mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- cleaned the texture manager's method interface from FTexture references.
This commit is contained in:
parent
f5d5888c22
commit
7bdef7fe9a
20 changed files with 179 additions and 178 deletions
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@ -327,25 +327,25 @@ FFont::FFont (const char *name, const char *nametemplate, const char *filetempla
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}
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auto orig = pic->GetTexture();
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auto tex = new FImageTexture(orig->GetImage(), "");
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auto tex = MakeGameTexture(new FImageTexture(orig->GetImage(), "")); // todo - can reuse orig directly later.
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tex->SetUseType(ETextureType::FontChar);
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tex->CopySize(orig);
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TexMan.AddTexture(tex);
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tex->CopySize(pic);
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TexMan.AddGameTexture(tex);
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Chars[i].OriginalPic = tex;
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if (!noTranslate)
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{
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Chars[i].TranslatedPic = new FImageTexture(new FFontChar1(orig->GetImage()), "");
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Chars[i].TranslatedPic->CopySize(orig);
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Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar1(orig->GetImage()), ""));
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Chars[i].TranslatedPic->CopySize(pic);
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Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar);
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TexMan.AddTexture(Chars[i].TranslatedPic);
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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}
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else
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{
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Chars[i].TranslatedPic = tex;
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}
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Chars[i].XMove = Chars[i].TranslatedPic->GetDisplayWidth();
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Chars[i].XMove = (int)Chars[i].TranslatedPic->GetDisplayWidth();
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}
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else
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{
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@ -397,7 +397,7 @@ void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height
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auto lump = TexMan.CheckForTexture(entry.name, ETextureType::MiscPatch);
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if (lump.isValid())
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{
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auto tex = TexMan.GetTexture(lump);
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auto tex = TexMan.GetGameTexture(lump);
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int numtex_x = tex->GetTexelWidth() / width;
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int numtex_y = tex->GetTexelHeight() / height;
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int maxinsheet = int(position) + numtex_x * numtex_y - 1;
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@ -410,7 +410,7 @@ void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height
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{
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part[0].OriginX = -width * x;
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part[0].OriginY = -height * y;
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part[0].Image = tex->GetImage();
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part[0].Image = tex->GetTexture()->GetImage();
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FMultiPatchTexture *image = new FMultiPatchTexture(width, height, part, false, false);
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FImageTexture *tex = new FImageTexture(image, "");
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tex->SetUseType(ETextureType::FontChar);
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@ -425,7 +425,7 @@ void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height
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tex->bWorldPanning = true;
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tex->bNoDecals = false;
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tex->SourceLump = -1; // We do not really care.
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TexMan.AddTexture(tex);
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TexMan.AddGameTexture(MakeGameTexture(tex));
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charMap.Insert(int(position) + x + y * numtex_x, reinterpret_cast<FGameTexture*>(tex));
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}
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}
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@ -455,14 +455,14 @@ void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height
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auto b = pic->Get8BitPixels(false);
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Chars[i].OriginalPic = new FImageTexture(pic->GetImage(), "");
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Chars[i].OriginalPic = MakeGameTexture(new FImageTexture(pic->GetImage(), ""));
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Chars[i].OriginalPic->SetUseType(ETextureType::FontChar);
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Chars[i].OriginalPic->CopySize(pic);
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Chars[i].TranslatedPic = new FImageTexture(new FFontChar1(pic->GetImage()), "");
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Chars[i].TranslatedPic->CopySize(pic);
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Chars[i].OriginalPic->CopySize(*lump);
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Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar1(pic->GetImage()), ""));
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Chars[i].TranslatedPic->CopySize(*lump);
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Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar);
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TexMan.AddTexture(Chars[i].OriginalPic);
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TexMan.AddTexture(Chars[i].TranslatedPic);
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TexMan.AddGameTexture(Chars[i].OriginalPic);
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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}
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Chars[i].XMove = width;
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}
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@ -612,7 +612,7 @@ void FFont::RecordAllTextureColors(uint32_t *usedcolors)
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{
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if (Chars[i].TranslatedPic)
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{
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FFontChar1 *pic = static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetImage());
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FFontChar1 *pic = static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetTexture()->GetImage());
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if (pic)
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{
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// The remap must be temporarily reset here because this can be called on an initialized font.
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@ -999,13 +999,13 @@ FGameTexture *FFont::GetChar (int code, int translation, int *const width, bool
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if (redirected) *redirected = redirect;
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if (redirect)
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{
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assert(Chars[code].OriginalPic->UseType == ETextureType::FontChar);
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return reinterpret_cast<FGameTexture*>(Chars[code].OriginalPic);
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assert(Chars[code].OriginalPic->GetUseType() == ETextureType::FontChar);
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return Chars[code].OriginalPic;
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}
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}
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if (redirected) *redirected = false;
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assert(Chars[code].TranslatedPic->UseType == ETextureType::FontChar);
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return reinterpret_cast<FGameTexture*>(Chars[code].TranslatedPic);
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assert(Chars[code].TranslatedPic->GetUseType() == ETextureType::FontChar);
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return Chars[code].TranslatedPic;
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}
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//==========================================================================
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@ -1193,7 +1193,7 @@ void FFont::LoadTranslations()
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{
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if (Chars[i].TranslatedPic)
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{
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FFontChar1 *pic = static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetImage());
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FFontChar1 *pic = static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetTexture()->GetImage());
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if (pic)
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{
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pic->SetSourceRemap(nullptr); // Force the FFontChar1 to return the same pixels as the base texture
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@ -1207,7 +1207,7 @@ void FFont::LoadTranslations()
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for (unsigned int i = 0; i < count; i++)
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{
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if(Chars[i].TranslatedPic)
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static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetImage())->SetSourceRemap(PatchRemap);
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static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetTexture()->GetImage())->SetSourceRemap(PatchRemap);
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}
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BuildTranslations (Luminosity.Data(), identity, &TranslationParms[TranslationType][0], ActiveColors, nullptr);
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@ -1283,7 +1283,7 @@ void FFont::FixXMoves()
