- reworked texture lookup for localized textures

This commit is contained in:
Christoph Oelckers 2019-02-20 00:52:31 +01:00
commit 64dc582fbe
2 changed files with 45 additions and 24 deletions

View file

@ -38,6 +38,7 @@
#include "doomstat.h"
#include "w_wad.h"
#include "templates.h"
#include "i_system.h"
#include "r_data/r_translate.h"
#include "r_data/sprites.h"
@ -396,7 +397,7 @@ FTextureID FTextureManager::GetTextureID (const char *name, ETextureType usetype
FTexture *FTextureManager::FindTexture(const char *texname, ETextureType usetype, BITFIELD flags)
{
FTextureID texnum = CheckForTexture (texname, usetype, flags);
return !texnum.isValid()? NULL : Textures[texnum.GetIndex()].Texture;
return GetTexture(texnum.GetIndex());
}
//==========================================================================
@ -1060,8 +1061,8 @@ void FTextureManager::AddLocalizedVariants()
if (lang.Len() == 2 || lang.Len() == 3)
{
uint32_t langid = MAKE_ID(lang[0], lang[1], lang[2], 0);
uint64_t comboid = (uint64_t(langid) << 32) | tex.GetIndex();
LocalizedTextures.Insert(comboid, GetTexture(origTex));
uint64_t comboid = (uint64_t(langid) << 32) | origTex.GetIndex();
LocalizedTextures.Insert(comboid, tex.GetIndex());
Textures[origTex.GetIndex()].HasLocalization = true;
}
else
@ -1226,12 +1227,31 @@ void FTextureManager::InitPalettedVersions()
//
//==========================================================================
FTextureID FTextureManager::PalCheck(FTextureID tex)
int FTextureManager::PalCheck(int tex)
{
// In any true color mode this shouldn't do anything.
if (vid_nopalsubstitutions || V_IsTrueColor()) return tex;
auto ftex = GetTexture(tex);
if (ftex != nullptr && ftex->PalVersion != nullptr) return ftex->PalVersion->id;
auto ftex = Textures[tex].Texture;
if (ftex != nullptr && ftex->PalVersion != nullptr) return ftex->PalVersion->id.GetIndex();
return tex;
}
//==========================================================================
//
// FTextureManager :: PalCheck
//
//==========================================================================
int FTextureManager::ResolveLocalizedTexture(int tex)
{
for(int i = 0; i < 4; i++)
{
uint32_t lang = LanguageIDs[i];
uint64_t index = (uint64_t(lang) << 32) + tex;
if (auto pTex = LocalizedTextures.CheckKey(index)) return *pTex;
index = (uint64_t(lang & MAKE_ID(255, 255, 0, 0)) << 32) + tex;
if (auto pTex = LocalizedTextures.CheckKey(index)) return *pTex;
}
return tex;
}