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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <cmath>
#include <cstdlib>
#include <cstdio>
#include "SMFGroundTextures.h"
#include "SMFFormat.h"
#include "SMFReadMap.h"
#include "Rendering/GL/PBO.h"
#include "Rendering/GlobalRendering.h"
#include "Map/MapInfo.h"
#include "Game/Camera.h"
#include "Game/CameraHandler.h"
#include "Game/Game.h"
#include "Game/GameSetup.h"
#include "Game/LoadScreen.h"
#include "System/Exceptions.h"
#include "System/FastMath.h"
#include "System/Log/ILog.h"
#include "System/TimeProfiler.h"
#include "System/FileSystem/FileHandler.h"
#include "System/FileSystem/FileSystem.h"
#include "System/Platform/Watchdog.h"
#include "System/Threading/ThreadPool.h" // for_mt
using std::sprintf;
#define LOG_SECTION_SMF_GROUND_TEXTURES "CSMFGroundTextures"
LOG_REGISTER_SECTION_GLOBAL(LOG_SECTION_SMF_GROUND_TEXTURES)
// use the specific section for all LOG*() calls in this source file
#ifdef LOG_SECTION_CURRENT
#undef LOG_SECTION_CURRENT
#endif
#define LOG_SECTION_CURRENT LOG_SECTION_SMF_GROUND_TEXTURES
std::vector<CSMFGroundTextures::GroundSquare> CSMFGroundTextures::squares;
std::vector<int> CSMFGroundTextures::tileMap;
std::vector<char> CSMFGroundTextures::tiles;
std::vector<float> CSMFGroundTextures::heightMaxima;
std::vector<float> CSMFGroundTextures::heightMinima;
std::vector<float> CSMFGroundTextures::stretchFactors;
CSMFGroundTextures::GroundSquare::~GroundSquare()
{
glDeleteTextures(1, &textureIDs[RAW_TEX_IDX]);
textureIDs[RAW_TEX_IDX] = 0;
textureIDs[LUA_TEX_IDX] = 0;
}
CSMFGroundTextures::CSMFGroundTextures(CSMFReadMap* rm): smfMap(rm)
{
LoadTiles(smfMap->GetMapFile());
LoadSquareTextures(0, 3); // preload all levels
ConvolveHeightMap(mapDims.mapx, 1);
}
CSMFGroundTextures::~CSMFGroundTextures()
{
pbo.Release();
glDeleteTextures(1, &tileArrayTex);
}
void CSMFGroundTextures::LoadTiles(CSMFMapFile& file)
{
loadscreen->SetLoadMessage("Loading Map Tiles");
CFileHandler* ifs = file.GetFileHandler();
const SMFHeader& header = file.GetHeader();
char tmp[512] = {0};
if ((mapDims.mapx != header.mapx) || (mapDims.mapy != header.mapy)) {
snprintf(tmp, sizeof(tmp), "[SMFGroundTextures::%s] header.{mapx=%d,mapy=%d} != mapDims.{mapx=%d,mapy=%d}", __func__, header.mapx, header.mapy, mapDims.mapx, mapDims.mapy);
throw content_error(tmp);
}
ifs->Seek(header.tilesPtr);
MapTileHeader tileHeader;
CSMFMapFile::ReadMapTileHeader(tileHeader, *ifs);
if (smfMap->tileCount <= 0) {
snprintf(tmp, sizeof(tmp), "[SMFGroundTextures::%s] smfMap->tileCount=%d <= 0", __func__, smfMap->tileCount);
throw content_error(tmp);
}
tileMap.clear();
tileMap.resize(smfMap->tileCount);
tiles.clear();
tiles.resize(tileHeader.numTiles * SMALL_TILE_SIZE);
squares.clear();
squares.resize(smfMap->numBigTexX * smfMap->numBigTexY);
bool smtHeaderOverride = false;
const std::string& smfDir = FileSystem::GetDirectory(gameSetup->MapFileName());
const CMapInfo::smf_t& smf = mapInfo->smf;
if (!smf.smtFileNames.empty()) {
if (!(smtHeaderOverride = (smf.smtFileNames.size() == tileHeader.numTileFiles))) {
LOG_L(L_WARNING, "[SMFGroundTextures::%s] smtFileNames.size()=" _STPF_ " != tileHeader.numTileFiles=%d", __func__, smf.smtFileNames.size(), tileHeader.numTileFiles);
}
}
for (int a = 0, curTile = 0; a < tileHeader.numTileFiles; ++a) {
int numSmallTiles = 0;
char fileNameBuffer[256] = {0};
ifs->Read(&numSmallTiles, sizeof(int));
ifs->ReadString(&fileNameBuffer[0], sizeof(char) * (sizeof(fileNameBuffer) - 1));
swabDWordInPlace(numSmallTiles);
std::string smtFileName = fileNameBuffer;
std::string smtFilePath = (!smtHeaderOverride)?