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}
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if (Chars[i].OriginalPic)
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{
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int ofs = Chars[i].OriginalPic->GetDisplayTopOffset();
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int ofs = (int)Chars[i].OriginalPic->GetDisplayTopOffset();
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if (ofs > Displacement) Displacement = ofs;
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}
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}
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@ -289,10 +289,10 @@ public:
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{
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auto offset = hexdata.glyphmap[i];
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int size = hexdata.glyphdata[offset] / 16;
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Chars[i - FirstChar].TranslatedPic = new FImageTexture(new FHexFontChar (&hexdata.glyphdata[offset+1], size, size * 9, 16));
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Chars[i - FirstChar].TranslatedPic = MakeGameTexture(new FImageTexture(new FHexFontChar (&hexdata.glyphdata[offset+1], size, size * 9, 16)));
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Chars[i - FirstChar].TranslatedPic->SetUseType(ETextureType::FontChar);
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Chars[i - FirstChar].XMove = size * spacing;
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TexMan.AddTexture(Chars[i - FirstChar].TranslatedPic);
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TexMan.AddGameTexture(Chars[i - FirstChar].TranslatedPic);
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}
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else Chars[i - FirstChar].XMove = spacing;
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@ -362,10 +362,10 @@ public:
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{
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auto offset = hexdata.glyphmap[i];
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int size = hexdata.glyphdata[offset] / 16;
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Chars[i - FirstChar].TranslatedPic = new FImageTexture(new FHexFontChar2(&hexdata.glyphdata[offset + 1], size, 2 + size * 8, 18));
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Chars[i - FirstChar].TranslatedPic = MakeGameTexture(new FImageTexture(new FHexFontChar2(&hexdata.glyphdata[offset + 1], size, 2 + size * 8, 18)));
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Chars[i - FirstChar].TranslatedPic->SetUseType(ETextureType::FontChar);
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Chars[i - FirstChar].XMove = size * spacing;
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TexMan.AddTexture(Chars[i - FirstChar].TranslatedPic);
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TexMan.AddGameTexture(Chars[i - FirstChar].TranslatedPic);
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}
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else Chars[i - FirstChar].XMove = spacing;
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@ -167,10 +167,10 @@ FSingleLumpFont::FSingleLumpFont (const char *name, int lump) : FFont(lump)
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void FSingleLumpFont::CreateFontFromPic (FTextureID picnum)
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{
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FTexture *pic = TexMan.GetTexture(picnum);
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auto pic = TexMan.GetGameTexture(picnum);
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FontHeight = pic->GetDisplayHeight ();
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SpaceWidth = pic->GetDisplayWidth ();
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FontHeight = (int)pic->GetDisplayHeight ();
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SpaceWidth = (int)pic->GetDisplayWidth ();
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GlobalKerning = 0;
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FirstChar = LastChar = 'A';
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@ -222,7 +222,7 @@ void FSingleLumpFont::LoadTranslations()
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for(unsigned int i = 0;i < count;++i)
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{
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if(Chars[i].TranslatedPic)
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static_cast<FFontChar2*>(Chars[i].TranslatedPic->GetImage())->SetSourceRemap(PatchRemap);
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static_cast<FFontChar2*>(Chars[i].TranslatedPic->GetTexture()->GetImage())->SetSourceRemap(PatchRemap);
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}
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BuildTranslations (luminosity, useidentity ? identity : nullptr, ranges, ActiveColors, usepalette ? local_palette : nullptr);
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@ -353,9 +353,9 @@ void FSingleLumpFont::LoadFON2 (int lump, const uint8_t *data)
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}
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else
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{
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Chars[i].TranslatedPic = new FImageTexture(new FFontChar2 (lump, int(data_p - data), widths2[i], FontHeight));
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Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar2 (lump, int(data_p - data), widths2[i], FontHeight)));
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Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar);
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TexMan.AddTexture(Chars[i].TranslatedPic);
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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do
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{
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int8_t code = *data_p++;
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@ -483,15 +483,15 @@ void FSingleLumpFont::LoadBMF(int lump, const uint8_t *data)
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{ // Empty character: skip it.
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continue;
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}
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auto tex = new FImageTexture(new FFontChar2(lump, int(chardata + chari + 6 - data),
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auto tex = MakeGameTexture(new FImageTexture(new FFontChar2(lump, int(chardata + chari + 6 - data),
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chardata[chari+1], // width
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chardata[chari+2], // height
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-(int8_t)chardata[chari+3], // x offset
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-(int8_t)chardata[chari+4] // y offset
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));
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)));
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tex->SetUseType(ETextureType::FontChar);
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Chars[chardata[chari] - FirstChar].TranslatedPic = tex;
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TexMan.AddTexture(tex);
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TexMan.AddGameTexture(tex);
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}
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// If the font did not define a space character, determine a suitable space width now.
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@ -556,10 +556,10 @@ void FSingleLumpFont::CheckFON1Chars (double *luminosity)
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if(!Chars[i].TranslatedPic)
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{
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Chars[i].TranslatedPic = new FImageTexture(new FFontChar2 (Lump, int(data_p - data), SpaceWidth, FontHeight));
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Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar2 (Lump, int(data_p - data), SpaceWidth, FontHeight)));
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Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar);
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Chars[i].XMove = SpaceWidth;
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TexMan.AddTexture(Chars[i].TranslatedPic);
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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}
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// Advance to next char's data and count the used colors.
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@ -72,11 +72,11 @@ FSinglePicFont::FSinglePicFont(const char *picname) :
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I_FatalError ("%s is not a font or texture", picname);
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}
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FTexture *pic = TexMan.GetTexture(picnum);
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auto pic = TexMan.GetGameTexture(picnum);
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FontName = picname;
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FontHeight = pic->GetDisplayHeight();
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SpaceWidth = pic->GetDisplayWidth();
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FontHeight = (int)pic->GetDisplayHeight();
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SpaceWidth = (int)pic->GetDisplayWidth();
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GlobalKerning = 0;
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FirstChar = LastChar = 'A';
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ActiveColors = 0;
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@ -45,7 +45,7 @@
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class FSpecialFont : public FFont
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{
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public:
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FSpecialFont (const char *name, int first, int count, FTexture **lumplist, const bool *notranslate, int lump, bool donttranslate);
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FSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate);
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void LoadTranslations();
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@ -60,13 +60,13 @@ protected:
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//
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//==========================================================================
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FSpecialFont::FSpecialFont (const char *name, int first, int count, FTexture **lumplist, const bool *notranslate, int lump, bool donttranslate)
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FSpecialFont::FSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate)
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: FFont(lump)
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{
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int i;
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TArray<FTexture *> charlumps(count, true);
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TArray<FGameTexture *> charlumps(count, true);
