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Add support for fire textures in ANIMDEFS
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5 changed files with 277 additions and 0 deletions
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@ -1022,6 +1022,7 @@ set (PCH_SOURCES
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common/textures/multipatchtexturebuilder.cpp
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common/textures/skyboxtexture.cpp
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common/textures/animtexture.cpp
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common/textures/firetexture.cpp
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common/textures/v_collection.cpp
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common/textures/formats/automaptexture.cpp
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common/textures/formats/brightmaptexture.cpp
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139
src/common/textures/firetexture.cpp
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139
src/common/textures/firetexture.cpp
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@ -0,0 +1,139 @@
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/*
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** firetexture.cpp
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** PSX/N64-style fire texture implementation
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**
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**---------------------------------------------------------------------------
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** Copyright Cacodemon345 2024
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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/* Algorithm based on https://github.com/fabiensanglard/DoomFirePSX */
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#include "bitmap.h"
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#include "firetexture.h"
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#include "m_random.h"
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#include "imagehelpers.h"
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#include "engineerrors.h"
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static constexpr int32_t FIRESKY_W = 64;
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static constexpr int32_t FIRESKY_H = 128;
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FireTexture::FireTexture()
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{
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SetSize(FIRESKY_W, FIRESKY_H);
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Image.Clear();
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Image.AppendFill(0, Width * Height);
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}
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void FireTexture::SetPalette(TArray<PalEntry>& colors)
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{
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Palette.Clear();
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Palette.Append(colors);
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/* This shouldn't happen in any circumstances. */
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if (Palette.Size() > 256)
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{
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I_FatalError("Fire palette too big!");
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}
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for (unsigned int i = 0; i < Width; i++) {
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Image[(Height - 1) * Width + i] = (uint8_t)(Palette.Size() - 1);
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}
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}
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void FireTexture::Update()
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{
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for (unsigned int y = 1; y < Height; y++)
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{
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for (unsigned int x = 0; x < Width; x++)
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{
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uint8_t srcPixel = Image[y * Width + x];
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if (srcPixel == 0)
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{
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Image[(y - 1) * Width + x] = 0;
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}
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else
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{
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int XRand = M_Random() & 3;
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int destRand = M_Random() & 1;
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Image[(y - 1) * Width + ((x + 1 - XRand) % Width)] = srcPixel - destRand;
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}
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}
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}
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}
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FBitmap FireTexture::GetBgraBitmap(const PalEntry* remap, int* trans)
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{
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FBitmap bitmap;
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bitmap.Create(Width, Height);
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uint32_t* pixels = (uint32_t*)bitmap.GetPixels();
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for (unsigned int y = 0; y < Height; y++)
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{
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for (unsigned int x = 0; x < Width; x++)
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{
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pixels[y * Width + x] = Palette[Image[y * Width + x]];
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}
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}
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return bitmap;
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}
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TArray<uint8_t> FireTexture::Get8BitPixels(bool alphatex)
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{
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FBitmap bitmap = GetBgraBitmap(nullptr, nullptr);
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const uint8_t* data = bitmap.GetPixels();
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uint8_t* dest_p;
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int dest_adv = Height;
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int dest_rew = Width * Height - 1;
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TArray<uint8_t> Pixels(Width * Height);
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dest_p = Pixels.Data();
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bool doalpha = alphatex;
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// Convert the source image from row-major to column-major format and remap it
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for (int y = Height; y != 0; --y)
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{
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for (int x = Width; x != 0; --x)
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{
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int b = *data++;
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int g = *data++;
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int r = *data++;
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int a = *data++;
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if (a < 128) *dest_p = 0;
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else *dest_p = ImageHelpers::RGBToPalette(doalpha, r, g, b);
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dest_p += dest_adv;
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}
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dest_p -= dest_rew;
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}
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return Pixels;
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}
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17
src/common/textures/firetexture.h
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17
src/common/textures/firetexture.h
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#pragma once
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#include "textures.h"
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class FireTexture : public FTexture
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{
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TArray<uint8_t> Image;
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TArray<PalEntry> Palette;
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public:
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FireTexture();
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void SetPalette(TArray<PalEntry>& colors);
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void Update();
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virtual FBitmap GetBgraBitmap(const PalEntry* remap, int* trans) override;
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virtual TArray<uint8_t> Get8BitPixels(bool alphatex) override;
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};
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@ -62,7 +62,12 @@ static FRandom pr_animatepictures ("AnimatePics");
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void FTextureAnimator::DeleteAll()
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{
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for (unsigned int i = 0; i < mFireTextures.Size(); i++)
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{
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mFireTextures[i].texture->CleanHardwareData(true);
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}
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mAnimations.Clear();
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mFireTextures.Clear();
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for (unsigned i = 0; i < mSwitchDefs.Size(); i++)
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{
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@ -348,6 +353,10 @@ void FTextureAnimator::InitAnimDefs ()
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TexMan.GameTexture(picnum)->SetSkyOffset(sc.Number);
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}
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}
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else if (sc.Compare("firetexture"))
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{
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ParseFireTexture (sc);
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}
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else
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{
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sc.ScriptError (NULL);
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@ -782,6 +791,84 @@ void FTextureAnimator::ParseCameraTexture(FScanner &sc)
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viewer->SetDisplaySize((float)fitwidth, (float)fitheight);
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}
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void FTextureAnimator::ParseFireTexture(FScanner& sc)
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{
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FString picname;
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FFireTexture fireTexture;
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TArray<PalEntry> palette;
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uint32_t duration;
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sc.MustGetString();
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picname = sc.String;
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sc.MustGetStringName("tics");
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sc.MustGetValue(true);
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duration = uint32_t(sc.Float * 1000 / TICRATE);
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FGameTexture* gametex = MakeGameTexture(new FireTexture(), picname.GetChars(), ETextureType::Wall);
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// No decals here.
