- moved the texture ID up one level.

This commit is contained in:
Christoph Oelckers 2020-04-17 19:48:24 +02:00
parent 7641da8b7b
commit d1da26895b
3 changed files with 47 additions and 39 deletions

View file

@ -70,36 +70,16 @@ int r_spriteadjustSW, r_spriteadjustHW;
// Examines the lump contents to decide what type of texture to create,
// and creates the texture.
FTexture * FTexture::CreateTexture(const char *name, int lumpnum, ETextureType usetype)
FTexture * FTexture::CreateTexture(const char *name, int lumpnum, bool allowflats)
{
if (lumpnum == -1) return nullptr;
auto image = FImageSource::GetImage(lumpnum, usetype == ETextureType::Flat);
auto image = FImageSource::GetImage(lumpnum, allowflats);
if (image != nullptr)
{
FTexture *tex = new FImageTexture(image);
if (tex != nullptr)
{
//tex->UseType = usetype;
if (usetype == ETextureType::Flat)
{
int w = tex->GetTexelWidth();
int h = tex->GetTexelHeight();
// Auto-scale flats with dimensions 128x128 and 256x256.
// In hindsight, a bad idea, but RandomLag made it sound better than it really is.
// Now we're stuck with this stupid behaviour.
if (w==128 && h==128)
{
tex->Scale.X = tex->Scale.Y = 2;
tex->bWorldPanning = true;
}
else if (w==256 && h==256)
{
tex->Scale.X = tex->Scale.Y = 4;
tex->bWorldPanning = true;
}
}
tex->Name = name;
tex->Name.ToUpper();
return tex;
@ -132,7 +112,6 @@ FTexture::FTexture (const char *name, int lumpnum)
_LeftOffset[0] = _LeftOffset[1] = _TopOffset[0] = _TopOffset[1] = 0;
id.SetInvalid();
if (name != NULL)
{
Name = name;

View file

@ -230,7 +230,7 @@ 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 = MakeGameTexture(FTexture::CreateTexture("", lump, ETextureType::Override), ETextureType::Override);
tex = MakeGameTexture(FTexture::CreateTexture("", lump), ETextureType::Override);
if (tex != NULL)
{
tex->AddAutoMaterials();
@ -402,7 +402,9 @@ FTextureID FTextureManager::AddGameTexture (FGameTexture *texture, bool addtohas
int trans = Textures.Push (hasher);
Translation.Push (trans);
if (bucket >= 0) HashFirst[bucket] = trans;
return (texture->GetTexture()->id = FTextureID(trans));
auto id = FTextureID(trans);
texture->SetID(id);
return id;
}
//==========================================================================
@ -419,9 +421,32 @@ FTextureID FTextureManager::CreateTexture (int lumpnum, ETextureType usetype)
{
FString str;
fileSystem.GetFileShortName(str, lumpnum);
auto out = MakeGameTexture(FTexture::CreateTexture(str, lumpnum, usetype), usetype);
auto out = MakeGameTexture(FTexture::CreateTexture(str, lumpnum, usetype == ETextureType::Flat), usetype);
if (out != NULL) return AddGameTexture (out);
if (out != NULL)
{
if (usetype == ETextureType::Flat)
{
int w = out->GetTexelWidth();
int h = out->GetTexelHeight();
// Auto-scale flats with dimensions 128x128 and 256x256.
// In hindsight, a bad idea, but RandomLag made it sound better than it really is.
// Now we're stuck with this stupid behaviour.
if (w == 128 && h == 128)
{
out->SetScale(DVector2(2, 2));
out->SetWorldPanning(true);
}
else if (w == 256 && h == 256)
{
out->SetScale(DVector2(4, 4));
out->SetWorldPanning(true);
}
}
return AddGameTexture(out);
}
else
{
Printf (TEXTCOLOR_ORANGE "Invalid data encountered for texture %s\n", fileSystem.GetFileFullPath(lumpnum).GetChars());
@ -448,7 +473,7 @@ void FTextureManager::ReplaceTexture (FTextureID picnum, FGameTexture *newtextur
newtexture->GetTexture()->Name = oldtexture->GetName();
newtexture->SetUseType(oldtexture->GetUseType());
Textures[index].Texture = newtexture;
newtexture->GetTexture()->id = oldtexture->GetID();
newtexture->SetID(oldtexture->GetID());
oldtexture->GetTexture()->Name = "";
AddGameTexture(oldtexture);
}
@ -559,7 +584,7 @@ void FTextureManager::AddHiresTextures (int wadnum)
if (amount == 0)
{
// A texture with this name does not yet exist
auto newtex = MakeGameTexture(FTexture::CreateTexture (Name, firsttx, ETextureType::Any), ETextureType::Override);
auto newtex = MakeGameTexture(FTexture::CreateTexture (Name, firsttx), ETextureType::Override);
if (newtex != NULL)
{
AddGameTexture(newtex);
@ -569,7 +594,7 @@ void FTextureManager::AddHiresTextures (int wadnum)
{
for(unsigned int i = 0; i < tlist.Size(); i++)
{
FTexture * newtex = FTexture::CreateTexture ("", firsttx, ETextureType::Any);
FTexture * newtex = FTexture::CreateTexture ("", firsttx);
if (newtex != NULL)
{
auto oldtex = Textures[tlist[i].GetIndex()].Texture;
@ -668,7 +693,7 @@ void FTextureManager::ParseTextureDef(int lump, FMultipatchTextureBuilder &build
(sl=oldtex->GetSourceLump()) >= 0 && fileSystem.GetFileNamespace(sl) == ns_sprites)
)
{
FTexture * newtex = FTexture::CreateTexture ("", lumpnum, ETextureType::Any);
FTexture * newtex = FTexture::CreateTexture ("", lumpnum);
if (newtex != NULL)
{
// Replace the entire texture and adjust the scaling and offset factors.
@ -707,7 +732,7 @@ void FTextureManager::ParseTextureDef(int lump, FMultipatchTextureBuilder &build
if (lumpnum>=0)
{
auto newtex = MakeGameTexture(FTexture::CreateTexture(src, lumpnum, ETextureType::Override), ETextureType::Override);
auto newtex = MakeGameTexture(FTexture::CreateTexture(src, lumpnum), ETextureType::Override);
if (newtex != NULL)
{
@ -927,7 +952,7 @@ 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...
auto out = MakeGameTexture(FTexture::CreateTexture(Name, i, ETextureType::MiscPatch), skin ? ETextureType::SkinGraphic : ETextureType::MiscPatch);
auto out = MakeGameTexture(FTexture::CreateTexture(Name, i), skin ? ETextureType::SkinGraphic : ETextureType::MiscPatch);
if (out != NULL)
{