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int maxyoffs;
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FTexture *pic;
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FGameTexture *pic;
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memcpy(this->notranslate, notranslate, 256*sizeof(bool));
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@ -87,8 +87,8 @@ FSpecialFont::FSpecialFont (const char *name, int first, int count, FTexture **l
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pic = charlumps[i] = lumplist[i];
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if (pic != nullptr)
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{
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int height = pic->GetDisplayHeight();
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int yoffs = pic->GetDisplayTopOffset();
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int height = (int)pic->GetDisplayHeight();
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int yoffs = (int)pic->GetDisplayTopOffset();
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if (yoffs > maxyoffs)
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{
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@ -104,20 +104,20 @@ FSpecialFont::FSpecialFont (const char *name, int first, int count, FTexture **l
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if (charlumps[i] != nullptr)
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{
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auto pic = charlumps[i];
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Chars[i].OriginalPic = new FImageTexture(pic->GetImage(), "");
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Chars[i].OriginalPic = MakeGameTexture(new FImageTexture(pic->GetTexture()->GetImage(), ""));
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Chars[i].OriginalPic->SetUseType(ETextureType::FontChar);
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Chars[i].OriginalPic->CopySize(pic);
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TexMan.AddTexture(Chars[i].OriginalPic);
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TexMan.AddGameTexture(Chars[i].OriginalPic);
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if (!noTranslate)
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{
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Chars[i].TranslatedPic = new FImageTexture(new FFontChar1 (charlumps[i]->GetImage()), "");
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Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar1 (charlumps[i]->GetTexture()->GetImage()), ""));
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Chars[i].TranslatedPic->CopySize(charlumps[i]);
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Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar);
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TexMan.AddTexture(Chars[i].TranslatedPic);
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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}
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else Chars[i].TranslatedPic = Chars[i].OriginalPic;
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Chars[i].XMove = Chars[i].TranslatedPic->GetDisplayWidth();
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Chars[i].XMove = (int)Chars[i].TranslatedPic->GetDisplayWidth();
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}
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else
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{
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@ -167,7 +167,7 @@ void FSpecialFont::LoadTranslations()
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{
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if (Chars[i].TranslatedPic)
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{
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FFontChar1 *pic = static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetImage());
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FFontChar1 *pic = static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetTexture()->GetImage());
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if (pic)
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{
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pic->SetSourceRemap(nullptr); // Force the FFontChar1 to return the same pixels as the base texture
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@ -197,7 +197,7 @@ void FSpecialFont::LoadTranslations()
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for (i = 0; i < count; i++)
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{
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if(Chars[i].TranslatedPic)
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static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetImage())->SetSourceRemap(PatchRemap);
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static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetTexture()->GetImage())->SetSourceRemap(PatchRemap);
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}
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BuildTranslations(Luminosity.Data(), identity, &TranslationParms[0][0], TotalColors, nullptr, [=](FRemapTable* remap)
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@ -217,7 +217,7 @@ void FSpecialFont::LoadTranslations()
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ActiveColors = TotalColors;
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}
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FFont *CreateSpecialFont (const char *name, int first, int count, FTexture **lumplist, const bool *notranslate, int lump, bool donttranslate)
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FFont *CreateSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate)
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{
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return new FSpecialFont(name, first, count, lumplist, notranslate, lump, donttranslate);
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}
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@ -144,7 +144,7 @@ FFont *V_GetFont(const char *name, const char *fontlumpname)
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FTextureID picnum = TexMan.CheckForTexture (name, ETextureType::Any);
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if (picnum.isValid())
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{
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FTexture *tex = TexMan.GetTexture(picnum);
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auto tex = TexMan.GetGameTexture(picnum);
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if (tex && tex->GetSourceLump() >= folderfile)
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{
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FFont *CreateSinglePicFont(const char *name);
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@ -170,7 +170,7 @@ FFont *V_GetFont(const char *name, const char *fontlumpname)
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void V_InitCustomFonts()
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{
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FScanner sc;
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FTexture *lumplist[256];
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FGameTexture *lumplist[256];
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bool notranslate[256];
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bool donttranslate;
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FString namebuffer, templatebuf;
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@ -266,12 +266,12 @@ void V_InitCustomFonts()
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else
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{
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if (format == 1) goto wrong;
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FTexture **p = &lumplist[*(unsigned char*)sc.String];
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FGameTexture **p = &lumplist[*(unsigned char*)sc.String];
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sc.MustGetString();
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FTextureID texid = TexMan.CheckForTexture(sc.String, ETextureType::MiscPatch);
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if (texid.Exists())
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{
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*p = TexMan.GetTexture(texid);
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*p = TexMan.GetGameTexture(texid);
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}
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else if (fileSystem.GetFileContainer(sc.LumpNum) >= fileSystem.GetIwadNum())
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{
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@ -307,7 +307,7 @@ void V_InitCustomFonts()
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}
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if (count > 0)
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{
|
||||
FFont *CreateSpecialFont (const char *name, int first, int count, FTexture **lumplist, const bool *notranslate, int lump, bool donttranslate);
|
||||
FFont *CreateSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate);
|
||||
FFont *fnt = CreateSpecialFont (namebuffer, first, count, &lumplist[first], notranslate, llump, donttranslate);
|
||||
fnt->SetCursor(cursor);
|
||||
fnt->SetKerning(kerning);
|
||||
|
|
|
@ -162,8 +162,8 @@ protected:
|
|||
bool forceremap = false;
|
||||
struct CharData
|
||||
{
|
||||
FTexture *TranslatedPic = nullptr; // Texture for use with font translations.
|
||||
FTexture *OriginalPic = nullptr; // Texture for use with CR_UNTRANSLATED or font colorization.
|
||||
FGameTexture *TranslatedPic = nullptr; // Texture for use with font translations.
|
||||
FGameTexture *OriginalPic = nullptr; // Texture for use with CR_UNTRANSLATED or font colorization.
|
||||
int XMove = INT_MIN;
|
||||
};
|
||||
TArray<CharData> Chars;
|
||||
|
|
|
@ -38,9 +38,11 @@ struct TexPart
|
|||
class FMultiPatchTexture : public FImageSource
|
||||
{
|
||||
friend class FTexture;
|
||||
friend class FGameTexture;
|
||||
public:
|
||||
FMultiPatchTexture(int w, int h, const TArray<TexPart> &parts, bool complex, bool textual);
|
||||
bool SupportRemap0() override;
|
||||
int GetNumParts() const { return NumParts; }
|
||||
|
||||
protected:
|
||||
int NumParts;
|
||||
|
|
|
@ -152,7 +152,7 @@ void FMultipatchTextureBuilder::MakeTexture(BuildInfo &buildinfo, ETextureType u
|
|||
tex->bNoDecals = buildinfo.bNoDecals;
|
||||
tex->SourceLump = buildinfo.DefinitionLump;
|
||||
buildinfo.tex = tex;
|
||||
TexMan.AddTexture(tex);
|
||||
TexMan.AddGameTexture(MakeGameTexture(tex));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -808,18 +808,18 @@ void FMultipatchTextureBuilder::ResolvePatches(BuildInfo &buildinfo)
|
|||
}
|
||||
else
|
||||
{
|
||||
FTexture *tex = TexMan.GetTexture(texno);
|
||||
FGameTexture *tex = TexMan.GetGameTexture(texno);
|
||||
|
||||
if (tex != nullptr && tex->isValid())
|
||||
{
|
||||
//We cannot set the image source yet. First all textures need to be resolved.
|
||||
buildinfo.Inits[i].Texture = tex;
|
||||
buildinfo.tex->bComplex |= tex->bComplex;
|
||||
buildinfo.bComplex |= tex->bComplex;
|
||||
buildinfo.Inits[i].Texture = tex->GetTexture();
|
||||
buildinfo.tex->bComplex |= tex->GetTexture()->bComplex; // this one's NOT a material property! It must remain on the texture image.