(smfDir + smtFileName):
(smfDir + smf.smtFileNames[a]);
CFileHandler tileFile(smtFilePath);
// try absolute path
if (!tileFile.FileExists())
tileFile.Open(smtFilePath = (!smtHeaderOverride) ? smtFileName : smf.smtFileNames[a]);
if (!tileFile.FileExists()) {
LOG_L(L_WARNING,
"[SMFGroundTextures::%s] could not find .smt tile-file %d (\"%s\"; ALL %d SMALL TILES WILL BE MADE RED)",
__func__, a, smtFilePath.c_str(), numSmallTiles
);
memset(&tiles[curTile * SMALL_TILE_SIZE], 0xaa, numSmallTiles * SMALL_TILE_SIZE);
curTile += numSmallTiles;
continue;
}
TileFileHeader tfh;
CSMFMapFile::ReadMapTileFileHeader(tfh, tileFile);
if (strcmp(tfh.magic, "spring tilefile") != 0 || tfh.version != 1 || tfh.tileSize != 32 || tfh.compressionType != 1) {
snprintf(
tmp, sizeof(tmp),
"[SMFGroundTextures::%s] tile-file %d (path=\"%s\" magic=\"%s\" version=%d tileSize=%d comprType=%d) does not match .smt format",
__func__, a, smtFilePath.c_str(), tfh.magic, tfh.version, tfh.tileSize, tfh.compressionType
);
throw content_error(tmp);
}
for (int b = 0; b < numSmallTiles; ++b) {
tileFile.Read(&tiles[(curTile++) * SMALL_TILE_SIZE], SMALL_TILE_SIZE);
}
}
ifs->Read(&tileMap[0], smfMap->tileCount * sizeof(int));
for (int i = 0; i < smfMap->tileCount; i++) {
swabDWordInPlace(tileMap[i]);
}
// ETCx is nicer than S3TC (when in hardware) although it lacks alpha support,
// but recompressing the DXT tiles has little benefit since FOSS drivers also
// implement S3TC now
// (recompression quality would have to be low anyway for performance reasons)
tileTexFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
}
void CSMFGroundTextures::LoadSquareTextures(const int minLevel, const int maxLevel)
{
loadscreen->SetLoadMessage("Loading Square Textures");
glGenTextures(1, &tileArrayTex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, tileArrayTex);
const int bts = smfMap->bigTexSize;
const int ntx = smfMap->numBigTexX;
const int nty = smfMap->numBigTexY;
#if 0
glTexImage3D(
GL_TEXTURE_2D_ARRAY,
0,
tileTexFormat,
bts,
bts,
ntx * nty,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
nullptr
);
#else
glTexStorage3D(
GL_TEXTURE_2D_ARRAY,
1 + 3,
tileTexFormat,
bts, bts,
ntx * nty
);
{
#ifndef HEADLESS
GLint val = 0;
glGetTexParameteriv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_IMMUTABLE_FORMAT, &val);
assert(val == 1);
#endif
}
#endif
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (smfMap->GetTexAnisotropyLevel(false) != 0.0f)
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY_EXT, smfMap->GetTexAnisotropyLevel(false));
for (int i = minLevel; i <= maxLevel; i++) {
for (int y = 0; y < nty; ++y) {
for (int x = 0; x < ntx; ++x) {
LoadSquareTexture(x, y, i);
}
}
}
// prefer baked MIP's, seven levels are overkill
// glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
}
void CSMFGroundTextures::ConvolveHeightMap(const int mapWidth, const int mipLevel)
{
ScopedOnceTimer timer("CSMFGroundTextures::ConvolveHeightMap");
const float* hdata = readMap->GetMIPHeightMapSynced(mipLevel);
const int mx = mapWidth >> mipLevel;
const int nbx = smfMap->numBigTexX;
const int nby = smfMap->numBigTexY;
const int nb = nbx * nby;
// 64 is the heightmap square-size at MIP level 1 (bigSquareSize >> 1)