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gametex->SetNoDecals(true);
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if (sc.GetString())
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{
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if (sc.Compare("allowdecals"))
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{
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gametex->SetNoDecals(false);
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}
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else
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{
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sc.UnGet();
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}
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}
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while (sc.GetString())
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{
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if (sc.Compare("color"))
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{
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uint8_t r, g, b, a;
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sc.MustGetValue(false);
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r = sc.Number;
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sc.MustGetValue(false);
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g = sc.Number;
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sc.MustGetValue(false);;
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b = sc.Number;
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sc.MustGetValue(false);
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a = sc.Number;
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palette.Push(PalEntry(a, r, g, b));
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if (a != 255 && a != 0);
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gametex->SetTranslucent(true);
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if (palette.Size() > 256)
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{
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sc.ScriptError("Too many colors specified!");
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}
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}
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else if (sc.Compare("palette"))
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{
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uint8_t index = 0;
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sc.MustGetValue(false);
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index = sc.Number;
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PalEntry pal = GPalette.BaseColors[index];
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pal.a = pal.isBlack() ? 0 : 255;
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palette.Push(pal);
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if (palette.Size() > 256)
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{
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sc.ScriptError("Too many colors specified!");
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}
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}
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else
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{
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sc.UnGet();
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break;
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}
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}
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fireTexture.texture = gametex;
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fireTexture.Duration = duration;
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fireTexture.SwitchTime = 0;
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static_cast<FireTexture*>(gametex->GetTexture())->SetPalette(palette);
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mFireTextures.Push(fireTexture);
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TexMan.AddGameTexture(gametex);
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}
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//==========================================================================
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//
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// FTextureAnimator :: FixAnimations
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void FTextureAnimator::UpdateAnimations (uint64_t mstime)
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{
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for (unsigned int i = 0; i < mFireTextures.Size(); i++)
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{
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FFireTexture* fire = &mFireTextures[i];
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bool updated = false;
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if (fire->SwitchTime == 0)
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{
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fire->SwitchTime = mstime + fire->Duration;
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}
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else while (fire->SwitchTime <= mstime)
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{
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static_cast<FireTexture*>(fire->texture->GetTexture())->Update();
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fire->SwitchTime = mstime + fire->Duration;
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updated = true;
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}
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if (updated)
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{
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fire->texture->CleanHardwareData();
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delete fire->texture->GetSoftwareTexture();
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fire->texture->SetSoftwareTexture(nullptr);
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}
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}
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for (unsigned int j = 0; j < mAnimations.Size(); ++j)
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{
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FAnimDef *anim = &mAnimations[j];
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#include "textureid.h"
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#include "tarray.h"
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#include "s_soundinternal.h"
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#include "firetexture.h"
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struct FStandaloneAnimation
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{
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static_assert(sizeof(FStandaloneAnimation) == sizeof(uint64_t)*2);
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struct FFireTexture
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{
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uint32_t Duration; // Duration before updates.
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uint64_t SwitchTime; // Absolute time before update.
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FGameTexture* texture;
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};
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struct FAnimDef
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{
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struct FAnimFrame
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TArray<FAnimDef> mAnimations;
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TArray<FSwitchDef*> mSwitchDefs;
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TArray<FDoorAnimation> mAnimatedDoors;
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TArray<FFireTexture> mFireTextures;
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void ParseAnim(FScanner& sc, ETextureType usetype);
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FAnimDef* ParseRangeAnim(FScanner& sc, FTextureID picnum, ETextureType usetype, bool missing);
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void ParseWarp(FScanner& sc);
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void ParseCanvasTexture(FScanner& sc);
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void ParseCameraTexture(FScanner& sc);
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void ParseFireTexture(FScanner& sc);
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FTextureID ParseFramenum(FScanner& sc, FTextureID basepicnum, ETextureType usetype, bool allowMissing);
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void ParseTime(FScanner& sc, uint32_t& min, uint32_t& max);
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