View file

@ -249,12 +249,11 @@ class FTexture : public RefCountedBase
public:
IHardwareTexture* GetHardwareTexture(int translation, int scaleflags);
static FTexture *CreateTexture(const char *name, int lumpnum, ETextureType UseType);
static FTexture *CreateTexture(const char *name, int lumpnum, bool allowflats = false);
virtual ~FTexture ();
virtual FImageSource *GetImage() const { return nullptr; }
void CreateUpsampledTextureBuffer(FTextureBuffer &texbuffer, bool hasAlpha, bool checkonly);
void CleanHardwareTextures(bool reallyclean);
void SetSpriteRect();
// These are mainly meant for 2D code which only needs logical information about the texture to position it properly.
int GetDisplayWidth() { int foo = int((Width * 2) / Scale.X); return (foo >> 1) + (foo & 1); }
@ -289,7 +288,6 @@ public:
bool isMasked() const { return bMasked; }
void SetSkyOffset(int offs) { SkyOffset = offs; }
int GetSkyOffset() const { return SkyOffset; }
FTextureID GetID() const { return id; }
PalEntry GetSkyCapColor(bool bottom);
virtual int GetSourceLump() { return SourceLump; } // needed by the scripted GetName method.
void GetGlowColor(float *data);
@ -338,7 +336,6 @@ protected:
DVector2 Scale;
int SourceLump;
FTextureID id;
public:
FHardwareTextureContainer SystemTextures;
@ -604,6 +601,8 @@ class FGameTexture
RefCountedPtr<FTexture> AmbientOcclusion; // Ambient occlusion texture for PBR
RefCountedPtr<FTexture> CustomShaderTextures[MAX_CUSTOM_HW_SHADER_TEXTURES]; // Custom texture maps for custom hardware shaders
FTextureID id;
int8_t shouldUpscaleFlag = 0; // Without explicit setup, scaling is disabled for a texture.
ETextureType UseType = ETextureType::Wall; // This texture's primary purpose
SpritePositioningInfo* spi = nullptr;
@ -612,8 +611,14 @@ class FGameTexture
FMaterial* Material[4] = { };
public:
FGameTexture(FTexture* wrap) : Base(wrap) {}
FGameTexture(FTexture* wrap) : Base(wrap)
{
id.SetInvalid();
}
~FGameTexture();
FTextureID GetID() const { return id; }
void SetID(FTextureID newid) { id = newid; } // should only be called by the texture manager
void CreateDefaultBrightmap();
void AddAutoMaterials();
bool ShouldExpandSprite();
@ -664,7 +669,6 @@ public:
void SetRotations(int index) { Base->SetRotations(index); }
void SetSkyOffset(int ofs) { Base->SetSkyOffset(ofs); }
int GetSkyOffset() const { return Base->GetSkyOffset(); }
FTextureID GetID() const { return Base->GetID(); }
void SetScale(DVector2 vec) { Base->SetScale(vec); }
ISoftwareTexture* GetSoftwareTexture()