constexpr int mipSquareSize = 64;
heightMaxima.clear();
heightMaxima.resize(nb, readMap->GetCurrMinHeight());
heightMinima.clear();
heightMinima.resize(nb, readMap->GetCurrMaxHeight());
stretchFactors.clear();
stretchFactors.resize(nb, 0.0f);
for (int y = 0; y < nby; ++y) {
for (int x = 0; x < nbx; ++x) {
// NOTE: we leave out the borders on sampling because it is easier to do the Sobel kernel convolution
for (int x2 = x * mipSquareSize + 1; x2 < (x + 1) * mipSquareSize - 1; x2++) {
for (int y2 = y * mipSquareSize + 1; y2 < (y + 1) * mipSquareSize - 1; y2++) {
heightMaxima[y * nbx + x] = std::max( hdata[y2 * mx + x2], heightMaxima[y * nbx + x]);
heightMinima[y * nbx + x] = std::min( hdata[y2 * mx + x2], heightMinima[y * nbx + x]);
// Gx sobel kernel
const float gx =
-1.0f * hdata[(y2-1) * mx + x2-1] +
-2.0f * hdata[(y2 ) * mx + x2-1] +
-1.0f * hdata[(y2+1) * mx + x2-1] +
1.0f * hdata[(y2-1) * mx + x2+1] +
2.0f * hdata[(y2 ) * mx + x2+1] +
1.0f * hdata[(y2+1) * mx + x2+1];
// Gy sobel kernel
const float gy =
-1.0f * hdata[(y2+1) * mx + x2-1] +
-2.0f * hdata[(y2+1) * mx + x2 ] +
-1.0f * hdata[(y2+1) * mx + x2+1] +
1.0f * hdata[(y2-1) * mx + x2-1] +
2.0f * hdata[(y2-1) * mx + x2 ] +
1.0f * hdata[(y2-1) * mx + x2+1];
// linear sum, no need for fancy sqrt
const float g = (math::fabs(gx) + math::fabs(gy)) / mipSquareSize;
/*
* square g to amplify large stretches of height.
* in fact, this should probably be different, as
* g of 64 (8*(1+2+1+1+2+1) would mean a 45 degree
* angle (which is what I think is stretched), we
* should divide by 64 before squarification to
* suppress lower values
*/
stretchFactors[y * nbx + x] += (g * g);
}
}
stretchFactors[y * nbx + x] += 1.0f;
}
}
}
inline bool CSMFGroundTextures::TexSquareInView(int btx, int bty) const
{
const CCamera* cam = CCameraHandler::GetActiveCamera();
const float* hm = readMap->GetCornerHeightMapUnsynced();
static const float bigTexSquareRadius = fastmath::apxsqrt(
smfMap->bigTexSize * smfMap->bigTexSize +
smfMap->bigTexSize * smfMap->bigTexSize
);
const int x = btx * smfMap->bigTexSize + (smfMap->bigTexSize >> 1);
const int y = bty * smfMap->bigTexSize + (smfMap->bigTexSize >> 1);
const int idx = (y >> 3) * smfMap->heightMapSizeX + (x >> 3);
return (cam->InView({x * 1.0f, hm[idx], y * 1.0f}, bigTexSquareRadius));
}
void CSMFGroundTextures::DrawUpdate()
{
const CCamera* cam = CCameraHandler::GetActiveCamera();
const float3& camPos = cam->GetPos();
// screen-diagonal number of pixels
const float vsxSq = globalRendering->viewSizeX * globalRendering->viewSizeX;
const float vsySq = globalRendering->viewSizeY * globalRendering->viewSizeY;
const float vdiag = fastmath::apxsqrt(vsxSq + vsySq);
for (int y = 0; y < smfMap->numBigTexY; ++y) {
float dz = camPos.z - (y * smfMap->bigSquareSize * SQUARE_SIZE);
dz -= (SQUARE_SIZE << 6);
dz = std::max(0.0f, float(math::fabs(dz) - (SQUARE_SIZE << 6)));
for (int x = 0; x < smfMap->numBigTexX; ++x) {
GroundSquare* square = &squares[y * smfMap->numBigTexX + x];
// no deletion or mip-level selection
if (square->HasLuaTexture())
continue;
if (!TexSquareInView(x, y)) {
if ((square->GetMipLevel() < 3) && ((globalRendering->drawFrame - square->GetDrawFrame()) > 120)) {