|
||||
buildinfo.bComplex |= tex->GetTexture()->bComplex;
|
||||
if (buildinfo.Inits[i].UseOffsets)
|
||||
{
|
||||
buildinfo.Parts[i].OriginX -= tex->GetLeftOffset(0);
|
||||
buildinfo.Parts[i].OriginY -= tex->GetTopOffset(0);
|
||||
buildinfo.Parts[i].OriginX -= tex->GetTexelLeftOffset(0);
|
||||
buildinfo.Parts[i].OriginY -= tex->GetTexelTopOffset(0);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
|
@ -40,7 +40,7 @@ FSkyBox::FSkyBox(const char *name)
|
|||
FTextureID texid = TexMan.CheckForTexture(name, ETextureType::Wall);
|
||||
if (texid.isValid())
|
||||
{
|
||||
previous = TexMan.GetTexture(texid);
|
||||
previous = TexMan.GetGameTexture(texid);
|
||||
}
|
||||
else previous = nullptr;
|
||||
faces[0]=faces[1]=faces[2]=faces[3]=faces[4]=faces[5] = nullptr;
|
||||
|
@ -58,9 +58,9 @@ FSkyBox::FSkyBox(const char *name)
|
|||
void FSkyBox::SetSize()
|
||||
{
|
||||
if (!previous && faces[0]) previous = faces[0];
|
||||
if (previous && previous->GetImage())
|
||||
if (previous && previous->GetTexture()->GetImage())
|
||||
{
|
||||
SetImage(previous->GetImage());
|
||||
SetImage(previous->GetTexture()->GetImage());
|
||||
SetFromImage();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -119,7 +119,6 @@ FTexture::FTexture (const char *name, int lumpnum)
|
|||
bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bFullNameTexture(false),
|
||||
Rotations(0xFFFF), SkyOffset(0), Width(0), Height(0)
|
||||
{
|
||||
tempGameTexture = reinterpret_cast<FGameTexture*>(this);
|
||||
bBrightmapChecked = false;
|
||||
bGlowing = false;
|
||||
bAutoGlowing = false;
|
||||
|
@ -188,14 +187,16 @@ FBitmap FTexture::GetBgraBitmap(const PalEntry *remap, int *ptrans)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
FTexture *FTexture::GetRawTexture()
|
||||
FGameTexture *FGameTexture::GetRawTexture()
|
||||
{
|
||||
if (OffsetLess) return OffsetLess;
|
||||
auto tex = GetTexture();
|
||||
if (tex->OffsetLess) return tex->OffsetLess;
|
||||
// Reject anything that cannot have been a single-patch multipatch texture in vanilla.
|
||||
auto image = static_cast<FMultiPatchTexture *>(GetImage());
|
||||
if (bMultiPatch != 1 || UseType != ETextureType::Wall || Scale.X != 1 || Scale.Y != 1 || bWorldPanning || image == nullptr || image->NumParts != 1 || _TopOffset[0] == 0)
|
||||
auto image = static_cast<FMultiPatchTexture *>(tex->GetImage());
|
||||
if (tex->bMultiPatch != 1 || GetUseType() != ETextureType::Wall || tex->Scale.X != 1 || tex->Scale.Y != 1 ||
|
||||
useWorldPanning() || image == nullptr || image->GetNumParts() != 1 || tex->_TopOffset[0] == 0)
|
||||
{
|
||||
OffsetLess = this;
|
||||
tex->OffsetLess = this;
|
||||
return this;
|
||||
}
|
||||
// Set up a new texture that directly references the underlying patch.
|
||||
|
@ -203,16 +204,17 @@ FTexture *FTexture::GetRawTexture()
|
|||
FImageSource *source = image->Parts[0].Image;
|
||||
|
||||
// Size must match for this to work as intended
|
||||
if (source->GetWidth() != Width || source->GetHeight() != Height)
|
||||
if (source->GetWidth() != GetTexelWidth() || source->GetHeight() != GetTexelHeight())
|
||||
{
|
||||
OffsetLess = this;
|
||||
tex->OffsetLess = this;
|
||||
return this;
|
||||
}
|
||||
|
||||
|
||||
OffsetLess = new FImageTexture(source, "");
|
||||
TexMan.AddTexture(OffsetLess);
|
||||
return OffsetLess;
|
||||
tex->OffsetLess = MakeGameTexture(new FImageTexture(source, ""));
|
||||
// todo: This must also copy all layers from the base texture.
|
||||
TexMan.AddGameTexture(tex->OffsetLess);
|
||||
return tex->OffsetLess;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -221,22 +223,23 @@ FTexture *FTexture::GetRawTexture()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
FTexture* FTexture::GetFrontSkyLayer()
|
||||
FGameTexture* FGameTexture::GetFrontSkyLayer()
|
||||
{
|
||||
if (FrontSkyLayer) return FrontSkyLayer;
|
||||
auto tex = GetTexture();
|
||||
if (tex->FrontSkyLayer) return tex->FrontSkyLayer;
|
||||
// Reject anything that cannot have been a front layer for the sky in Hexen.
|
||||
auto image = GetImage();
|
||||
if (image == nullptr || !image->SupportRemap0() || UseType != ETextureType::Wall || Scale.X != 1 || Scale.Y != 1 || bWorldPanning || _TopOffset[0] != 0 ||
|
||||
auto image = tex->GetImage();
|
||||
if (image == nullptr || !image->SupportRemap0() || GetUseType() != ETextureType::Wall || tex->Scale.X != 1 || tex->Scale.Y != 1 || useWorldPanning() || tex->_TopOffset[0] != 0 ||
|
||||
image->GetWidth() != GetTexelWidth() || image->GetHeight() != GetTexelHeight())
|
||||
{
|
||||
FrontSkyLayer = this;
|
||||
tex->FrontSkyLayer = this;
|
||||
return this;
|
||||
}
|
||||
|
||||
FrontSkyLayer = new FImageTexture(image, "");
|
||||
TexMan.AddTexture(FrontSkyLayer);
|
||||
FrontSkyLayer->bNoRemap0 = true;
|
||||
return FrontSkyLayer;
|
||||
tex->FrontSkyLayer = MakeGameTexture(new FImageTexture(image, ""));
|
||||
TexMan.AddGameTexture(tex->FrontSkyLayer);
|
||||
tex->FrontSkyLayer->GetTexture()->bNoRemap0 = true;
|
||||
return tex->FrontSkyLayer;
|
||||
}
|
||||
|
||||
|
||||
|
@ -424,7 +427,7 @@ void FTexture::CreateDefaultBrightmap()
|
|||
DPrintf(DMSG_NOTIFY, "brightmap created for texture '%s'\n", Name.GetChars());
|
||||
Brightmap = CreateBrightmapTexture(static_cast<FImageTexture*>(this)->GetImage());
|
||||
bBrightmapChecked = true;
|
||||
TexMan.AddTexture(Brightmap);
|
||||
TexMan.AddGameTexture(MakeGameTexture(Brightmap));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -229,12 +229,12 @@ FTextureID FTextureManager::CheckForTexture (const char *name, ETextureType uset
|
|||
if (tex == NO_TEXTURE) return FTextureID(-1);
|
||||
if (tex != NULL) return tex->GetID();
|
||||
if (flags & TEXMAN_DontCreate) return FTextureID(-1); // we only want to check, there's no need to create a texture if we don't have one yet.
