- make sure voxels are being precached.

In Blood's case it also needs to check the game-side array to find everything.
This commit is contained in:
Christoph Oelckers 2021-04-11 13:19:48 +02:00
parent 32250f704f
commit e5e23cd63c

View file

@ -32,13 +32,19 @@
**---------------------------------------------------------------------------
**
*/
#include "ns.h"
#include "build.h"
#include "palette.h"
#include "v_video.h"
#include "hw_material.h"
#include "gamestruct.h"
#include "gamecontrol.h"
#include "glbackend/gl_models.h"
BEGIN_BLD_NS
extern short voxelIndex[MAXTILES];
END_BLD_NS
static void PrecacheTex(FGameTexture* tex, int palid)
{
if (!tex || !tex->isValid()) return;
@ -49,31 +55,29 @@ static void PrecacheTex(FGameTexture* tex, int palid)
screen->PrecacheMaterial(mat, palid);
}
static void doprecache(int32_t dapicnum, int32_t dapalnum, int32_t datype)
static void doprecache(int picnum, int palette)
{
// dapicnum and dapalnum are like you'd expect
// datype is 0 for a wall/floor/ceiling and 1 for a sprite
// basically this just means walls are repeating
// while sprites are clamped
if ((palette < (MAXPALOOKUPS - RESERVEDPALS)) && (!lookups.checkTable(palette))) return;
if ((dapalnum < (MAXPALOOKUPS - RESERVEDPALS)) && (!lookups.checkTable(dapalnum))) return;//dapalnum = 0;
//Printf("precached %d %d type %d\n", dapicnum, dapalnum, datype);
int palid = TRANSLATION(Translation_Remap + curbasepal, dapalnum);
auto tex = tileGetTexture(dapicnum);
int palid = TRANSLATION(Translation_Remap + curbasepal, palette);
auto tex = tileGetTexture(picnum);
PrecacheTex(tex, palid);
if (datype == 0 || !hw_models) return;
if (!hw_models) return;
int const mid = md_tilehasmodel(dapicnum, dapalnum);
int const mid = md_tilehasmodel(picnum, palette);
if (mid < 0 || models[mid]->mdnum < 2)
{
int vox = tiletovox[dapicnum];
if (vox != -1 && voxmodels[vox] && voxmodels[vox]->model)
if (r_voxels)
{
FHWModelRenderer mr(*screen->RenderState(), 0);
voxmodels[vox]->model->BuildVertexBuffer(&mr);
int vox = tiletovox[picnum];
if (vox == -1 && isBlood()) vox = Blood::voxelIndex[picnum];
if (vox != -1 && voxmodels[vox] && voxmodels[vox]->model)
{
FHWModelRenderer mr(*screen->RenderState(), 0);
voxmodels[vox]->model->BuildVertexBuffer(&mr);
}
}
return;
}
@ -82,19 +86,12 @@ static void doprecache(int32_t dapicnum, int32_t dapalnum, int32_t datype)
for (int i = 0; i <= surfaces; i++)
{
auto tex = mdloadskin((md2model_t *)models[mid], 0, dapalnum, i, nullptr);
int palid = TRANSLATION(Translation_Remap + curbasepal, dapalnum);
auto tex = mdloadskin((md2model_t *)models[mid], 0, palette, i, nullptr);
int palid = TRANSLATION(Translation_Remap + curbasepal, palette);
if (tex) PrecacheTex(tex, palid);
}
}
void PrecacheHardwareTextures(int nTile)
{
// PRECACHE
// This really *really* needs improvement on the game side - the entire precaching logic has no clue about the different needs of a hardware renderer.
doprecache(nTile, 0, 1);
}
TMap<int64_t, bool> cachemap;
@ -128,7 +125,7 @@ void precacheMarkedTiles()
{
int dapicnum = pair->Key & 0x7fffffff;
int dapalnum = pair->Key >> 32;
doprecache(dapicnum, dapalnum, 0);
doprecache(dapicnum, dapalnum);
}
}