// `unload` texture (load lowest mip-map) if
// the square wasn't visible for 120 vframes
square->SetMipLevel(3);
}
continue;
}
float dx = camPos.x - (x * smfMap->bigSquareSize * SQUARE_SIZE);
dx -= (SQUARE_SIZE << 6);
dx = std::max(0.0f, float(math::fabs(dx) - (SQUARE_SIZE << 6)));
const float avgHeight = (heightMaxima[y * smfMap->numBigTexX + x] + heightMinima[y * smfMap->numBigTexX + x]) * 0.5f;
const float difHeight = heightMaxima[y * smfMap->numBigTexX + x] - heightMinima[y * smfMap->numBigTexX + x];
const float dy = std::max(camPos.y - avgHeight, 0.0f);
const float dist = fastmath::apxsqrt(dx * dx + dy * dy + dz * dz);
// we work under the following assumptions:
// the minimum mip level is the closest ceiling mip level that we can use
// based on distance, FOV and tile size; we can increase this mip level IF
// the stretch factor requires us to do so.
//
// we will approximate tile size with a sphere 512 elmos in radius, which
// translates to a diameter of =~ sqrt2 * bigTexSize =~ 1400 pixels
//
// half (vertical) FOV is 45 degs, for default and most other camera modes
int screenPixels = smfMap->bigTexSize;
int wantedLevel = 0;
if (dist > 0.0f) {
if (difHeight > float(smfMap->bigTexSize)) {
// this means the heightmap chunk is taller than it is wide,
// so we use the tallness metric instead for calculating its
// on-screen size in pixels
screenPixels = (difHeight) * (vdiag * 0.5f) / dist;
} else {
screenPixels = smfMap->bigTexSize * (vdiag * 0.5f) / dist;
}
}
if (screenPixels > 513)
wantedLevel = 0;
else if (screenPixels > 257)
wantedLevel = 1;
else if (screenPixels > 129)
wantedLevel = 2;
else
wantedLevel = 3;
// 16K is an approximation of the Sobel sum required to have a
// heightmap that has double the texture area of a flat square
if (stretchFactors[y * smfMap->numBigTexX + x] > 16000 && wantedLevel > 0)
wantedLevel--;
square->SetMipLevel(wantedLevel);
}
}
}
bool CSMFGroundTextures::SetSquareLuaTexture(int texSquareX, int texSquareY, int texID) {
#if 0
if (texSquareX < 0 || texSquareX >= smfMap->numBigTexX)
return false;
if (texSquareY < 0 || texSquareY >= smfMap->numBigTexY)
return false;
GroundSquare* square = &squares[texSquareY * smfMap->numBigTexX + texSquareX];
if (texID != 0) {
// free up some memory while the Lua texture is around
glDeleteTextures(1, square->GetTextureIDPtr());
square->SetRawTexture(0);
}
square->SetLuaTexture(texID);
return (square->HasLuaTexture());
#endif
return false;
}
bool CSMFGroundTextures::GetSquareLuaTexture(int texSquareX, int texSquareY, int texID, int texSizeX, int texSizeY, int texMipLevel) {
#if 0
if (texSquareX < 0 || texSquareX >= smfMap->numBigTexX)
return false;
if (texSquareY < 0 || texSquareY >= smfMap->numBigTexY)
return false;
if (texMipLevel < 0 || texMipLevel > 3)
return false;
// no point extracting sub-rectangles from compressed data
if (texSizeX != (smfMap->bigTexSize >> texMipLevel))
return false;
if (texSizeY != (smfMap->bigTexSize >> texMipLevel))
return false;
constexpr GLenum ttarget = GL_TEXTURE_2D;
constexpr GLbitfield access = GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT;
const int mipSqSize = smfMap->bigTexSize >> texMipLevel;
const int numSqBytes = (mipSqSize * mipSqSize) / 2;