|
||||
tex = reinterpret_cast<FGameTexture*>(FTexture::CreateTexture("", lump, ETextureType::Override));
|
||||
tex = MakeGameTexture(FTexture::CreateTexture("", lump, ETextureType::Override));
|
||||
if (tex != NULL)
|
||||
{
|
||||
tex->AddAutoMaterials();
|
||||
fileSystem.SetLinkedTexture(lump, tex);
|
||||
return AddTexture(tex->GetTexture());
|
||||
return AddGameTexture(tex);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -375,7 +375,7 @@ bool FTextureManager::OkForLocalization(FTextureID texnum, const char *substitut
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
FTextureID FTextureManager::AddTexture (FTexture *texture)
|
||||
FTextureID FTextureManager::AddGameTexture (FGameTexture *texture)
|
||||
{
|
||||
int bucket;
|
||||
int hash;
|
||||
|
@ -385,9 +385,9 @@ FTextureID FTextureManager::AddTexture (FTexture *texture)
|
|||
// Later textures take precedence over earlier ones
|
||||
|
||||
// Textures without name can't be looked for
|
||||
if (texture->Name[0] != '\0')
|
||||
if (texture->GetName().IsNotEmpty())
|
||||
{
|
||||
bucket = int(MakeKey (texture->Name) % HASH_SIZE);
|
||||
bucket = int(MakeKey (texture->GetName()) % HASH_SIZE);
|
||||
hash = HashFirst[bucket];
|
||||
}
|
||||
else
|
||||
|
@ -400,7 +400,7 @@ FTextureID FTextureManager::AddTexture (FTexture *texture)
|
|||
int trans = Textures.Push (hasher);
|
||||
Translation.Push (trans);
|
||||
if (bucket >= 0) HashFirst[bucket] = trans;
|
||||
return (texture->id = FTextureID(trans));
|
||||
return (texture->GetTexture()->id = FTextureID(trans));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -417,9 +417,9 @@ FTextureID FTextureManager::CreateTexture (int lumpnum, ETextureType usetype)
|
|||
{
|
||||
FString str;
|
||||
fileSystem.GetFileShortName(str, lumpnum);
|
||||
FTexture *out = FTexture::CreateTexture(str, lumpnum, usetype);
|
||||
auto out = MakeGameTexture(FTexture::CreateTexture(str, lumpnum, usetype));
|
||||
|
||||
if (out != NULL) return AddTexture (out);
|
||||
if (out != NULL) return AddGameTexture (out);
|
||||
else
|
||||
{
|
||||
Printf (TEXTCOLOR_ORANGE "Invalid data encountered for texture %s\n", fileSystem.GetFileFullPath(lumpnum).GetChars());
|
||||
|
@ -435,7 +435,7 @@ FTextureID FTextureManager::CreateTexture (int lumpnum, ETextureType usetype)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void FTextureManager::ReplaceTexture (FTextureID picnum, FTexture *newtexture, bool free)
|
||||
void FTextureManager::ReplaceTexture (FTextureID picnum, FGameTexture *newtexture, bool free)
|
||||
{
|
||||
int index = picnum.GetIndex();
|
||||
if (unsigned(index) >= Textures.Size())
|
||||
|
@ -443,12 +443,12 @@ void FTextureManager::ReplaceTexture (FTextureID picnum, FTexture *newtexture, b
|
|||
|
||||
auto oldtexture = Textures[index].Texture;
|
||||
|
||||
newtexture->Name = oldtexture->GetName();
|
||||
newtexture->UseType = oldtexture->GetUseType();
|
||||
newtexture->GetTexture()->Name = oldtexture->GetName();
|
||||
newtexture->SetUseType(oldtexture->GetUseType());
|
||||
Textures[index].Texture = reinterpret_cast<FGameTexture*>(newtexture);
|
||||
newtexture->id = oldtexture->GetID();
|
||||
newtexture->GetTexture()->id = oldtexture->GetID();
|
||||
oldtexture->GetTexture()->Name = "";
|
||||
AddTexture(oldtexture->GetTexture());
|
||||
AddGameTexture(oldtexture);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -557,11 +557,11 @@ void FTextureManager::AddHiresTextures (int wadnum)
|
|||
if (amount == 0)
|
||||
{
|
||||
// A texture with this name does not yet exist
|
||||
FTexture * newtex = FTexture::CreateTexture (Name, firsttx, ETextureType::Any);
|
||||
auto newtex = MakeGameTexture(FTexture::CreateTexture (Name, firsttx, ETextureType::Any));
|
||||
if (newtex != NULL)
|
||||
{
|
||||
newtex->UseType=ETextureType::Override;
|
||||
AddTexture(newtex);
|
||||
newtex->SetUseType(ETextureType::Override);
|
||||
AddGameTexture(newtex);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -575,12 +575,12 @@ void FTextureManager::AddHiresTextures (int wadnum)
|
|||
|
||||
// Replace the entire texture and adjust the scaling and offset factors.
|
||||
newtex->bWorldPanning = true;
|
||||
newtex->SetDisplaySize(oldtex->GetDisplayWidth(), oldtex->GetDisplayHeight());
|
||||
newtex->SetDisplaySize((int)oldtex->GetDisplayWidth(), (int)oldtex->GetDisplayHeight());
|
||||
newtex->_LeftOffset[0] = int(oldtex->GetDisplayLeftOffset(0) * newtex->Scale.X);
|
||||
newtex->_LeftOffset[1] = int(oldtex->GetDisplayLeftOffset(1) * newtex->Scale.X);
|
||||
newtex->_TopOffset[0] = int(oldtex->GetDisplayTopOffset(0) * newtex->Scale.Y);
|
||||
newtex->_TopOffset[1] = int(oldtex->GetDisplayTopOffset(1) * newtex->Scale.Y);
|
||||
ReplaceTexture(tlist[i], newtex, true);
|
||||
ReplaceTexture(tlist[i], MakeGameTexture(newtex), true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -672,12 +672,12 @@ void FTextureManager::ParseTextureDef(int lump, FMultipatchTextureBuilder &build
|
|||
{
|
||||
// Replace the entire texture and adjust the scaling and offset factors.
|
||||
newtex->bWorldPanning = true;
|
||||
newtex->SetDisplaySize(oldtex->GetDisplayWidth(), oldtex->GetDisplayHeight());
|
||||
newtex->SetDisplaySize((int)oldtex->GetDisplayWidth(), (int)oldtex->GetDisplayHeight());
|
||||
newtex->_LeftOffset[0] = int(oldtex->GetDisplayLeftOffset(0) * newtex->Scale.X);
|
||||
newtex->_LeftOffset[1] = int(oldtex->GetDisplayLeftOffset(1) * newtex->Scale.X);
|
||||
newtex->_TopOffset[0] = int(oldtex->GetDisplayTopOffset(0) * newtex->Scale.Y);
|
||||
newtex->_TopOffset[1] = int(oldtex->GetDisplayTopOffset(1) * newtex->Scale.Y);
|
||||
ReplaceTexture(tlist[i], newtex, true);
|
||||
ReplaceTexture(tlist[i], MakeGameTexture(newtex), true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -706,21 +706,21 @@ void FTextureManager::ParseTextureDef(int lump, FMultipatchTextureBuilder &build
|
|||
|
||||
if (lumpnum>=0)
|
||||
{
|
||||
FTexture *newtex = FTexture::CreateTexture(src, lumpnum, ETextureType::Override);
|
||||
auto newtex = MakeGameTexture(FTexture::CreateTexture(src, lumpnum, ETextureType::Override));
|
||||
|
||||
if (newtex != NULL)
|
||||
{
|
||||
// Replace the entire texture and adjust the scaling and offset factors.
