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https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
- thinned out the Texturemanager interface.
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parent
437d4f8af0
commit
f5d5888c22
5 changed files with 20 additions and 33 deletions
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@ -79,6 +79,7 @@ FMaterial::FMaterial(FGameTexture * tx, bool expanded)
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// Note that these layers must present a valid texture even if not used, because empty TMUs in the shader are an undefined condition.
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imgtex->CreateDefaultBrightmap();
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auto placeholder = TexMan.GameByIndex(1);
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if (imgtex->Brightmap)
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{
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mTextureLayers.Push(imgtex->Brightmap);
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@ -86,7 +87,7 @@ FMaterial::FMaterial(FGameTexture * tx, bool expanded)
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}
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else
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{
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mTextureLayers.Push(TexMan.ByIndex(1));
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mTextureLayers.Push(placeholder->GetTexture());
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}
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if (imgtex->Detailmap)
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{
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@ -95,7 +96,7 @@ FMaterial::FMaterial(FGameTexture * tx, bool expanded)
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}
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else
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{
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mTextureLayers.Push(TexMan.ByIndex(1));
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mTextureLayers.Push(placeholder->GetTexture());
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}
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if (imgtex->Glowmap)
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{
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@ -104,7 +105,7 @@ FMaterial::FMaterial(FGameTexture * tx, bool expanded)
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}
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else
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{
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mTextureLayers.Push(TexMan.ByIndex(1));
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mTextureLayers.Push(placeholder->GetTexture());
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}
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if (imgtex->shaderindex >= FIRST_USER_SHADER)
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@ -119,6 +119,7 @@ FTexture::FTexture (const char *name, int lumpnum)
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bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bFullNameTexture(false),
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Rotations(0xFFFF), SkyOffset(0), Width(0), Height(0)
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{
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tempGameTexture = reinterpret_cast<FGameTexture*>(this);
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bBrightmapChecked = false;
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bGlowing = false;
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bAutoGlowing = false;
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@ -385,11 +386,11 @@ void FTexture::AddAutoMaterials()
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auto lump = fileSystem.CheckNumForFullName(lookup, false, ns_global, true);
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if (lump != -1)
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{
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auto bmtex = TexMan.FindTexture(fileSystem.GetFileFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
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auto bmtex = TexMan.FindGameTexture(fileSystem.GetFileFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
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if (bmtex != nullptr)
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{
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bmtex->bMasked = false;
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this->*(layer.pointer) = bmtex;
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bmtex->GetTexture()->bMasked = false;
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this->*(layer.pointer) = bmtex->GetTexture();
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}
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}
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}
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@ -332,10 +332,10 @@ FTextureID FTextureManager::GetTextureID (const char *name, ETextureType usetype
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//
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//==========================================================================
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FTexture *FTextureManager::FindTexture(const char *texname, ETextureType usetype, BITFIELD flags)
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FGameTexture *FTextureManager::FindGameTexture(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 GetTexture(texnum.GetIndex());
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return GetGameTexture(texnum.GetIndex());
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}
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//==========================================================================
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@ -24,52 +24,37 @@ public:
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private:
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int ResolveLocalizedTexture(int texnum);
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FTexture *InternalGetTexture(int texnum, bool animate, bool localize)
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FGameTexture *InternalGetTexture(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 (animate) texnum = Translation[texnum];
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if (localize && Textures[texnum].HasLocalization) texnum = ResolveLocalizedTexture(texnum);
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return Textures[texnum].Texture->GetTexture();
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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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return InternalGetTexture(texnum.GetIndex(), animate, true);
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}
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FGameTexture* GetGameTextureByName(const char *name, bool animate = false)
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{
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return reinterpret_cast<FGameTexture*>(GetTextureByName(name, animate));
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FTextureID texnum = GetTextureID(name, ETextureType::MiscPatch);
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return InternalGetTexture(texnum.GetIndex(), animate, true);
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}
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FTexture *GetTexture(FTextureID texnum, bool animate = false)
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{
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return InternalGetTexture(texnum.GetIndex(), animate, true);
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return InternalGetTexture(texnum.GetIndex(), animate, true)->GetTexture();
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}
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FGameTexture* GetGameTexture(FTextureID texnum, bool animate = false)
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{
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return reinterpret_cast<FGameTexture*>(GetTexture(texnum, animate));
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return InternalGetTexture(texnum.GetIndex(), animate, true);
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}
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FTexture *ByIndex(int i, bool animate = false)
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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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}
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FGameTexture* GameByIndex(int i, bool animate = false)
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{
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return reinterpret_cast<FGameTexture*>(ByIndex(i, animate));
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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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FGameTexture* FindGameTexture(const char* texname, ETextureType usetype = ETextureType::MiscPatch, BITFIELD flags = TEXMAN_TryAny)
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{
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return reinterpret_cast<FGameTexture*>(FindTexture(texname, usetype, flags));
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}
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FGameTexture* FindGameTexture(const char* texname, ETextureType usetype = ETextureType::MiscPatch, BITFIELD flags = TEXMAN_TryAny);
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bool OkForLocalization(FTextureID texnum, const char *substitute, int locnum);
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@ -90,13 +90,13 @@ static void ParseVavoomSkybox()
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maplump = fileSystem.CheckNumForFullName(sc.String, true);
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FTexture *tex = TexMan.FindTexture(sc.String, ETextureType::Wall, FTextureManager::TEXMAN_TryAny);
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auto tex = TexMan.FindGameTexture(sc.String, ETextureType::Wall, FTextureManager::TEXMAN_TryAny);
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if (tex == NULL)
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{
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sc.ScriptMessage("Texture '%s' not found in Vavoom skybox '%s'\n", sc.String, sb->GetName().GetChars());
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error = true;
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}
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sb->faces[facecount] = tex;
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sb->faces[facecount] = tex->GetTexture();
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sc.MustGetStringName("}");
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}
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facecount++;
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