { 1.f,1.f };
#endif
polymost_setuptexture(pth->glpic, dameth, (hicr->flags & HICR_FORCEFILTER) ? TEXFILTER_ON : -1);
pth->picnum = dapic;
pth->effects = effect;
pth->flags = PTH_HIGHTILE | ((facen > 0) * PTH_SKYBOX) |
(onebitalpha ? PTH_ONEBITALPHA : 0) |
(hasalpha ? PTH_HASALPHA : 0) |
((hicr->flags & HICR_FORCEFILTER) ? PTH_FORCEFILTER : 0);
pth->skyface = facen;
pth->hicr = hicr;
if (facen > 0) pth->siz = { 64, 64 }; else pth->siz = { tilesiz[dapic].x, tilesiz[dapic].y };
return 0;
}
#define TEXCACHE_FREEBUFS() { Xfree(pic), Xfree(packbuf), Xfree(midbuf); }