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https://github.com/ZDoom/Raze.git
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- reworked voxel texture generation to use the backend's palette manager.
The original code was not able to handle changing palettes and only worked if each palette change resulted in a full texture flush - which Raze does not perform.
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parent
6257994198
commit
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3 changed files with 36 additions and 16 deletions
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@ -35,7 +35,7 @@ static voxmodel_t *gvox;
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//pitch must equal xsiz*4
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static FHardwareTexture *gloadtex(const int32_t *picbuf, int32_t xsiz, int32_t ysiz, int32_t is8bit, int32_t dapal)
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static FHardwareTexture *gloadtex(const int32_t *picbuf, int32_t xsiz, int32_t ysiz, int32_t is8bit, const PalEntry *paldata)
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{
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// Correct for GL's RGB order; also apply gamma here:
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const coltype *const pic = (const coltype *)picbuf;
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@ -53,16 +53,13 @@ static FHardwareTexture *gloadtex(const int32_t *picbuf, int32_t xsiz, int32_t y
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}
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else
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{
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if (palookup[dapal] == NULL)
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dapal = 0;
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for (bssize_t i=xsiz*ysiz-1; i>=0; i--)
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{
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const int32_t ii = palookup[dapal][pic[i].a];
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const int32_t ii = pic[i].a;
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pic2[i].r = curpalette[ii].b;
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pic2[i].g = curpalette[ii].g;
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pic2[i].b = curpalette[ii].r;
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pic2[i].r = paldata[ii].b;
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pic2[i].g = paldata[ii].g;
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pic2[i].b = paldata[ii].r;
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pic2[i].a = 255;
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}
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}
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@ -844,10 +841,16 @@ void voxfree(voxmodel_t *m)
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DO_FREE_AND_NULL(m->mytex);
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DO_FREE_AND_NULL(m->quad);
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for (auto& tex : m->texid)
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if (m->texIds)
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{
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if (tex) delete tex;
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tex = nullptr;
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TMap<int, FHardwareTexture*>::Iterator it(*m->texIds);
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TMap<int, FHardwareTexture*>::Pair* pair;
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while (it.NextPair(pair))
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{
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if (pair->Value) delete pair->Value;
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}
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delete m->texIds;
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}
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Xfree(m);
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@ -1133,10 +1136,22 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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int prevClamp = GLInterface.GetClamp();
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GLInterface.SetClamp(0);
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#if 1
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if (!m->texid[globalpal])
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m->texid[globalpal] = gloadtex(m->mytex, m->mytexx, m->mytexy, m->is8bit, globalpal);
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int palId = GLInterface.LookupPalette(curbasepal, globalpal, false);
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auto palette = GLInterface.GetPaletteData(palId);
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if (!m->texIds) m->texIds = new TMap<int, FHardwareTexture*>;
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auto pTex = m->texIds->CheckKey(palId);
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FHardwareTexture* htex;
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if (!pTex)
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{
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htex = gloadtex(m->mytex, m->mytexx, m->mytexy, m->is8bit, palette);
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m->texIds->Insert(palId, htex);
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}
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else
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{
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htex = *pTex;
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}
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GLInterface.BindTexture(0, m->texid[globalpal], -1);
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GLInterface.BindTexture(0, htex, -1);
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GLInterface.UseBrightmaps(false);
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GLInterface.UseGlowMapping(false);
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GLInterface.UseDetailMapping(false);
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