pbo.Bind();
pbo.New(numSqBytes);
ExtractSquareTiles(texSquareX, texSquareY, texMipLevel, (GLint*) pbo.MapBuffer(0, pbo.bufSize, access | pbo.mapUnsyncedBit));
pbo.UnmapBuffer();
glBindTexture(ttarget, texID);
glCompressedTexImage2D(ttarget, 0, tileTexFormat, texSizeX, texSizeY, 0, numSqBytes, pbo.GetPtr());
glBindTexture(ttarget, 0);
pbo.Invalidate();
pbo.Unbind();
#endif
return false;
}
void CSMFGroundTextures::ExtractSquareTiles(
const int texSquareX,
const int texSquareY,
const int mipLevel,
GLint* tileBuf
) const {
if (tileBuf == nullptr)
return;
constexpr int TILE_MIP_OFFSET[] = {0, 512, 512+128, 512+128+32};
constexpr int BLOCK_SIZE = 32;
const int mipOffset = TILE_MIP_OFFSET[mipLevel];
const int numBlocks = SQUARE_SIZE >> mipLevel;
const int tileOffsetX = texSquareX * BLOCK_SIZE;
const int tileOffsetY = texSquareY * BLOCK_SIZE;
// extract all 32x32 sub-blocks (tiles) in the 128x128 square
// (each 32x32 tile covers a (bigSquareSize = 32 * tileScale) x
// (bigSquareSize = 32 * tileScale) heightmap chunk)
for (int y1 = 0; y1 < BLOCK_SIZE; y1++) {
for (int x1 = 0; x1 < BLOCK_SIZE; x1++) {
const int tileX = tileOffsetX + x1;
const int tileY = tileOffsetY + y1;
const int tileIdx = tileMap[tileY * smfMap->tileMapSizeX + tileX];
const GLint* tile = (GLint*) &tiles[tileIdx * SMALL_TILE_SIZE + mipOffset];
const int doff = (x1 * numBlocks) + (y1 * numBlocks * numBlocks) * BLOCK_SIZE;
for (int b = 0; b < numBlocks; b++) {
const GLint* sbuf = &tile[b * numBlocks * 2];
GLint* dbuf = &tileBuf[(doff + b * numBlocks * BLOCK_SIZE) * 2];
// at MIP level n: ((8 >> n) * 2 * 4) = (64 >> n) bytes for each <b>
memcpy(dbuf, sbuf, numBlocks * 2 * sizeof(GLint));
}
}
}
}
void CSMFGroundTextures::LoadSquareTexture(int x, int y, int level)
{
constexpr GLenum ttarget = GL_TEXTURE_2D_ARRAY;
constexpr GLbitfield access = GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT;
const int mipSqSize = smfMap->bigTexSize >> level;
const int numSqBytes = (mipSqSize * mipSqSize) / 2;
GroundSquare* square = &squares[y * smfMap->numBigTexX + x];
square->SetMipLevel(level);
assert(!square->HasLuaTexture());
pbo.Bind();
pbo.New(numSqBytes);
ExtractSquareTiles(x, y, level, (GLint*) pbo.MapBuffer(0, pbo.bufSize, access | pbo.mapUnsyncedBit));
pbo.UnmapBuffer();
glCompressedTexSubImage3D(
ttarget,
level,
0, 0, y * smfMap->numBigTexX + x, // xoffset, yoffset, zoffset=slice
mipSqSize, mipSqSize, 1, // width, height, depth
tileTexFormat,
numSqBytes,
pbo.GetPtr()
);
pbo.Invalidate();
pbo.Unbind();
}
void CSMFGroundTextures::BindSquareTextureArray() const { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_ARRAY, tileArrayTex); }
void CSMFGroundTextures::UnBindSquareTextureArray() const { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_ARRAY, 0); }
void CSMFGroundTextures::DrawUpdateSquare(int texSquareX, int texSquareY)
{
assert(texSquareX >= 0);
assert(texSquareY >= 0);
assert(texSquareX < smfMap->numBigTexX);
assert(texSquareY < smfMap->numBigTexY);
if (game->GetDrawMode() != Game::NormalDraw)
return;
squares[texSquareY * smfMap->numBigTexX + texSquareX].SetDrawFrame(globalRendering->drawFrame);
}
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