/* ** precache.cpp ** ** ** **--------------------------------------------------------------------------- ** Copyright 2019-2021 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "ns.h" #include "build.h" #include "palette.h" #include "v_video.h" #include "hw_material.h" #include "gamestruct.h" #include "gamecontrol.h" #include "texturemanager.h" #include "hw_models.h" #include "hw_voxels.h" #include "mapinfo.h" #include "models/modeldata.h" #include "gamefuncs.h" #include "texinfo.h" #include "buildtiles.h" static void PrecacheTex(FGameTexture* tex, int palid) { if (!tex || !tex->isValid()) return; int scaleflags = 0; if (shouldUpscale(tex, UF_Texture)) scaleflags |= CTF_Upscale; auto mat = FMaterial::ValidateTexture(tex, scaleflags); screen->PrecacheMaterial(mat, palid); } static void doprecache(FTextureID texid, int palette) { if ((palette < (MAXPALOOKUPS - RESERVEDPALS)) && (!lookups.checkTable(palette))) return; int palid = TRANSLATION(Translation_Remap + curbasepal, palette); auto tex = TexMan.GetGameTexture(texid); PrecacheTex(tex, palid); int const mid = -1;// hw_models ? modelManager.CheckModel(picnum, palette) : -1; if (mid < 0) { if (r_voxels) { int vox = GetExtInfo(texid).tiletovox; if (vox >= 0 && vox < MAXVOXELS && voxmodels[vox] && voxmodels[vox]->model) { FHWModelRenderer mr(*screen->RenderState(), 0); voxmodels[vox]->model->BuildVertexBuffer(&mr); } } return; } #if 0 int const surfaces = (models[mid]->mdnum == 3) ? ((md3model_t *)models[mid])->head.numsurfs : 0; for (int i = 0; i <= surfaces; i++) { auto skintex = mdloadskin((md2model_t *)models[mid], 0, palette, i, nullptr); int paletteid = TRANSLATION(Translation_Remap + curbasepal, palette); if (skintex) PrecacheTex(skintex, paletteid); } #endif } TMap cachemap; void markTextureForPrecache(FTextureID nTex, int palnum) { int i, j; auto& picanm = GetExtInfo(nTex).picanm; if (picanm.type() == PICANM_ANIMTYPE_BACK) { i = nTex.GetIndex() - picanm.num; j = nTex.GetIndex(); } else { i = nTex.GetIndex(); j = nTex.GetIndex() + picanm.num * ((picanm.type() == PICANM_ANIMTYPE_OSC) ? 2 : 1); } for (; i <= j; i = i + 1) { int64_t val = i + (int64_t(palnum) << 32); cachemap.Insert(val, true); } } void markTextureForPrecache(const char* texname, int palnum) { auto texid = TexMan.CheckForTexture(texname, ETextureType::Any); if (texid.isValid()) markTextureForPrecache(texid, palnum); } void precacheMarkedTiles() { screen->StartPrecaching(); decltype(cachemap)::Iterator it(cachemap); decltype(cachemap)::Pair* pair; while (it.NextPair(pair)) { int texid = pair->Key & 0x7fffffff; int palnum = pair->Key >> 32; doprecache(FSetTextureID(texid), palnum); } // Cache everything the map explicitly declares. TMap cachetexmap; for (auto& tex : currentLevel->PrecacheTextures) cachetexmap.Insert(tex, true); decltype(cachetexmap)::Iterator it2(cachetexmap); decltype(cachetexmap)::Pair* pair2; while (it2.NextPair(pair2)) { auto tex = TexMan.FindGameTexture(pair2->Key, ETextureType::Any); if (tex) PrecacheTex(tex, 0); } cachemap.Clear(); } void precacheMap() { for (auto& sect : sector) { markTextureForPrecache(sect.ceilingtexture, sect.ceilingpal); markTextureForPrecache(sect.floortexture, sect.floorpal); } for (auto& wal : wall) { markTextureForPrecache(wal.walltexture, wal.pal); if (wal.twoSided()) { markTextureForPrecache(wal.overtexture, wal.pal); } } }