- moved the front layer hack for Hexen's skies to the texture manager.

This commit is contained in:
Christoph Oelckers 2020-04-16 00:33:12 +02:00
commit 5352682697
10 changed files with 48 additions and 48 deletions

View file

@ -375,7 +375,7 @@ bool FTextureManager::OkForLocalization(FTextureID texnum, const char *substitut
//
//==========================================================================
FTextureID FTextureManager::AddGameTexture (FGameTexture *texture)
FTextureID FTextureManager::AddGameTexture (FGameTexture *texture, bool addtohash)
{
int bucket;
int hash;
@ -385,7 +385,7 @@ FTextureID FTextureManager::AddGameTexture (FGameTexture *texture)
// Later textures take precedence over earlier ones
// Textures without name can't be looked for
if (texture->GetName().IsNotEmpty())
if (addtohash && texture->GetName().IsNotEmpty())
{
bucket = int(MakeKey (texture->GetName()) % HASH_SIZE);
hash = HashFirst[bucket];
@ -396,7 +396,7 @@ FTextureID FTextureManager::AddGameTexture (FGameTexture *texture)
hash = -1;
}
TextureHash hasher = { texture, -1, hash };
TextureHash hasher = { texture, -1, -1, hash };
int trans = Textures.Push (hasher);
Translation.Push (trans);
if (bucket >= 0) HashFirst[bucket] = trans;
@ -1176,6 +1176,38 @@ void FTextureManager::InitPalettedVersions()
}
}
//==========================================================================
//
// Same shit for a different hack, this time Hexen's front sky layers.
//
//==========================================================================
FTextureID FTextureManager::GetFrontSkyLayer(FTextureID texid)
{
int texidx = texid.GetIndex();
if (texidx >= Textures.Size()) return texid;
if (Textures[texidx].FrontSkyLayer != -1) return FSetTextureID(Textures[texidx].FrontSkyLayer);
// Reject anything that cannot have been a front layer for the sky in original Hexen, i.e. it needs to be an unscaled wall texture only using Doom patches.
auto tex = Textures[texidx].Texture;
auto image = tex->GetTexture()->GetImage();
if (image == nullptr || !image->SupportRemap0() || tex->GetUseType() != ETextureType::Wall || tex->useWorldPanning() || tex->GetTexelTopOffset() != 0 ||
tex->GetTexelWidth() != tex->GetDisplayWidth() || tex->GetTexelHeight() != tex->GetDisplayHeight())
{
Textures[texidx].FrontSkyLayer = texidx;
return texid;
}
// Set this up so that it serializes to the same info as the base texture - this is needed to restore it on load.
auto FrontSkyLayer = MakeGameTexture(new FImageTexture(image, tex->GetName()));
FrontSkyLayer->SetUseType(tex->GetUseType());
FrontSkyLayer->GetTexture()->bNoRemap0 = true;
texid = TexMan.AddGameTexture(FrontSkyLayer);
Textures[texidx].FrontSkyLayer = texid.GetIndex();
Textures[texid.GetIndex()].FrontSkyLayer = texid.GetIndex(); // also let it refer to itself as its front sky layer, in case for repeated InitSkyMap calls.
return texid;
}
//==========================================================================
//
//