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https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
- moved the texture ID up one level.
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parent
7641da8b7b
commit
d1da26895b
3 changed files with 47 additions and 39 deletions
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@ -70,36 +70,16 @@ int r_spriteadjustSW, r_spriteadjustHW;
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// Examines the lump contents to decide what type of texture to create,
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// and creates the texture.
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FTexture * FTexture::CreateTexture(const char *name, int lumpnum, ETextureType usetype)
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FTexture * FTexture::CreateTexture(const char *name, int lumpnum, bool allowflats)
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{
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if (lumpnum == -1) return nullptr;
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auto image = FImageSource::GetImage(lumpnum, usetype == ETextureType::Flat);
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auto image = FImageSource::GetImage(lumpnum, allowflats);
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if (image != nullptr)
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{
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FTexture *tex = new FImageTexture(image);
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if (tex != nullptr)
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{
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//tex->UseType = usetype;
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if (usetype == ETextureType::Flat)
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{
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int w = tex->GetTexelWidth();
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int h = tex->GetTexelHeight();
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// Auto-scale flats with dimensions 128x128 and 256x256.
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// In hindsight, a bad idea, but RandomLag made it sound better than it really is.
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// Now we're stuck with this stupid behaviour.
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if (w==128 && h==128)
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{
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tex->Scale.X = tex->Scale.Y = 2;
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tex->bWorldPanning = true;
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}
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else if (w==256 && h==256)
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{
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tex->Scale.X = tex->Scale.Y = 4;
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tex->bWorldPanning = true;
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}
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}
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tex->Name = name;
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tex->Name.ToUpper();
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return tex;
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@ -132,7 +112,6 @@ FTexture::FTexture (const char *name, int lumpnum)
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_LeftOffset[0] = _LeftOffset[1] = _TopOffset[0] = _TopOffset[1] = 0;
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id.SetInvalid();
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if (name != NULL)
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{
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Name = name;
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@ -230,7 +230,7 @@ FTextureID FTextureManager::CheckForTexture (const char *name, ETextureType uset
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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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tex = MakeGameTexture(FTexture::CreateTexture("", lump, ETextureType::Override), ETextureType::Override);
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tex = MakeGameTexture(FTexture::CreateTexture("", lump), ETextureType::Override);
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if (tex != NULL)
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{
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tex->AddAutoMaterials();
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@ -402,7 +402,9 @@ FTextureID FTextureManager::AddGameTexture (FGameTexture *texture, bool addtohas
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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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return (texture->GetTexture()->id = FTextureID(trans));
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auto id = FTextureID(trans);
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texture->SetID(id);
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return id;
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}
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//==========================================================================
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@ -419,9 +421,32 @@ FTextureID FTextureManager::CreateTexture (int lumpnum, ETextureType usetype)
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{
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FString str;
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fileSystem.GetFileShortName(str, lumpnum);
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auto out = MakeGameTexture(FTexture::CreateTexture(str, lumpnum, usetype), usetype);
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auto out = MakeGameTexture(FTexture::CreateTexture(str, lumpnum, usetype == ETextureType::Flat), usetype);
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if (out != NULL) return AddGameTexture (out);
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if (out != NULL)
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{
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if (usetype == ETextureType::Flat)
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{
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int w = out->GetTexelWidth();
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int h = out->GetTexelHeight();
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// Auto-scale flats with dimensions 128x128 and 256x256.
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// In hindsight, a bad idea, but RandomLag made it sound better than it really is.
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// Now we're stuck with this stupid behaviour.
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if (w == 128 && h == 128)
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{
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out->SetScale(DVector2(2, 2));
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out->SetWorldPanning(true);
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}
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else if (w == 256 && h == 256)
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{
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out->SetScale(DVector2(4, 4));
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out->SetWorldPanning(true);
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}
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}
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return AddGameTexture(out);
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}
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else
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{
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Printf (TEXTCOLOR_ORANGE "Invalid data encountered for texture %s\n", fileSystem.GetFileFullPath(lumpnum).GetChars());
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@ -448,7 +473,7 @@ void FTextureManager::ReplaceTexture (FTextureID picnum, FGameTexture *newtextur
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newtexture->GetTexture()->Name = oldtexture->GetName();
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newtexture->SetUseType(oldtexture->GetUseType());
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Textures[index].Texture = newtexture;
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newtexture->GetTexture()->id = oldtexture->GetID();
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newtexture->SetID(oldtexture->GetID());
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oldtexture->GetTexture()->Name = "";
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AddGameTexture(oldtexture);
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}
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@ -559,7 +584,7 @@ void FTextureManager::AddHiresTextures (int wadnum)
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if (amount == 0)
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{
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// A texture with this name does not yet exist
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auto newtex = MakeGameTexture(FTexture::CreateTexture (Name, firsttx, ETextureType::Any), ETextureType::Override);
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auto newtex = MakeGameTexture(FTexture::CreateTexture (Name, firsttx), ETextureType::Override);
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if (newtex != NULL)
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{
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AddGameTexture(newtex);
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@ -569,7 +594,7 @@ void FTextureManager::AddHiresTextures (int wadnum)
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{
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for(unsigned int i = 0; i < tlist.Size(); i++)
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{
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FTexture * newtex = FTexture::CreateTexture ("", firsttx, ETextureType::Any);
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FTexture * newtex = FTexture::CreateTexture ("", firsttx);
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if (newtex != NULL)
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{
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auto oldtex = Textures[tlist[i].GetIndex()].Texture;
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@ -668,7 +693,7 @@ void FTextureManager::ParseTextureDef(int lump, FMultipatchTextureBuilder &build
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(sl=oldtex->GetSourceLump()) >= 0 && fileSystem.GetFileNamespace(sl) == ns_sprites)
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)
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{
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FTexture * newtex = FTexture::CreateTexture ("", lumpnum, ETextureType::Any);
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FTexture * newtex = FTexture::CreateTexture ("", lumpnum);
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if (newtex != NULL)
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{
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// Replace the entire texture and adjust the scaling and offset factors.
