mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-22 10:22:52 +01:00
Remove global texture list and use a slot name to lookup textures
This commit is contained in:
parent
6ca849dd8f
commit
d75c476221
@ -37,13 +37,13 @@ void GameData::load() {
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/// @todo cuts.img files should be loaded differently to gta3.img
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loadIMG("anim/cuts.img");
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loadLevelFile("data/default.dat");
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loadLevelFile("data/gta3.dat");
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loadTXD("particle.txd");
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loadTXD("icons.txd");
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loadTXD("hud.txd");
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loadTXD("fonts.txd");
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textureslots["particle"] = loadTextureArchive("particle.txd");
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textureslots["icons"] = loadTextureArchive("icons.txd");
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textureslots["hud"] = loadTextureArchive("hud.txd");
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textureslots["fonts"] = loadTextureArchive("fonts.txd");
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textureslots["generic"] = loadTextureArchive("generic.txd");
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auto misc = loadTextureArchive("misc.txd");
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textureslots["generic"].insert(misc.begin(), misc.end());
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loadCarcols("data/carcols.dat");
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loadWeather("data/timecyc.dat");
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@ -52,6 +52,9 @@ void GameData::load() {
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loadWeaponDAT("data/weapon.dat");
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loadIFP("ped.ifp");
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loadLevelFile("data/default.dat");
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loadLevelFile("data/gta3.dat");
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}
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void GameData::loadLevelFile(const std::string& path) {
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@ -63,6 +66,9 @@ void GameData::loadLevelFile(const std::string& path) {
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return;
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}
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// Reset texture slot
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currenttextureslot = "generic";
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for (std::string line, cmd; std::getline(datfile, line);) {
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if (line.size() == 0 || line[0] == '#') continue;
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#ifndef RW_WINDOWS
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@ -296,23 +302,41 @@ void GameData::loadWater(const std::string& path) {
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}
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void GameData::loadTXD(const std::string& name) {
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if (loadedFiles.find(name) != loadedFiles.end()) {
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auto slot = name;
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auto ext = name.find(".txd");
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if (ext != std::string::npos) {
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slot = name.substr(0, ext);
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}
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// Set the current texture slot
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currenttextureslot = slot;
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// Check if this texture slot is loaded already
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auto slotit = textureslots.find(slot);
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if (slotit != textureslots.end()) {
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return;
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}
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loadedFiles[name] = true;
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textureslots[slot] = std::move(loadTextureArchive(name));
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}
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TextureArchive GameData::loadTextureArchive(const std::string& name) {
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/// @todo refactor loadTXD to use correct file locations
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auto file = index.openFile(name);
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if (!file) {
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logger->error("Data", "Failed to open txd: " + name);
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return;
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return {};
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}
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TextureArchive textures;
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TextureLoader l;
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if (!l.loadFromMemory(file, textures)) {
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logger->error("Data", "Error loading txd: " + name);
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return {};
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}
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return textures;
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}
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void GameData::getNameAndLod(std::string& name, int& lod) {
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@ -330,6 +354,11 @@ Model* GameData::loadClump(const std::string& name) {
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return nullptr;
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}
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LoaderDFF l;
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l.setTextureLookupCallback(
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[&](const std::string& texture, const std::string&) {
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// Lookup the texture in the current texture slot
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return findSlotTexture(currenttextureslot, texture);
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});
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auto m = l.loadFromMemory(file);
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if (!m) {
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logger->error("Data", "Error loading model file " + name);
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@ -345,6 +374,12 @@ void GameData::loadModelFile(const std::string& name) {
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return;
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}
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LoaderDFF l;
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l.setTextureLookupCallback(
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[&](const std::string& texture, const std::string&) {
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// Lookup the texture in the current texture slot
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return findSlotTexture(currenttextureslot, texture);
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});
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auto m = l.loadFromMemory(file);
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if (!m) {
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logger->log("Data", Logger::Error, "Error loading model file " + name);
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@ -374,14 +409,14 @@ void GameData::loadModel(ModelID model) {
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auto info = modelinfo[model].get();
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/// @todo replace openFile with API for loading from CDIMAGE archives
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auto name = info->name;
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auto slotname = info->textureslot;
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// Re-direct special models
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switch (info->type()) {
