mirror of
https://github.com/ZDoom/qzdoom.git
synced 2025-05-31 00:51:21 +00:00
- backend update from Raze.
(No, the AnimTexture isn't used yet.)
This commit is contained in:
parent
2c57d5e768
commit
d1cbabff66
4 changed files with 80 additions and 31 deletions
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@ -33,6 +33,8 @@
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*/
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*/
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#include "animtexture.h"
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#include "animtexture.h"
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#include "bitmap.h"
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#include "bitmap.h"
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#include "texturemanager.h"
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#include "templates.h"
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//==========================================================================
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//==========================================================================
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//
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//
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@ -40,17 +42,19 @@
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//
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//
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//==========================================================================
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//==========================================================================
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void AnimTexture::SetFrameSize(int width, int height)
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void AnimTexture::SetFrameSize(int format, int width, int height)
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{
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{
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FTexture::SetSize(width, height);
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FTexture::SetSize(width, height);
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Image.Resize(width * height);
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Image.Resize(width * height * (format == Paletted ? 1 : 3));
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pixelformat = format;
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}
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}
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void AnimTexture::SetFrame(const uint8_t* palette, const void* data_)
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void AnimTexture::SetFrame(const uint8_t* palette, const void* data_)
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{
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{
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memcpy(Palette, palette, 768);
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memcpy(Palette, palette, 768);
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memcpy(Image.Data(), data_, Width * Height);
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memcpy(Image.Data(), data_, Width * Height * (pixelformat == Paletted ? 1 : 3));
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CleanHardwareTextures();
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CleanHardwareTextures();
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pixelformat = Paletted;
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}
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}
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//===========================================================================
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//===========================================================================
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@ -67,14 +71,51 @@ FBitmap AnimTexture::GetBgraBitmap(const PalEntry* remap, int* trans)
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auto spix = Image.Data();
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auto spix = Image.Data();
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auto dpix = bmp.GetPixels();
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auto dpix = bmp.GetPixels();
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for (int i = 0; i < Width * Height; i++)
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if (pixelformat == Paletted)
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{
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{
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int p = i * 4;
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for (int i = 0; i < Width * Height; i++)
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int index = spix[i];
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{
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dpix[p + 0] = Palette[index * 3 + 2];
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int p = i * 4;
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dpix[p + 1] = Palette[index * 3 + 1];
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int index = spix[i];
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dpix[p + 2] = Palette[index * 3];
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dpix[p + 0] = Palette[index * 3 + 2];
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dpix[p + 3] = 255;
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dpix[p + 1] = Palette[index * 3 + 1];
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dpix[p + 2] = Palette[index * 3];
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dpix[p + 3] = 255;
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}
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}
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else if (pixelformat == RGB)
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{
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for (int i = 0; i < Width * Height; i++)
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{
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int p = i * 4;
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dpix[p + 0] = spix[p + 2];
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dpix[p + 1] = spix[p + 1];
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dpix[p + 2] = spix[p];
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dpix[p + 3] = 255;
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}
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}
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else if (pixelformat == YUV)
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{
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for (int i = 0; i < Width * Height; i++)
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{
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int p = i * 4;
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float y = spix[p] * (1 / 255.f);
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float u = spix[p + 1] * (1 / 255.f) - 0.5f;
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float v = spix[p + 2] * (1 / 255.f) - 0.5f;
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y = 1.1643f * (y - 0.0625f);
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float r = y + 1.5958f * v;
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float g = y - 0.39173f * u - 0.81290f * v;
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float b = y + 2.017f * u;
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dpix[p + 0] = (uint8_t)(clamp(b, 0.f, 1.f) * 255);
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dpix[p + 1] = (uint8_t)(clamp(g, 0.f, 1.f) * 255);
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dpix[p + 2] = (uint8_t)(clamp(r, 0.f, 1.f) * 255);
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dpix[p + 3] = 255;
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}
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return bmp;
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}
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}
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return bmp;
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return bmp;
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}
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}
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@ -88,20 +129,20 @@ FBitmap AnimTexture::GetBgraBitmap(const PalEntry* remap, int* trans)
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AnimTextures::AnimTextures()
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AnimTextures::AnimTextures()
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{
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{
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active = 1;
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active = 1;
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tex[0] = MakeGameTexture(new AnimTexture, "", ETextureType::Special);
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tex[0] = TexMan.FindGameTexture("AnimTextureFrame1", ETextureType::Override);
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tex[1] = MakeGameTexture(new AnimTexture, "", ETextureType::Special);
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tex[1] = TexMan.FindGameTexture("AnimTextureFrame2", ETextureType::Override);
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}
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}
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AnimTextures::~AnimTextures()