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@ -707,7 +732,7 @@ void FTextureManager::ParseTextureDef(int lump, FMultipatchTextureBuilder &build
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if (lumpnum>=0)
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{
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auto newtex = MakeGameTexture(FTexture::CreateTexture(src, lumpnum, ETextureType::Override), ETextureType::Override);
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auto newtex = MakeGameTexture(FTexture::CreateTexture(src, lumpnum), ETextureType::Override);
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if (newtex != NULL)
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{
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@ -927,7 +952,7 @@ void FTextureManager::AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &b
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// Try to create a texture from this lump and add it.
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// Unfortunately we have to look at everything that comes through here...
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auto out = MakeGameTexture(FTexture::CreateTexture(Name, i, ETextureType::MiscPatch), skin ? ETextureType::SkinGraphic : ETextureType::MiscPatch);
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auto out = MakeGameTexture(FTexture::CreateTexture(Name, i), skin ? ETextureType::SkinGraphic : ETextureType::MiscPatch);
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if (out != NULL)
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{
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@ -249,12 +249,11 @@ class FTexture : public RefCountedBase
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public:
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IHardwareTexture* GetHardwareTexture(int translation, int scaleflags);
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static FTexture *CreateTexture(const char *name, int lumpnum, ETextureType UseType);
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static FTexture *CreateTexture(const char *name, int lumpnum, bool allowflats = false);
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virtual ~FTexture ();
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virtual FImageSource *GetImage() const { return nullptr; }
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void CreateUpsampledTextureBuffer(FTextureBuffer &texbuffer, bool hasAlpha, bool checkonly);
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void CleanHardwareTextures(bool reallyclean);
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void SetSpriteRect();
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// These are mainly meant for 2D code which only needs logical information about the texture to position it properly.
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int GetDisplayWidth() { int foo = int((Width * 2) / Scale.X); return (foo >> 1) + (foo & 1); }
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@ -289,7 +288,6 @@ public:
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bool isMasked() const { return bMasked; }
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void SetSkyOffset(int offs) { SkyOffset = offs; }
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int GetSkyOffset() const { return SkyOffset; }
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FTextureID GetID() const { return id; }
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PalEntry GetSkyCapColor(bool bottom);
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virtual int GetSourceLump() { return SourceLump; } // needed by the scripted GetName method.
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void GetGlowColor(float *data);
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@ -338,7 +336,6 @@ protected:
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DVector2 Scale;
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int SourceLump;
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FTextureID id;
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public:
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FHardwareTextureContainer SystemTextures;
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@ -604,6 +601,8 @@ class FGameTexture
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RefCountedPtr<FTexture> AmbientOcclusion; // Ambient occlusion texture for PBR
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RefCountedPtr<FTexture> CustomShaderTextures[MAX_CUSTOM_HW_SHADER_TEXTURES]; // Custom texture maps for custom hardware shaders
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FTextureID id;
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int8_t shouldUpscaleFlag = 0; // Without explicit setup, scaling is disabled for a texture.
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ETextureType UseType = ETextureType::Wall; // This texture's primary purpose
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SpritePositioningInfo* spi = nullptr;
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@ -612,8 +611,14 @@ class FGameTexture
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FMaterial* Material[4] = { };
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public:
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FGameTexture(FTexture* wrap) : Base(wrap) {}
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FGameTexture(FTexture* wrap) : Base(wrap)
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{
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id.SetInvalid();
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}
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~FGameTexture();
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FTextureID GetID() const { return id; }
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void SetID(FTextureID newid) { id = newid; } // should only be called by the texture manager
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void CreateDefaultBrightmap();
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void AddAutoMaterials();
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bool ShouldExpandSprite();
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@ -664,7 +669,6 @@ public:
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void SetRotations(int index) { Base->SetRotations(index); }
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void SetSkyOffset(int ofs) { Base->SetSkyOffset(ofs); }
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int GetSkyOffset() const { return Base->GetSkyOffset(); }
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FTextureID GetID() const { return Base->GetID(); }
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void SetScale(DVector2 vec) { Base->SetScale(vec); }
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ISoftwareTexture* GetSoftwareTexture()
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