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- reworked texture lookup for localized textures
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parent
a6a091c83a
commit
64dc582fbe
2 changed files with 45 additions and 24 deletions
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@ -38,6 +38,7 @@
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#include "doomstat.h"
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#include "w_wad.h"
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#include "templates.h"
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#include "i_system.h"
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#include "r_data/r_translate.h"
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#include "r_data/sprites.h"
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@ -396,7 +397,7 @@ FTextureID FTextureManager::GetTextureID (const char *name, ETextureType usetype
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FTexture *FTextureManager::FindTexture(const char *texname, ETextureType usetype, BITFIELD flags)
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{
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FTextureID texnum = CheckForTexture (texname, usetype, flags);
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return !texnum.isValid()? NULL : Textures[texnum.GetIndex()].Texture;
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return GetTexture(texnum.GetIndex());
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}
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//==========================================================================
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@ -1060,8 +1061,8 @@ void FTextureManager::AddLocalizedVariants()
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if (lang.Len() == 2 || lang.Len() == 3)
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{
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uint32_t langid = MAKE_ID(lang[0], lang[1], lang[2], 0);
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uint64_t comboid = (uint64_t(langid) << 32) | tex.GetIndex();
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LocalizedTextures.Insert(comboid, GetTexture(origTex));
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uint64_t comboid = (uint64_t(langid) << 32) | origTex.GetIndex();
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LocalizedTextures.Insert(comboid, tex.GetIndex());
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Textures[origTex.GetIndex()].HasLocalization = true;
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}
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else
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@ -1226,12 +1227,31 @@ void FTextureManager::InitPalettedVersions()
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//
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//==========================================================================
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FTextureID FTextureManager::PalCheck(FTextureID tex)
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int FTextureManager::PalCheck(int 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()) return tex;
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auto ftex = GetTexture(tex);
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if (ftex != nullptr && ftex->PalVersion != nullptr) return ftex->PalVersion->id;
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auto ftex = Textures[tex].Texture;
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if (ftex != nullptr && ftex->PalVersion != nullptr) return ftex->PalVersion->id.GetIndex();
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return tex;
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}
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//==========================================================================
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//
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// FTextureManager :: PalCheck
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//
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//==========================================================================
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int FTextureManager::ResolveLocalizedTexture(int tex)
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{
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for(int i = 0; i < 4; i++)
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{
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uint32_t lang = LanguageIDs[i];
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uint64_t index = (uint64_t(lang) << 32) + tex;
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if (auto pTex = LocalizedTextures.CheckKey(index)) return *pTex;
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index = (uint64_t(lang & MAKE_ID(255, 255, 0, 0)) << 32) + tex;
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if (auto pTex = LocalizedTextures.CheckKey(index)) return *pTex;
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}
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return tex;
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}
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@ -524,47 +524,48 @@ class FTextureManager
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public:
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FTextureManager ();
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~FTextureManager ();
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private:
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int ResolveLocalizedTexture(int texnum);
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int PalCheck(int tex);
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FTexture *InternalGetTexture(int texnum, bool animate, bool localize, bool palettesubst)
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{
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if ((unsigned)texnum >= Textures.Size()) return nullptr;
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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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if (palettesubst) texnum = PalCheck(texnum);
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return Textures[texnum].Texture;
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}
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public:
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// This only gets used in UI code so we do not need PALVERS handling.
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FTexture *GetTextureByName(const char *name, bool animate = false)
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{
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FTextureID texnum = GetTextureID (name, ETextureType::MiscPatch);
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if (!texnum.Exists()) return nullptr;
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if (!animate) return Textures[texnum.GetIndex()].Texture;
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else return Textures[Translation[texnum.GetIndex()]].Texture;
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return InternalGetTexture(texnum.GetIndex(), animate, true, false);
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}
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FTexture *GetTexture(FTextureID texnum, bool animate = false)
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{
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if ((size_t)texnum.GetIndex() >= Textures.Size()) return nullptr;
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if (animate) texnum = Translation[texnum.GetIndex()];
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return Textures[texnum.GetIndex()].Texture;
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return InternalGetTexture(texnum.GetIndex(), animate, true, false);
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}
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// This is the only access function that should be used inside the software renderer.
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FTexture *GetPalettedTexture(FTextureID texnum, bool animate)
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{
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if ((size_t)texnum.texnum >= Textures.Size()) return nullptr;
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if (animate) texnum = Translation[texnum.GetIndex()];
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texnum = PalCheck(texnum).GetIndex();
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return Textures[texnum.GetIndex()].Texture;
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return InternalGetTexture(texnum.GetIndex(), animate, true, true);
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}
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FTexture *ByIndex(int i, bool animate = false)
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{
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if (unsigned(i) >= Textures.Size()) return NULL;
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if (animate) i = Translation[i];
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return Textures[i].Texture;
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return InternalGetTexture(i, animate, true, false);
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}
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FTexture *FindTexture(const char *texname, ETextureType usetype = ETextureType::MiscPatch, BITFIELD flags = TEXMAN_TryAny);
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void FlushAll();
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//public:
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FTextureID PalCheck(FTextureID tex);
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enum
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{
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TEXMAN_TryAny = 1,
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@ -667,7 +668,7 @@ private:
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};
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enum { HASH_END = -1, HASH_SIZE = 1027 };
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TArray<TextureHash> Textures;
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TMap<uint64_t, FTexture*> LocalizedTextures;
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TMap<uint64_t, int> LocalizedTextures;
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TArray<int> Translation;
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int HashFirst[HASH_SIZE];
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FTextureID DefaultTexture;
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