- got rid of the gl_info substructure in FTexture and moved all elements into the main class.
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1a024a9f54
commit
e24b597ae4
5 changed files with 86 additions and 93 deletions
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@ -106,34 +106,6 @@ int TexFormat[]={
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};
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FTexture::GLTexInfo::~GLTexInfo()
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{
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for (int i = 0; i < 2; i++)
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{
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if (Material[i] != NULL) delete Material[i];
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Material[i] = NULL;
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if (SystemTexture[i] != NULL) delete SystemTexture[i];
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SystemTexture[i] = NULL;
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}
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}
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//===========================================================================
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//
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// Sprite adjust has changed.
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// This needs to alter the material's sprite rect.
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//
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//===========================================================================
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void FTexture::SetSpriteAdjust()
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{
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for(auto mat : gl_info.Material)
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{
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if (mat != nullptr) mat->SetSpriteRect();
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}
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}
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//==========================================================================
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//
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// DFrameBuffer :: PrecacheTexture
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@ -280,11 +252,11 @@ void gl_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
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{
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if (!texhitlist[i])
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{
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if (tex->gl_info.Material[0]) tex->gl_info.Material[0]->Clean(true);
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if (tex->Material[0]) tex->Material[0]->Clean(true);
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}
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if (spritehitlist[i] == nullptr || (*spritehitlist[i]).CountUsed() == 0)
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{
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if (tex->gl_info.Material[1]) tex->gl_info.Material[1]->Clean(true);
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if (tex->Material[1]) tex->Material[1]->Clean(true);
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}
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}
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}
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@ -319,42 +291,3 @@ void gl_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
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delete[] modellist;
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}
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//==========================================================================
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//
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// Prints some texture info
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//
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//==========================================================================
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CCMD(textureinfo)
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{
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int cntt = 0;
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for (int i = 0; i < TexMan.NumTextures(); i++)
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{
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FTexture *tex = TexMan.ByIndex(i);
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if (tex->gl_info.SystemTexture[0] || tex->gl_info.SystemTexture[1] || tex->gl_info.Material[0] || tex->gl_info.Material[1])
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{
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int lump = tex->GetSourceLump();
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Printf(PRINT_LOG, "Texture '%s' (Index %d, Lump %d, Name '%s'):\n", tex->Name.GetChars(), i, lump, Wads.GetLumpFullName(lump));
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if (tex->gl_info.Material[0])
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{
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Printf(PRINT_LOG, "in use (normal)\n");
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}
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else if (tex->gl_info.SystemTexture[0])
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{
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Printf(PRINT_LOG, "referenced (normal)\n");
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}
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if (tex->gl_info.Material[1])
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{
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Printf(PRINT_LOG, "in use (expanded)\n");
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}
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else if (tex->gl_info.SystemTexture[1])
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{
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Printf(PRINT_LOG, "referenced (normal)\n");
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}
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cntt++;
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}
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}
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Printf(PRINT_LOG, "%d system textures\n", cntt);
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}
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