|
||||
newtex->bWorldPanning = true;
|
||||
newtex->SetDisplaySize(width, height);
|
||||
newtex->SetWorldPanning(true);
|
||||
newtex->SetDisplaySize((float)width, (float)height);
|
||||
|
||||
FTextureID oldtex = TexMan.CheckForTexture(src, ETextureType::MiscPatch);
|
||||
if (oldtex.isValid())
|
||||
{
|
||||
ReplaceTexture(oldtex, newtex, true);
|
||||
newtex->UseType = ETextureType::Override;
|
||||
newtex->SetUseType(ETextureType::Override);
|
||||
}
|
||||
else AddTexture(newtex);
|
||||
else AddGameTexture(newtex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -926,11 +926,11 @@ void FTextureManager::AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &b
|
|||
|
||||
// Try to create a texture from this lump and add it.
|
||||
// Unfortunately we have to look at everything that comes through here...
|
||||
FTexture *out = FTexture::CreateTexture(Name, i, skin ? ETextureType::SkinGraphic : ETextureType::MiscPatch);
|
||||
auto out = MakeGameTexture(FTexture::CreateTexture(Name, i, skin ? ETextureType::SkinGraphic : ETextureType::MiscPatch));
|
||||
|
||||
if (out != NULL)
|
||||
{
|
||||
AddTexture (out);
|
||||
AddGameTexture (out);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -984,7 +984,7 @@ void FTextureManager::SortTexturesByType(int start, int end)
|
|||
{
|
||||
if (newtextures[j] != NULL && newtextures[j]->GetUseType() == texturetypes[i])
|
||||
{
|
||||
AddTexture(newtextures[j]->GetTexture());
|
||||
AddGameTexture(newtextures[j]);
|
||||
newtextures[j] = NULL;
|
||||
}
|
||||
}
|
||||
|
@ -995,7 +995,7 @@ void FTextureManager::SortTexturesByType(int start, int end)
|
|||
if (newtextures[j] != NULL)
|
||||
{
|
||||
Printf("Texture %s has unknown type!\n", newtextures[j]->GetName().GetChars());
|
||||
AddTexture(newtextures[j]->GetTexture());
|
||||
AddGameTexture(newtextures[j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1033,8 +1033,8 @@ void FTextureManager::AddLocalizedVariants()
|
|||
FTextureID tex = CheckForTexture(entry.name, ETextureType::MiscPatch);
|
||||
if (tex.isValid())
|
||||
{
|
||||
FTexture *otex = GetTexture(origTex);
|
||||
FTexture *ntex = GetTexture(tex);
|
||||
auto otex = GetGameTexture(origTex);
|
||||
auto ntex = GetGameTexture(tex);
|
||||
if (otex->GetDisplayWidth() != ntex->GetDisplayWidth() || otex->GetDisplayHeight() != ntex->GetDisplayHeight())
|
||||
{
|
||||
Printf("Localized texture %s must be the same size as the one it replaces\n", entry.name);
|
||||
|
@ -1093,18 +1093,18 @@ void FTextureManager::Init(void (*progressFunc_)(), void (*checkForHacks)(BuildI
|
|||
//if (BuildTileFiles.Size() == 0) CountBuildTiles ();
|
||||
|
||||
// Texture 0 is a dummy texture used to indicate "no texture"
|
||||
auto nulltex = new FImageTexture(nullptr, "");
|
||||
auto nulltex = MakeGameTexture(new FImageTexture(nullptr, ""));
|
||||
nulltex->SetUseType(ETextureType::Null);
|
||||
AddTexture (nulltex);
|
||||
AddGameTexture (nulltex);
|
||||
// This is for binding to unused texture units, because accessing an unbound texture unit is undefined. It's a one pixel empty texture.
|
||||
auto emptytex = new FImageTexture(CreateEmptyTexture(), "");
|
||||
auto emptytex = MakeGameTexture(new FImageTexture(CreateEmptyTexture(), ""));
|
||||
emptytex->SetSize(1, 1);
|
||||
AddTexture(emptytex);
|
||||
AddGameTexture(emptytex);
|
||||
// some special textures used in the game.
|
||||
AddTexture(CreateShaderTexture(false, false));
|
||||
AddTexture(CreateShaderTexture(false, true));
|
||||
AddTexture(CreateShaderTexture(true, false));
|
||||
AddTexture(CreateShaderTexture(true, true));
|
||||
AddGameTexture(MakeGameTexture(CreateShaderTexture(false, false)));
|
||||
AddGameTexture(MakeGameTexture(CreateShaderTexture(false, true)));
|
||||
AddGameTexture(MakeGameTexture(CreateShaderTexture(true, false)));
|
||||
AddGameTexture(MakeGameTexture(CreateShaderTexture(true, true)));
|
||||
|
||||
int wadcnt = fileSystem.GetNumWads();
|
||||
|
||||
|
@ -1170,10 +1170,10 @@ void FTextureManager::InitPalettedVersions()
|
|||
}
|
||||
if (pic1.isValid() && pic2.isValid())
|
||||
{
|
||||
FTexture *owner = GetTexture(pic1);
|
||||
FTexture *owned = GetTexture(pic2);
|
||||
auto owner = GetGameTexture(pic1);
|
||||
auto owned = GetGameTexture(pic2);
|
||||
|
||||
if (owner && owned) owner->PalVersion = owned;
|
||||
if (owner && owned) owner->GetTexture()->PalVersion = owned;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1320,7 +1320,7 @@ void FTextureManager::AdjustSpriteOffsets()
|
|||
fileSystem.GetFileShortName(str, i);
|
||||
str[8] = 0;
|
||||
FTextureID texid = TexMan.CheckForTexture(str, ETextureType::Sprite, 0);
|
||||
if (texid.isValid() && fileSystem.GetFileContainer(GetTexture(texid)->SourceLump) > fileSystem.GetMaxIwadNum())
|
||||
if (texid.isValid() && fileSystem.GetFileContainer(GetGameTexture(texid)->GetSourceLump()) > fileSystem.GetMaxIwadNum())
|
||||
{
|
||||
// This texture has been replaced by some PWAD.
|
||||
memcpy(&sprid, str, 4);
|
||||
|
@ -1355,7 +1355,7 @@ void FTextureManager::AdjustSpriteOffsets()
|
|||
}
|
||||
if (texno.isValid())
|
||||
{
|
||||
FTexture * tex = GetTexture(texno);
|
||||
auto tex = GetGameTexture(texno);
|
||||
|
||||
int lumpnum = tex->GetSourceLump();
|
||||
// We only want to change texture offsets for sprites in the IWAD or the file this lump originated from.