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case ModelDataType::ClumpInfo:
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// Re-direct the hier objects to the special object ids
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name = engine->state->specialModels[info->id()];
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/// @todo remove this from here
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loadTXD(name + ".txd");
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slotname = name;
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break;
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case ModelDataType::PedInfo:
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static const std::string specialPrefix("special");
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@ -389,8 +424,7 @@ void GameData::loadModel(ModelID model) {
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auto sid = name.substr(specialPrefix.size());
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unsigned short specialID = std::atoi(sid.c_str());
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name = engine->state->specialCharacters[specialID];
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/// @todo remove this from here
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loadTXD(name + ".txd");
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slotname = name;
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break;
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}
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default:
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@ -398,6 +432,12 @@ void GameData::loadModel(ModelID model) {
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}
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std::transform(name.begin(), name.end(), name.begin(), ::tolower);
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std::transform(slotname.begin(), slotname.end(), slotname.begin(),
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::tolower);
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/// @todo remove this from here
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loadTXD(slotname + ".txd");
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auto file = index.openFile(name + ".dff");
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if (!file) {
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logger->error("Data", "Failed to load model for " +
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@ -405,6 +445,11 @@ void GameData::loadModel(ModelID model) {
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return;
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}
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LoaderDFF l;
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l.setTextureLookupCallback(
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[&](const std::string& texture, const std::string&) {
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// Lookup the texture in the current texture slot
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return findSlotTexture(currenttextureslot, texture);
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});
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auto m = l.loadFromMemory(file);
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if (!m) {
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logger->error("Data",
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@ -39,6 +39,7 @@ class GameData {
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private:
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std::string datpath;
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std::string splash;
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std::string currenttextureslot;
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Logger* logger;
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public:
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@ -111,10 +112,16 @@ public:
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void loadLevelFile(const std::string& path);
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/**
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* Attempts to load a TXD, or does nothing if it has already been loaded
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* Loads the txt slot if it is not already loaded and sets
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* the current TXD slot
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*/
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void loadTXD(const std::string& name);
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/**
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* Loads a named texture archive from the game data
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*/
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TextureArchive loadTextureArchive(const std::string& name);
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/**
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* Converts combined {name}_l{LOD} into name and lod.
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*/
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@ -155,9 +162,17 @@ public:
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void loadSplash(const std::string& name);
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TextureData::Handle findTexture(const std::string& name,
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const std::string& alpha = "") {
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return textures[{name, alpha}];
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TextureData::Handle findSlotTexture(const std::string& slot,
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const std::string& texture) const {
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auto slotit = textureslots.find(slot);
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if (slotit == textureslots.end()) {
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return nullptr;
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}
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auto textureit = slotit->second.find(texture);
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if (textureit == slotit->second.end()) {
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return nullptr;
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}
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return textureit->second;
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}
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FileIndex index;
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@ -222,9 +237,9 @@ public:
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WeatherLoader weatherLoader;
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/**
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* Loaded textures (Textures are ID by name and alpha pairs)
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* Texture slots, containing loaded textures.
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*/
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std::map<std::pair<std::string, std::string>, TextureData::Handle> textures;
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std::map<std::string, TextureArchive> textureslots;
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/**
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* Texture atlases.
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@ -158,18 +158,6 @@ InstanceObject* GameWorld::createInstance(const uint16_t id,
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data->loadModel(oi->id());
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}
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std::string modelname = oi->name;
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std::string texturename = oi->textureslot;
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std::transform(std::begin(modelname), std::end(modelname),
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std::begin(modelname), tolower);
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std::transform(std::begin(texturename), std::end(texturename),
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std::begin(texturename), tolower);
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if (!texturename.empty()) {
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data->loadTXD(texturename + ".txd");
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}
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// Check for dynamic data.
