- allocate the sprite positioning info on demand only.

For most textures this is never needed and it can easily be put in the memory arena being used for image sources.
This commit is contained in:
Christoph Oelckers 2020-04-16 18:46:31 +02:00
commit 095a5e2c0a
5 changed files with 70 additions and 69 deletions

View file

@ -737,29 +737,6 @@ TArray<uint8_t> FTexture::Get8BitPixels(bool alphatex)
return Pixels;
}
//===========================================================================
//
// Sets up the sprite positioning data for this texture
//
//===========================================================================
void FTexture::SetupSpriteData()
{
spi.mSpriteU[0] = spi.mSpriteV[0] = 0.f;
spi.mSpriteU[1] = spi.mSpriteV[1] = 1.f;
spi.spriteWidth = GetTexelWidth();
spi.spriteHeight = GetTexelHeight();
if (ShouldExpandSprite())
{
if (mTrimResult == -1) mTrimResult = !!TrimBorders(spi.trim); // get the trim size before adding the empty frame
spi.spriteWidth += 2;
spi.spriteHeight += 2;
}
else mTrimResult = 0;
SetSpriteRect();
}
//===========================================================================
//
// Checks if a sprite may be expanded with an empty frame
@ -875,54 +852,90 @@ outl:
}
//===========================================================================
//
// Sets up the sprite positioning data for this texture
//
// Set the sprite rectangle
//===========================================================================
void FTexture::SetupSpriteData()
{
// Since this is only needed for real sprites it gets allocated on demand.
// It also allocates from the image memory arena because it has the same lifetime and to reduce maintenance.
if (spi == nullptr) spi = (SpritePositioningInfo*)ImageArena.Alloc(2 * sizeof(SpritePositioningInfo));
for (int i = 0; i < 2; i++)
{
auto& spi = this->spi[i];
spi.mSpriteU[0] = spi.mSpriteV[0] = 0.f;
spi.mSpriteU[1] = spi.mSpriteV[1] = 1.f;
spi.spriteWidth = GetTexelWidth();
spi.spriteHeight = GetTexelHeight();
if (i == 1 && ShouldExpandSprite())
{
spi.mTrimResult = TrimBorders(spi.trim); // get the trim size before adding the empty frame
spi.spriteWidth += 2;
spi.spriteHeight += 2;
}
}
SetSpriteRect();
}
//===========================================================================
//
// Set the sprite rectangle. This is separate because it may be called by a CVAR, too.
//
//===========================================================================
void FTexture::SetSpriteRect()
{
if (!spi) return;
auto leftOffset = GetLeftOffsetHW();
auto topOffset = GetTopOffsetHW();
float fxScale = (float)Scale.X;
float fyScale = (float)Scale.Y;
// mSpriteRect is for positioning the sprite in the scene.
spi.mSpriteRect.left = -leftOffset / fxScale;
spi.mSpriteRect.top = -topOffset / fyScale;
spi.mSpriteRect.width = spi.spriteWidth / fxScale;
spi.mSpriteRect.height = spi.spriteHeight / fyScale;
if (bExpandSprite)
for (int i = 0; i < 2; i++)
{
// a little adjustment to make sprites look better with texture filtering:
// create a 1 pixel wide empty frame around them.
auto& spi = this->spi[i];
int oldwidth = spi.spriteWidth - 2;
int oldheight = spi.spriteHeight - 2;
// mSpriteRect is for positioning the sprite in the scene.
spi.mSpriteRect.left = -leftOffset / fxScale;
spi.mSpriteRect.top = -topOffset / fyScale;
spi.mSpriteRect.width = spi.spriteWidth / fxScale;
spi.mSpriteRect.height = spi.spriteHeight / fyScale;
leftOffset += 1;
topOffset += 1;
// Reposition the sprite with the frame considered
spi.mSpriteRect.left = -(float)leftOffset / fxScale;
spi.mSpriteRect.top = -(float)topOffset / fyScale;
spi.mSpriteRect.width = (float)spi.spriteWidth / fxScale;
spi.mSpriteRect.height = (float)spi.spriteHeight / fyScale;
if (mTrimResult > 0)
if (i == 1 && ShouldExpandSprite())
{
spi.mSpriteRect.left += (float)spi.trim[0] / fxScale;
spi.mSpriteRect.top += (float)spi.trim[1] / fyScale;
// a little adjustment to make sprites look better with texture filtering:
// create a 1 pixel wide empty frame around them.
spi.mSpriteRect.width -= float(oldwidth - spi.trim[2]) / fxScale;
spi.mSpriteRect.height -= float(oldheight - spi.trim[3]) / fyScale;
int oldwidth = spi.spriteWidth - 2;
int oldheight = spi.spriteHeight - 2;
spi.mSpriteU[0] = (float)spi.trim[0] / (float)spi.spriteWidth;
spi.mSpriteV[0] = (float)spi.trim[1] / (float)spi.spriteHeight;
spi.mSpriteU[1] -= float(oldwidth - spi.trim[0] - spi.trim[2]) / (float)spi.spriteWidth;
spi.mSpriteV[1] -= float(oldheight - spi.trim[1] - spi.trim[3]) / (float)spi.spriteHeight;
leftOffset += 1;
topOffset += 1;
// Reposition the sprite with the frame considered
spi.mSpriteRect.left = -(float)leftOffset / fxScale;
spi.mSpriteRect.top = -(float)topOffset / fyScale;
spi.mSpriteRect.width = (float)spi.spriteWidth / fxScale;
spi.mSpriteRect.height = (float)spi.spriteHeight / fyScale;
if (spi.mTrimResult > 0)
{
spi.mSpriteRect.left += (float)spi.trim[0] / fxScale;
spi.mSpriteRect.top += (float)spi.trim[1] / fyScale;
spi.mSpriteRect.width -= float(oldwidth - spi.trim[2]) / fxScale;
spi.mSpriteRect.height -= float(oldheight - spi.trim[3]) / fyScale;
spi.mSpriteU[0] = (float)spi.trim[0] / (float)spi.spriteWidth;
spi.mSpriteV[0] = (float)spi.trim[1] / (float)spi.spriteHeight;
spi.mSpriteU[1] -= float(oldwidth - spi.trim[0] - spi.trim[2]) / (float)spi.spriteWidth;
spi.mSpriteV[1] -= float(oldheight - spi.trim[1] - spi.trim[3]) / (float)spi.spriteHeight;
}
}
}
}