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- moved the handling for paletted replacements into the texture manager.
This is something the texture should not concern itself with.
This commit is contained in:
parent
18760d6622
commit
da873ca8d1
4 changed files with 31 additions and 27 deletions
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@ -396,7 +396,7 @@ FTextureID FTextureManager::AddGameTexture (FGameTexture *texture)
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hash = -1;
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}
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TextureHash hasher = { texture, hash };
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TextureHash hasher = { texture, -1, hash };
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int trans = Textures.Push (hasher);
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Translation.Push (trans);
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if (bucket >= 0) HashFirst[bucket] = trans;
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@ -1166,14 +1166,11 @@ void FTextureManager::InitPalettedVersions()
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FTextureID pic2 = CheckForTexture(sc.String, ETextureType::Any);
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if (!pic2.isValid())
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{
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sc.ScriptMessage("Unknown texture %s to use as replacement", sc.String);
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sc.ScriptMessage("Unknown texture %s to use as paletted replacement", sc.String);
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}
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if (pic1.isValid() && pic2.isValid())
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{
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auto owner = GetGameTexture(pic1);
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auto owned = GetGameTexture(pic2);
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if (owner && owned) owner->GetTexture()->PalVersion = owned;
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Textures[pic1.GetIndex()].Paletted = pic2.GetIndex();
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}
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}
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}
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@ -24,14 +24,27 @@ public:
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private:
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int ResolveLocalizedTexture(int texnum);
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FGameTexture *InternalGetTexture(int texnum, bool animate, bool localize)
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int ResolveTextureIndex(int texnum, bool animate, bool localize)
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{
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if ((unsigned)texnum >= Textures.Size()) return nullptr;
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if ((unsigned)texnum >= Textures.Size()) return -1;
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if (animate) texnum = Translation[texnum];
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if (localize && Textures[texnum].HasLocalization) texnum = ResolveLocalizedTexture(texnum);
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return texnum;
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}
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FGameTexture *InternalGetTexture(int texnum, bool animate, bool localize)
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{
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texnum = ResolveTextureIndex(texnum, animate, localize);
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if (texnum == -1) return nullptr;
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return Textures[texnum].Texture;
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}
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public:
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FTextureID ResolveTextureIndex(FTextureID texid, bool animate, bool localize)
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{
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return FSetTextureID(ResolveTextureIndex(texid.GetIndex(), animate, localize));
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}
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// This only gets used in UI code so we do not need PALVERS handling.
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FGameTexture* GetGameTextureByName(const char *name, bool animate = false)
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{
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@ -44,6 +57,14 @@ public:
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return InternalGetTexture(texnum.GetIndex(), animate, true);
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}
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FGameTexture* GetPalettedTexture(FTextureID texnum, bool animate = false, bool allowsubstitute = true)
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{
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auto texid = ResolveTextureIndex(texnum.GetIndex(), animate, true);
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if (texid == -1) return nullptr;
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if (allowsubstitute && Textures[texid].Paletted > 0) texid = Textures[texid].Paletted;
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return Textures[texid].Texture;
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}
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FGameTexture* GameByIndex(int i, bool animate = false)
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{
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return InternalGetTexture(i, animate, true);
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@ -148,7 +169,8 @@ private:
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struct TextureHash
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{
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FGameTexture *Texture;
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FGameTexture* Texture;
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int Paletted; // redirection to paletted variant
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int HashNext;
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bool HasLocalization;
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};
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@ -182,4 +204,4 @@ extern FTextureManager TexMan;
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inline FGameTexture* MakeGameTexture(FTexture* tex)
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{
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return reinterpret_cast<FGameTexture*>(tex);
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}
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}
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@ -382,8 +382,6 @@ protected:
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// Front sky layer variant where color 0 is transparent
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FGameTexture* FrontSkyLayer = nullptr;
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public:
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// Paletted variant
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FGameTexture *PalVersion = nullptr;
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// Material layers
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FTexture *Brightmap = nullptr;
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FTexture* Detailmap = nullptr;
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@ -483,10 +481,6 @@ public:
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{
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return Material[num];
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}
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FGameTexture* GetPalVersion()
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{
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return PalVersion;
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}
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private:
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int CheckDDPK3();
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@ -724,7 +718,6 @@ public:
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}
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// These substitutions must be done on the material level because their sizes can differ. Substitution must happen before any coordinate calculations take place.
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FGameTexture* GetPalVersion() { return wrapped.GetPalVersion(); }
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FGameTexture* GetRawTexture();
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FGameTexture* GetFrontSkyLayer();
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@ -612,18 +612,10 @@ CUSTOM_CVAR(Bool, vid_nopalsubstitutions, false, CVAR_ARCHIVE | CVAR_NOINITCALL)
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R_InitSkyMap();
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}
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static FGameTexture* PalCheck(FGameTexture* tex)
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{
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// In any true color mode this shouldn't do anything.
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if (vid_nopalsubstitutions || V_IsTrueColor() || tex == nullptr) return tex;
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auto palvers = tex->GetPalVersion();
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if (palvers) return palvers;
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return tex;
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}
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FSoftwareTexture* GetPalettedSWTexture(FTextureID texid, bool animate, FLevelLocals *checkcompat, bool allownull, bool frontsky)
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{
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auto tex = PalCheck(TexMan.GetGameTexture(texid, true));
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bool needpal = !vid_nopalsubstitutions && !V_IsTrueColor();
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auto tex = TexMan.GetPalettedTexture(texid, true, needpal);
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if (tex == nullptr || (!allownull && !tex->isValid())) return nullptr;
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if (frontsky)
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{
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