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auto dyit = data->dynamicObjectData.find(oi->name);
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std::shared_ptr<DynamicObjectData> dydata;
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@ -177,7 +165,7 @@ InstanceObject* GameWorld::createInstance(const uint16_t id,
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dydata = dyit->second;
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}
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if (modelname.empty()) {
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if (oi->name.empty()) {
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logger->warning(
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"World", "Instance with missing model: " + std::to_string(id));
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}
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@ -243,15 +231,12 @@ CutsceneObject* GameWorld::createCutsceneObject(const uint16_t id,
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}
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auto clumpmodel = static_cast<ClumpModelInfo*>(modelinfo);
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std::string texturename;
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if (!clumpmodel->isLoaded()) {
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data->loadModel(id);
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}
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auto model = clumpmodel->getModel();
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texturename = modelinfo->textureslot;
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if (id == 0) {
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auto playerobj = pedestrianPool.find(state->playerObject);
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if (playerobj) {
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@ -259,10 +244,6 @@ CutsceneObject* GameWorld::createCutsceneObject(const uint16_t id,
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}
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}
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if (!texturename.empty()) {
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data->loadTXD(texturename + ".txd");
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}
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auto instance = new CutsceneObject(this, pos, rot, model, modelinfo);
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cutscenePool.insert(instance);
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@ -285,10 +266,6 @@ VehicleObject* GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
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data->loadModel(id);
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}
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if (!vti->textureslot.empty()) {
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data->loadTXD(vti->textureslot + ".txd");
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}
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glm::u8vec3 prim(255), sec(128);
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auto palit = data->vehiclePalettes.find(
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vti->name); // modelname is conveniently lowercase (usually)
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@ -361,12 +338,6 @@ CharacterObject* GameWorld::createPedestrian(const uint16_t id,
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data->loadModel(id);
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}
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std::string texturename = pt->textureslot;
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if (!texturename.empty()) {
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data->loadTXD(texturename + ".txd");
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}
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auto ped = new CharacterObject(this, pos, rot, pt);
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ped->setGameObjectID(gid);
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new DefaultAIController(ped);
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@ -388,13 +359,12 @@ CharacterObject* GameWorld::createPlayer(const glm::vec3& pos,
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std::string modelname = "player";
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std::string texturename = "player";
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data->loadTXD(texturename + ".txd");
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if (!pt->isLoaded()) {
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auto model = data->loadClump(modelname + ".dff");
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pt->setModel(model);
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}
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data->loadTXD(texturename + ".txd");
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auto ped = new CharacterObject(this, pos, rot, pt);
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ped->setGameObjectID(gid);
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ped->setLifetime(GameObject::PlayerLifetime);
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@ -416,8 +386,6 @@ PickupObject* GameWorld::createPickup(const glm::vec3& pos, int id, int type) {
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data->loadModel(id);
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}
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data->loadTXD(modelInfo->textureslot + ".txd");
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PickupObject* pickup = nullptr;
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auto pickuptype = (PickupObject::PickupType)type;
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@ -83,7 +83,7 @@ PickupObject::PickupObject(GameWorld* world, const glm::vec3& position,
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m_corona->particle.direction = glm::vec3(0.f, 0.f, 1.f);
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m_corona->particle.orientation = VisualFX::ParticleData::Camera;
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m_corona->particle.colour = glm::vec4(1.0f, 0.3f, 0.3f, 0.3f);
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m_corona->particle.texture = engine->data->findTexture("coronacircle");
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m_corona->particle.texture = engine->data->findSlotTexture("particle", "coronacircle");
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auto flags = behaviourFlags(m_type);
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RW_UNUSED(flags);
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@ -71,7 +71,7 @@ void ProjectileObject::explode() {
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0.f});
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}
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auto tex = engine->data->findTexture("explo02");
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auto tex = engine->data->findSlotTexture("particle", "explo02");
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auto explosion = engine->createEffect(VisualFX::Particle);
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explosion->particle.size = glm::vec2(exp_size);
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@ -404,7 +404,7 @@ void GameRenderer::renderWorld(GameWorld* world, const ViewCamera& camera,
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GLuint splashTexName = 0;
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auto fc = world->state->fadeColour;
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if ((fc.r + fc.g + fc.b) == 0 && world->state->currentSplash.size() > 0) {
