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- moved linked textures from file system to texture manager.
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parent
1dc47f91c2
commit
2524ea6b0e
7 changed files with 48 additions and 44 deletions
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@ -1135,7 +1135,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, FTextureID &value, FTe
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const char *name;
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auto lump = pic->GetSourceLump();
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if (fileSystem.GetLinkedTexture(lump) == pic)
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if (TexMan.GetLinkedTexture(lump) == pic)
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{
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name = fileSystem.GetFileFullName(lump);
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}
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@ -55,7 +55,6 @@
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struct FileSystem::LumpRecord
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{
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FResourceLump *lump;
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FGameTexture* linkedTexture;
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LumpShortName shortName;
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FString longName;
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int rfnum;
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@ -67,7 +66,6 @@ struct FileSystem::LumpRecord
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{
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lump = lmp;
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rfnum = filenum;
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linkedTexture = nullptr;
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flags = 0;
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if (lump->Flags & LUMPF_SHORTNAME)
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@ -748,35 +746,6 @@ int FileSystem::GetResource (int resid, const char *type, int filenum) const
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return i;
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}
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//==========================================================================
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//
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// link a texture with a given lump
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//
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//==========================================================================
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void FileSystem::SetLinkedTexture(int lump, FGameTexture *tex)
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{
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if ((size_t)lump < NumEntries)
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{
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FileInfo[lump].linkedTexture = tex;
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}
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}
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//==========================================================================
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//
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// retrieve linked texture
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//
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//==========================================================================
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FGameTexture *FileSystem::GetLinkedTexture(int lump)
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{
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if ((size_t)lump < NumEntries)
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{
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return FileInfo[lump].linkedTexture;
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}
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return NULL;
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}
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//==========================================================================
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//
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// FileLength
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@ -16,7 +16,6 @@
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class FResourceFile;
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struct FResourceLump;
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class FGameTexture;
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union LumpShortName
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{
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@ -125,10 +124,6 @@ public:
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inline int CheckNumForFullName (const FString &name, int wadfile) { return CheckNumForFullName(name.GetChars(), wadfile); }
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inline int GetNumForFullName (const FString &name) { return GetNumForFullName(name.GetChars()); }
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void SetLinkedTexture(int lump, FGameTexture *tex);
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FGameTexture *GetLinkedTexture(int lump);
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void ReadFile (int lump, void *dest);
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TArray<uint8_t> GetFileData(int lump, int pad = 0); // reads lump into a writable buffer and optionally adds some padding at the end. (FileData isn't writable!)
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FileData ReadFile (int lump);
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@ -424,7 +424,7 @@ DEFINE_ACTION_FUNCTION(_TexMan, GetName)
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{
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// Textures for full path names do not have their own name, they merely link to the source lump.
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auto lump = tex->GetSourceLump();
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if (fileSystem.GetLinkedTexture(lump) == tex)
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if (TexMan.GetLinkedTexture(lump) == tex)
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retval = fileSystem.GetFileFullName(lump);
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}
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}
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@ -98,8 +98,8 @@ FGameTexture::~FGameTexture()
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{
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if (Base != nullptr)
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{
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FGameTexture* link = fileSystem.GetLinkedTexture(GetSourceLump());
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if (link == this) fileSystem.SetLinkedTexture(GetSourceLump(), nullptr);
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FGameTexture* link = TexMan.GetLinkedTexture(GetSourceLump());
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if (link == this) TexMan.SetLinkedTexture(GetSourceLump(), nullptr);
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}
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if (SoftwareTexture != nullptr)
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{
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@ -244,11 +244,11 @@ FTextureID FTextureManager::CheckForTexture (const char *name, ETextureType uset
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// Any graphic being placed in the zip's root directory can not be found by this.
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if (strchr(name, '/') || (flags & TEXMAN_ForceLookup))
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{
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FGameTexture *const NO_TEXTURE = (FGameTexture*)-1;
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FGameTexture *const NO_TEXTURE = (FGameTexture*)-1; // marker for lumps we already checked that do not map to a texture.
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int lump = fileSystem.CheckNumForFullName(name);
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if (lump >= 0)
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{
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FGameTexture *tex = fileSystem.GetLinkedTexture(lump);
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FGameTexture *tex = GetLinkedTexture(lump);
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if (tex == NO_TEXTURE) return FTextureID(-1);
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if (tex != NULL) return tex->GetID();
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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.
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@ -256,13 +256,13 @@ FTextureID FTextureManager::CheckForTexture (const char *name, ETextureType uset
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if (tex != NULL)
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{
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tex->AddAutoMaterials();
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fileSystem.SetLinkedTexture(lump, tex);
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SetLinkedTexture(lump, tex);
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return AddGameTexture(tex);
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}
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else
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{
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// mark this lump as having no valid texture so that we don't have to retry creating one later.
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fileSystem.SetLinkedTexture(lump, NO_TEXTURE);
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SetLinkedTexture(lump, NO_TEXTURE);
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}
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}
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}
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@ -1627,6 +1627,37 @@ void FTextureManager::Listaliases()
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}
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}
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//==========================================================================
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//
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// link a texture with a given lump
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//
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//==========================================================================
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void FTextureManager::SetLinkedTexture(int lump, FGameTexture* tex)
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{
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if ((size_t)lump < fileSystem.GetNumEntries())
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{
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linkedMap.Insert(lump, tex);
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}
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}
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//==========================================================================
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//
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// retrieve linked texture
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//
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//==========================================================================
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FGameTexture* FTextureManager::GetLinkedTexture(int lump)
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{
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if ((size_t)lump < fileSystem.GetNumEntries())
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{
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auto check = linkedMap.CheckKey(lump);
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if (check) return *check;
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}
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return nullptr;
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}
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//==========================================================================
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//
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// FTextureID::operator+
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@ -88,6 +88,15 @@ public:
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}
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}
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//==========================================================================
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//
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// link a texture with a given lump
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//
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//==========================================================================
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TMap<int, FGameTexture*> linkedMap;
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void SetLinkedTexture(int lump, FGameTexture* tex);
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FGameTexture* GetLinkedTexture(int lump);
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enum
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{
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