|
||||
|
@ -1366,11 +1366,11 @@ void FTextureManager::AdjustSpriteOffsets()
|
|||
{
|
||||
if (wadno >= fileSystem.GetIwadNum() && wadno <= fileSystem.GetMaxIwadNum() && !forced && iwadonly)
|
||||
{
|
||||
memcpy(&sprid, &tex->Name[0], 4);
|
||||
memcpy(&sprid, tex->GetName().GetChars(), 4);
|
||||
if (donotprocess.CheckKey(sprid)) continue; // do not alter sprites that only get partially replaced.
|
||||
}
|
||||
tex->_LeftOffset[1] = x;
|
||||
tex->_TopOffset[1] = y;
|
||||
tex->GetTexture()->_LeftOffset[1] = x;
|
||||
tex->GetTexture()->_TopOffset[1] = y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -8,7 +8,6 @@
|
|||
#include "name.h"
|
||||
|
||||
class FxAddSub;
|
||||
class FTexture;
|
||||
struct BuildInfo;
|
||||
int PalCheck(int tex);
|
||||
|
||||
|
@ -39,11 +38,6 @@ public:
|
|||
return InternalGetTexture(texnum.GetIndex(), animate, true);
|
||||
}
|
||||
|
||||
FTexture *GetTexture(FTextureID texnum, bool animate = false)
|
||||
{
|
||||
return InternalGetTexture(texnum.GetIndex(), animate, true)->GetTexture();
|
||||
}
|
||||
|
||||
FGameTexture* GetGameTexture(FTextureID texnum, bool animate = false)
|
||||
{
|
||||
return InternalGetTexture(texnum.GetIndex(), animate, true);
|
||||
|
@ -97,7 +91,7 @@ public:
|
|||
void AddLocalizedVariants();
|
||||
|
||||
FTextureID CreateTexture (int lumpnum, ETextureType usetype=ETextureType::Any); // Also calls AddTexture
|
||||
FTextureID AddTexture (FTexture *texture);
|
||||
FTextureID AddGameTexture(FGameTexture* texture);
|
||||
FTextureID GetDefaultTexture() const { return DefaultTexture; }
|
||||
|
||||
void LoadTextureX(int wadnum, FMultipatchTextureBuilder &build);
|
||||
|
@ -105,7 +99,7 @@ public:
|
|||
void Init(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo &));
|
||||
void DeleteAll();
|
||||
|
||||
void ReplaceTexture (FTextureID picnum, FTexture *newtexture, bool free);
|
||||
void ReplaceTexture (FTextureID picnum, FGameTexture *newtexture, bool free);
|
||||
|
||||
int NumTextures () const { return (int)Textures.Size(); }
|
||||
|
||||
|
@ -142,7 +136,6 @@ public:
|
|||
return BuildTileData.Last();
|
||||
}
|
||||
|
||||
FTexture* Texture(FTextureID id) { return Textures[id.GetIndex()].Texture->GetTexture(); }
|
||||
FGameTexture* GameTexture(FTextureID id) { return Textures[id.GetIndex()].Texture; }
|
||||
void SetTranslation(FTextureID fromtexnum, FTextureID totexnum);
|
||||
|
||||
|
@ -184,3 +177,8 @@ public:
|
|||
};
|
||||
|
||||
extern FTextureManager TexMan;
|
||||
|
||||
inline FGameTexture* MakeGameTexture(FTexture* tex)
|
||||
{
|
||||
return reinterpret_cast<FGameTexture*>(tex);
|
||||
}
|
|
@ -273,7 +273,6 @@ public:
|
|||
int GetDisplayTopOffset() { return GetScaledTopOffset(0); }
|
||||
double GetDisplayLeftOffsetDouble(int adjusted = 0) { return _LeftOffset[adjusted] / Scale.X; }
|
||||
double GetDisplayTopOffsetDouble(int adjusted = 0) { return _TopOffset[adjusted] / Scale.Y; }
|
||||
FTexture* GetFrontSkyLayer();
|
||||
|
||||
int GetTexelWidth() { return Width; }
|
||||
int GetTexelHeight() { return Height; }
|
||||
|
@ -303,7 +302,6 @@ public:
|
|||
int GetSkyOffset() const { return SkyOffset; }
|
||||
FTextureID GetID() const { return id; }
|
||||
PalEntry GetSkyCapColor(bool bottom);
|
||||
FTexture *GetRawTexture();
|
||||
virtual int GetSourceLump() { return SourceLump; } // needed by the scripted GetName method.
|
||||
void GetGlowColor(float *data);
|
||||
bool isGlowing() const { return bGlowing; }
|
||||
|
@ -378,12 +376,12 @@ protected:
|
|||
// None of the following pointers are owned by this texture, they are all controlled by the texture manager.
|
||||
|
||||
// Offset-less version for COMPATF_MASKEDMIDTEX
|
||||
FTexture *OffsetLess = nullptr;
|
||||
FGameTexture *OffsetLess = nullptr;
|
||||
// Front sky layer variant where color 0 is transparent
|
||||
FTexture* FrontSkyLayer = nullptr;
|
||||
FGameTexture* FrontSkyLayer = nullptr;
|
||||
public:
|
||||
// Paletted variant
|
||||
FTexture *PalVersion = nullptr;
|
||||
FGameTexture *PalVersion = nullptr;
|
||||
// Material layers
|
||||
FTexture *Brightmap = nullptr;
|
||||
FTexture* Detailmap = nullptr;
|
||||
|
@ -483,7 +481,7 @@ public:
|
|||
{
|
||||
return Material[num];
|
||||
}
|
||||
FTexture* GetPalVersion()
|
||||
FGameTexture* GetPalVersion()
|
||||
{
|
||||
return PalVersion;
|
||||
}
|
||||
|
@ -631,8 +629,8 @@ class FSkyBox : public FImageTexture
|
|||
{
|
||||
public:
|
||||
|
||||
FTexture* previous;
|
||||
FTexture* faces[6];
|
||||
FGameTexture* previous;
|
||||
FGameTexture* faces[6]; // the faces need to be full materials as they can have all supported effects.
|
||||
bool fliptop;
|
||||
|
||||
FSkyBox(const char* name);
|
||||
|
@ -724,9 +722,9 @@ public:
|
|||
}
|
||||
|
||||
// These substitutions must be done on the material level because their sizes can differ. Substitution must happen before any coordinate calculations take place.
|
||||
FGameTexture* GetPalVersion() { return reinterpret_cast<FGameTexture*>(wrapped.GetPalVersion()); }
|
||||
FGameTexture* GetRawTexture() { return reinterpret_cast<FGameTexture*>(wrapped.GetRawTexture()); }
|
||||
FGameTexture* GetFrontSkyLayer() { return reinterpret_cast<FGameTexture*>(wrapped.GetFrontSkyLayer()); }
|
||||
FGameTexture* GetPalVersion() { return wrapped.GetPalVersion(); }
|
||||
FGameTexture* GetRawTexture();
|
||||
FGameTexture* GetFrontSkyLayer();
|
||||
|
||||
// Glowing is a pure material property that should not filter down to the actual texture objects.
