Skinobjects now attempt to cache qwskins. This can be used as a precache for fortressone.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5858 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2021-05-19 04:49:24 +00:00
parent 8023ceadc8
commit d5beed038f
2 changed files with 57 additions and 58 deletions

View File

@ -313,7 +313,7 @@ void Skin_WorkerDone(void *skinptr, void *skindata, size_t width, size_t height)
skin->width = width;
skin->height = height;
skin->skindata = skindata;
if (skindata)
if (skindata || TEXLOADED(skin->textures.base))
skin->loadstate = SKIN_LOADED;
else
skin->loadstate = SKIN_FAILED;
@ -323,30 +323,62 @@ void Skin_WorkerLoad(void *skinptr, void *data, size_t a, size_t b)
qwskin_t *skin = skinptr;
char name[MAX_QPATH];
qbyte *out;
int srcw, srch;
size_t pcxsize;
int srcw = 0, srch = 0;
void *pcxfiledata;
size_t pcxsize = 0;
void *pcxfiledata = NULL;
const char *skinpath = "skins";
skin->textures.base = r_nulltex;
if (gl_load24bit.ival)
skin->textures.base = R_LoadHiResTexture(skin->name, skinpath, IF_LOADNOW|IF_NOALPHA|IF_NOPCX);
Q_snprintfz (name, sizeof(name), "skins/%s.pcx", skin->name);
pcxfiledata = FS_LoadMallocFileFlags (name, FSLF_IGNOREPURE, &pcxsize);
if (!pcxfiledata)
if (skin->textures.base && skin->textures.base->width) //result was already posted and will be handled before Skin_WorkerDone.
{
//use 24bit skins even if gl_load24bit is failed
if (strcmp(skin->name, baseskin.string))
if (!skin->textures.upperoverlay)
{
//if its not already the base skin, try the base (and warn if anything not base couldn't load).
Con_Printf ("Couldn't load skin %s\n", name);
if (*baseskin.string)
{
Q_snprintfz (name, sizeof(name), "skins/%s.pcx", baseskin.string);
pcxfiledata = FS_LoadMallocFileFlags (name, FSLF_IGNOREPURE, &pcxsize);
}
Q_snprintfz (name, sizeof(name), "%s_shirt", skin->name);
TEXASSIGN(skin->textures.upperoverlay, R_LoadHiResTexture(name, skinpath, IF_LOADNOW));
}
if (!skin->textures.loweroverlay)
{
Q_snprintfz (name, sizeof(name), "%s_pants", skin->name);
TEXASSIGN(skin->textures.loweroverlay, R_LoadHiResTexture(name, skinpath, IF_LOADNOW));
}
if (!skin->textures.fullbright)
{
Q_snprintfz (name, sizeof(name), "%s_luma", skin->name);
TEXASSIGN(skin->textures.fullbright, R_LoadHiResTexture(skin->name, skinpath, IF_LOADNOW));
}
if (!skin->textures.specular)
{
Q_snprintfz (name, sizeof(name), "%s_gloss", skin->name);
TEXASSIGN(skin->textures.specular, R_LoadHiResTexture(skin->name, skinpath, IF_LOADNOW));
}
}
else
{
Q_snprintfz (name, sizeof(name), "skins/%s.pcx", skin->name);
pcxfiledata = FS_LoadMallocFileFlags (name, FSLF_IGNOREPURE, &pcxsize);
if (!pcxfiledata)
{
Skin_WorkerDone(skin, NULL, 0, 0);
return;
//use 24bit skins even if gl_load24bit is failed
if (strcmp(skin->name, baseskin.string))
{
//if its not already the base skin, try the base (and warn if anything not base couldn't load).
Con_Printf ("Couldn't load skin %s\n", name);
if (*baseskin.string)
{
Q_snprintfz (name, sizeof(name), "skins/%s.pcx", baseskin.string);
pcxfiledata = FS_LoadMallocFileFlags (name, FSLF_IGNOREPURE, &pcxsize);
}
}
if (!pcxfiledata)
{
Skin_WorkerDone(skin, NULL, 0, 0);
return;
}
}
}
@ -375,9 +407,6 @@ Returns a pointer to the skin bitmap, or NULL to use the default
*/
qbyte *Skin_TryCache8 (qwskin_t *skin)
{
char name[1024];
char *skinpath;
if (noskins.value==1) // JACK: So NOSKINS > 1 will show skins, but
return NULL; // not download new ones.
@ -417,43 +446,6 @@ qbyte *Skin_TryCache8 (qwskin_t *skin)
return out;
}
skinpath = "skins";
if (gl_load24bit.ival || skin->loadstate == SKIN_FAILED)
{
if (!skin->textures.base)
skin->textures.base = R_LoadHiResTexture(skin->name, skinpath, IF_NOALPHA|IF_NOPCX);
if (skin->textures.base->status == TEX_LOADING)
return NULL; //don't spam the others until we actually know this one will load.
if (TEXLOADED(skin->textures.base))
{
if (!skin->textures.upperoverlay)
{
Q_snprintfz (name, sizeof(name), "%s_shirt", skin->name);
TEXASSIGN(skin->textures.upperoverlay, R_LoadHiResTexture(name, skinpath, 0));
}
if (!skin->textures.loweroverlay)
{
Q_snprintfz (name, sizeof(name), "%s_pants", skin->name);
TEXASSIGN(skin->textures.loweroverlay, R_LoadHiResTexture(name, skinpath, 0));
}
if (!skin->textures.fullbright)
{
Q_snprintfz (name, sizeof(name), "%s_luma", skin->name);
TEXASSIGN(skin->textures.fullbright, R_LoadHiResTexture(skin->name, skinpath, 0));
}
if (!skin->textures.specular)
{
Q_snprintfz (name, sizeof(name), "%s_gloss", skin->name);
TEXASSIGN(skin->textures.specular, R_LoadHiResTexture(skin->name, skinpath, 0));
}
skin->loadstate = SKIN_LOADED;
return NULL; //can use the high-res textures instead.
}
else
skin->textures.base = r_nulltex;
}
if (skin->loadstate == SKIN_FAILED)
return NULL;
skin->loadstate = SKIN_LOADING;

View File

@ -415,6 +415,13 @@ skinid_t Mod_ReadSkinFile(const char *skinname, const char *skintext)
break;
}
registeredskins[id] = skin;
#ifdef QWSKINS
//warm it up, hopefully before its stictly necessary.
if (*skin->qwskinname)
Skin_Lookup (skin->qwskinname);
#endif
return id+1;
}
//registers a skin. loads it if there's not one with that name already registered.