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auto splash = world->data->findTexture(world->state->currentSplash);
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auto splash = world->data->findSlotTexture("generic", world->state->currentSplash);
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if (splash) {
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splashTexName = splash->getName();
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}
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@ -494,16 +494,6 @@ void GameRenderer::renderGeometry(Model* model, size_t g,
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if (mat.textures.size() > 0) {
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auto tex = mat.textures[0].texture;
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if (!tex) {
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auto& tC = mat.textures[0].name;
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auto& tA = mat.textures[0].alphaName;
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tex = data->findTexture(tC, tA);
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if (!tex) {
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// logger->warning("Renderer", "Missing texture: " + tC
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// + " " + tA);
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}
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mat.textures[0].texture = tex;
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}
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if (tex) {
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dp.textures = {tex->getName()};
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}
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@ -115,7 +115,7 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi) {
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for (int m = 0; m < MAP_BLOCK_SIZE; ++m) {
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std::string num = (m < 10 ? "0" : "");
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std::string name = "radar" + num + std::to_string(m);
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auto texture = world->data->textures[{name, ""}];
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auto texture = world->data->findSlotTexture(name, name);
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glBindTexture(GL_TEXTURE_2D, texture->getName());
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@ -140,7 +140,8 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi) {
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glDisable(GL_STENCIL_TEST);
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// We only need the outer ring if we're clipping.
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glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ONE, GL_ZERO);
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TextureData::Handle radarDisc = data->findTexture("radardisc");
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TextureData::Handle radarDisc =
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data->findSlotTexture("hud", "radardisc");
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glm::mat4 model;
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model = glm::translate(model, glm::vec3(mi.screenPosition, 0.0f));
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@ -257,7 +258,7 @@ void MapRenderer::prepareBlip(const glm::vec2& coord, const glm::mat4& view,
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GLuint tex = 0;
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if (!texture.empty()) {
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auto sprite = data->findTexture(texture);
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auto sprite = data->findSlotTexture("hud", texture);
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tex = sprite->getName();
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}
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renderer->setUniform(rectProg, "colour", colour);
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@ -61,17 +61,6 @@ void ObjectRenderer::renderGeometry(Model* model, size_t g,
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if (mat.textures.size() > 0) {
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auto tex = mat.textures[0].texture;
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if (!tex) {
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auto& tC = mat.textures[0].name;
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auto& tA = mat.textures[0].alphaName;
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tex = m_world->data->findTexture(tC, tA);
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if (!tex) {
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// logger->warning("Renderer", "Missing texture: " + tC
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// + " " + tA);
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dp.textures = {m_errorTexture};
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}
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mat.textures[0].texture = tex;
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}
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if (tex) {
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if (tex->isTransparent()) {
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isTransparent = true;
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@ -284,7 +284,7 @@ void TextRenderer::renderText(const TextRenderer::TextInfo& ti,
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Renderer::DrawParameters dp;
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dp.start = 0;
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dp.count = gb.getCount();
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auto ftexture = renderer->getData()->findTexture(fonts[ti.font]);
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auto ftexture = renderer->getData()->findSlotTexture("fonts", fonts[ti.font]);
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dp.textures = {ftexture->getName()};
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dp.depthWrite = false;
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@ -98,7 +98,7 @@ void WaterRenderer::setDataTexture(GLuint fbBinding, GLuint dataTex) {
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void WaterRenderer::render(GameRenderer* renderer, GameWorld* world) {
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auto r = renderer->getRenderer();
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auto waterTex = world->data->findTexture("water_old");
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auto waterTex = world->data->findSlotTexture("particle", "water_old");
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RW_CHECK(waterTex != nullptr, "Water texture is null");
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if (waterTex == nullptr) {
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// Can't render water if we don't have a texture.
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@ -168,7 +168,7 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
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}
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TextureData::Handle itemTexture =
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render->getData()->findTexture(itemTextureName);
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render->getData()->findSlotTexture("hud", itemTextureName);
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RW_CHECK(itemTexture != nullptr, "Item has 0 texture");
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if (itemTexture != nullptr) {
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RW_CHECK(itemTexture->getName() != 0, "Item has 0 texture");
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