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AnimTextures::~AnimTextures()
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{
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{
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delete tex[0];
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tex[0]->CleanHardwareData(true);
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delete tex[1];
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tex[1]->CleanHardwareData(true);
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}
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}
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void AnimTextures::SetSize(int width, int height)
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void AnimTextures::SetSize(int format, int width, int height)
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{
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{
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static_cast<AnimTexture*>(tex[0]->GetTexture())->SetFrameSize(width, height);
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static_cast<AnimTexture*>(tex[0]->GetTexture())->SetFrameSize(format, width, height);
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static_cast<AnimTexture*>(tex[1]->GetTexture())->SetFrameSize(width, height);
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static_cast<AnimTexture*>(tex[1]->GetTexture())->SetFrameSize(format, width, height);
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tex[0]->SetSize(width, height);
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tex[0]->SetSize(width, height);
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tex[1]->SetSize(width, height);
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tex[1]->SetSize(width, height);
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}
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}
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@ -111,8 +152,3 @@ void AnimTextures::SetFrame(const uint8_t* palette, const void* data)
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active ^= 1;
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active ^= 1;
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static_cast<AnimTexture*>(tex[active]->GetTexture())->SetFrame(palette, data);
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static_cast<AnimTexture*>(tex[active]->GetTexture())->SetFrame(palette, data);
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}
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}
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FGameTexture* AnimTextures::GetFrame()
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{
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return tex[active];
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}
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@ -7,9 +7,16 @@ class AnimTexture : public FTexture
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{
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{
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uint8_t Palette[768];
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uint8_t Palette[768];
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TArray<uint8_t> Image;
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TArray<uint8_t> Image;
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int pixelformat;
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public:
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public:
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enum
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{
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Paletted = 0,
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RGB = 1,
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YUV = 2
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};
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AnimTexture() = default;
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AnimTexture() = default;
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void SetFrameSize(int width, int height);
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void SetFrameSize(int format, int width, int height);
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void SetFrame(const uint8_t* palette, const void* data);
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void SetFrame(const uint8_t* palette, const void* data);
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virtual FBitmap GetBgraBitmap(const PalEntry* remap, int* trans) override;
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virtual FBitmap GetBgraBitmap(const PalEntry* remap, int* trans) override;
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};
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};
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@ -22,7 +29,15 @@ class AnimTextures
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public:
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public:
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AnimTextures();
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AnimTextures();
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~AnimTextures();
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~AnimTextures();
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void SetSize(int width, int height);
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void SetSize(int format, int width, int height);
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void SetFrame(const uint8_t* palette, const void* data);
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void SetFrame(const uint8_t* palette, const void* data);
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FGameTexture* GetFrame();
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FGameTexture* GetFrame()
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{
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return tex[active];
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}
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FTextureID GetFrameID()
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{
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return tex[active]->GetID();
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}
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};
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};
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#include "sc_man.h"
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#include "sc_man.h"
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#include "image.h"
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#include "image.h"
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#include "vectors.h"
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#include "vectors.h"
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#include "animtexture.h"
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#include "formats/multipatchtexture.h"
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#include "formats/multipatchtexture.h"
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FTextureManager TexMan;
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FTextureManager TexMan;
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@ -1158,6 +1159,9 @@ void FTextureManager::Init(void (*progressFunc_)(), void (*checkForHacks)(BuildI
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AddGameTexture(CreateShaderTexture(false, true));
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AddGameTexture(CreateShaderTexture(false, true));
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AddGameTexture(CreateShaderTexture(true, false));
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AddGameTexture(CreateShaderTexture(true, false));
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AddGameTexture(CreateShaderTexture(true, true));
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AddGameTexture(CreateShaderTexture(true, true));
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// Add two animtexture entries so that movie playback can call functions using texture IDs.
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AddGameTexture(MakeGameTexture(new AnimTexture(), "AnimTextureFrame1", ETextureType::Override));
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AddGameTexture(MakeGameTexture(new AnimTexture(), "AnimTextureFrame2", ETextureType::Override));
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int wadcnt = fileSystem.GetNumWads();
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int wadcnt = fileSystem.GetNumWads();
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//
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//
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//-------------------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------------------
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OptionValue ColumnMethods
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{
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0.0, "$OPTVAL_ORIGINAL"
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1.0, "$OPTVAL_OPTIMIZED"
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}
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OptionValue BlendMethods
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OptionValue BlendMethods
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{
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{
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0.0, "$OPTVAL_CLASSIC"
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0.0, "$OPTVAL_CLASSIC"
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