|
||||
void GetGlowColor(float* data) { wrapped.GetGlowColor(data); }
|
||||
|
|
|
@ -709,14 +709,14 @@ void FTextureAnimator::ParseCameraTexture(FScanner &sc)
|
|||
sc.MustGetNumber ();
|
||||
height = sc.Number;
|
||||
FTextureID picnum = TexMan.CheckForTexture (picname, ETextureType::Flat, texflags);
|
||||
FGameTexture *viewer = reinterpret_cast<FGameTexture*>(new FCanvasTexture (picname, width, height));
|
||||
FGameTexture *viewer = MakeGameTexture(new FCanvasTexture (picname, width, height));
|
||||
if (picnum.Exists())
|
||||
{
|
||||
auto oldtex = TexMan.GameTexture(picnum);
|
||||
fitwidth = oldtex->GetDisplayWidth ();
|
||||
fitheight = oldtex->GetDisplayHeight ();
|
||||
viewer->SetUseType(oldtex->GetUseType());
|
||||
TexMan.ReplaceTexture (picnum, viewer->GetTexture(), true);
|
||||
TexMan.ReplaceTexture (picnum, viewer, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -724,7 +724,7 @@ void FTextureAnimator::ParseCameraTexture(FScanner &sc)
|
|||
fitheight = height;
|
||||
// [GRB] No need for oldtex
|
||||
viewer->SetUseType(ETextureType::Wall);
|
||||
TexMan.AddTexture (viewer->GetTexture());
|
||||
TexMan.AddGameTexture (viewer);
|
||||
}
|
||||
if (sc.GetString())
|
||||
{
|
||||
|
|
|
@ -153,13 +153,12 @@ void AddTiles(const FString& pathprefix, const void* tiles, FRemapTable *remap)
|
|||
int yoffs = (int8_t)((anm >> 16) & 255) + height / 2;
|
||||
int size = width * height;
|
||||
FTextureID texnum;
|
||||
FTexture* tex;
|
||||
|
||||
if (width <= 0 || height <= 0) continue;
|
||||
|
||||
FStringf name("%sBTIL%04d", pathprefix.GetChars(), i);
|
||||
tex = new FImageTexture(new FBuildTexture(pathprefix, i, tiledata, remap, width, height, xoffs, yoffs), name);
|
||||
texnum = TexMan.AddTexture(tex);
|
||||
auto tex = MakeGameTexture(new FImageTexture(new FBuildTexture(pathprefix, i, tiledata, remap, width, height, xoffs, yoffs), name));
|
||||
texnum = TexMan.AddGameTexture(tex);
|
||||
tiledata += size;
|
||||
tex->SetUseType(ETextureType::Override);
|
||||
|
||||
|
|
|
@ -96,7 +96,7 @@ static void ParseVavoomSkybox()
|
|||
sc.ScriptMessage("Texture '%s' not found in Vavoom skybox '%s'\n", sc.String, sb->GetName().GetChars());
|
||||
error = true;
|
||||
}
|
||||
sb->faces[facecount] = tex->GetTexture();
|
||||
sb->faces[facecount] = tex;
|
||||
sc.MustGetStringName("}");
|
||||
}
|
||||
facecount++;
|
||||
|
@ -108,7 +108,7 @@ static void ParseVavoomSkybox()
|
|||
sb->SetSize();
|
||||
if (!error)
|
||||
{
|
||||
TexMan.AddTexture(sb);
|
||||
TexMan.AddGameTexture(MakeGameTexture(sb));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1004,7 +1004,7 @@ class GLDefsParser
|
|||
sc.MustGetString();
|
||||
if (facecount<6)
|
||||
{
|
||||
sb->faces[facecount] = TexMan.GetTexture(TexMan.GetTextureID(sc.String, ETextureType::Wall, FTextureManager::TEXMAN_TryAny|FTextureManager::TEXMAN_Overridable));
|
||||
sb->faces[facecount] = TexMan.GetGameTexture(TexMan.GetTextureID(sc.String, ETextureType::Wall, FTextureManager::TEXMAN_TryAny|FTextureManager::TEXMAN_Overridable));
|
||||
}
|
||||
facecount++;
|
||||
}
|
||||
|
@ -1013,7 +1013,7 @@ class GLDefsParser
|
|||
sc.ScriptError("%s: Skybox definition requires either 3 or 6 faces", sb->GetName().GetChars());
|
||||
}
|
||||
sb->SetSize();
|
||||
TexMan.AddTexture(sb);
|
||||
TexMan.AddGameTexture(MakeGameTexture(sb));
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
|
@ -157,7 +157,7 @@ FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned)
|
|||
{
|
||||
mVoxel = voxel;
|
||||
mOwningVoxel = owned;
|
||||
mPalette = TexMan.AddTexture(new FImageTexture(new FVoxelTexture(voxel)));
|
||||
mPalette = TexMan.AddGameTexture(MakeGameTexture(new FImageTexture(new FVoxelTexture(voxel))));
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
|
@ -57,7 +57,7 @@ void FCanvasTextureInfo::Add (AActor *viewpoint, FTextureID picnum, double fov)
|
|||
{
|
||||
return;
|
||||
}
|
||||
texture = static_cast<FCanvasTexture *>(TexMan.GetTexture(picnum));
|
||||
texture = static_cast<FCanvasTexture *>(TexMan.GetGameTexture(picnum)->GetTexture());
|
||||
if (!texture->bHasCanvas)
|
||||
{
|
||||
Printf ("%s is not a valid target for a camera\n", texture->Name.GetChars());
|
||||
|
@ -101,8 +101,8 @@ void SetCameraToTexture(AActor *viewpoint, const FString &texturename, double fo
|
|||
if (textureid.isValid())
|
||||
{
|
||||
// Only proceed if the texture actually has a canvas.
|
||||
FTexture *tex = TexMan.GetTexture(textureid);
|
||||
if (tex && tex->isCanvas())
|
||||
auto tex = TexMan.GetGameTexture(textureid);
|
||||
if (tex && tex->isHardwareCanvas()) // Q: how to deal with the software renderer here?
|
||||
{
|
||||
viewpoint->Level->canvasTextureInfo.Add(viewpoint, textureid, fov);
|
||||
}
|
||||
|
|
|
@ -75,10 +75,11 @@ SWSceneDrawer::SWSceneDrawer()
|
|||
auto texid = TexMan.CheckForTexture("@@palette@@", ETextureType::Any);
|
||||
if (!texid.Exists())
|
||||
{
|
||||
auto tex = new FImageTexture(new FSWPaletteTexture, "@@palette@@");
|
||||
texid = TexMan.AddTexture(tex);
|
||||
// We need to wrap this in a game texture object to have it managed by the texture manager, even though it will never be used as a material.
|
||||
auto tex = MakeGameTexture(new FImageTexture(new FSWPaletteTexture, "@@palette@@"));
|
||||
texid = TexMan.AddGameTexture(tex);
|
||||
}
|
||||
PaletteTexture = TexMan.GetTexture(texid);
|
||||
PaletteTexture = TexMan.GetGameTexture(texid)->GetTexture();
|
||||
}
|
||||
|
||||
SWSceneDrawer::~SWSceneDrawer()
|
||||
|
|
Loading…
Reference in a new issue