mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
- moved the textures used for the animations into the texture manager.
This is to allow giving them a texture ID so that they can be used from ZScript which has no access to naked textures. This also consolidates AnimTexture and VpxTexture.
This commit is contained in:
parent
edd9f1773b
commit
946da7d622
9 changed files with 94 additions and 104 deletions
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@ -172,7 +172,7 @@ void credPlaySmk(const char *_pzSMK, const char *_pzWAV, int nWav)
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uint8_t palette[768];
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uint8_t palette[768];
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AnimTextures animtex;
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AnimTextures animtex;
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TArray<uint8_t> pFrame(nWidth * nHeight + std::max(nWidth, nHeight), true);
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TArray<uint8_t> pFrame(nWidth * nHeight + std::max(nWidth, nHeight), true);
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animtex.SetSize(nWidth, nHeight);
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animtex.SetSize(AnimTexture::Paletted, nWidth, nHeight);
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int nFrameRate = Smacker_GetFrameRate(hSMK);
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int nFrameRate = Smacker_GetFrameRate(hSMK);
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int nFrames = Smacker_GetNumFrames(hSMK);
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int nFrames = Smacker_GetNumFrames(hSMK);
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@ -14,6 +14,8 @@
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#include "bitmap.h"
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#include "bitmap.h"
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#include "v_draw.h"
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#include "v_draw.h"
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#include "v_video.h"
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#include "v_video.h"
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#include "texturemanager.h"
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#include "animtexture.h"
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#undef UNUSED
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#undef UNUSED
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#define VPX_CODEC_DISABLE_COMPAT 1
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#define VPX_CODEC_DISABLE_COMPAT 1
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@ -21,74 +23,6 @@
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#include <vpx/vp8dx.h>
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#include <vpx/vp8dx.h>
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#include "animvpx.h"
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#include "animvpx.h"
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class VPXTexture : public FTexture
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{
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public:
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VPXTexture();
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void SetFrame(const void* data, int width, int height);
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virtual FBitmap GetBgraBitmap(const PalEntry* remap, int* trans) override;
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protected:
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const void* data;
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public:
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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VPXTexture::VPXTexture() {}
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void VPXTexture::SetFrame(const void *data_, int width, int height)
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{
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Width = width;
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Height = height;
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data = data_;
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SystemTextures.Clean();
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}
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//===========================================================================
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//
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// FPNGTexture::CopyPixels
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//
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//===========================================================================
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FBitmap VPXTexture::GetBgraBitmap(const PalEntry* remap, int* trans)
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{
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FBitmap bmp;
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bmp.Create(Width, Height);
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auto spix = (uint8_t*)data;
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auto dpix = bmp.GetPixels();
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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, 1.f) * 255);
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dpix[p + 1] = (uint8_t)(clamp(g, 0, 1.f) * 255);
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dpix[p + 2] = (uint8_t)(clamp(r, 0, 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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const char *animvpx_read_ivf_header_errmsg[] = {
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const char *animvpx_read_ivf_header_errmsg[] = {
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"All OK",
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"All OK",
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"couldn't read 32-byte IVF header",
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"couldn't read 32-byte IVF header",
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@ -418,17 +352,18 @@ static int which;
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void animvpx_setup_glstate(int32_t animvpx_flags)
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void animvpx_setup_glstate(int32_t animvpx_flags)
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{
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{
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////////// GL STATE //////////
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////////// GL STATE //////////
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vpxtex[0] = MakeGameTexture(new VPXTexture, nullptr, ETextureType::Special);
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vpxtex[0] = TexMan.FindGameTexture("AnimTextureFrame1", ETextureType::Override);
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vpxtex[1] = MakeGameTexture(new VPXTexture, nullptr, ETextureType::Special);
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vpxtex[1] = TexMan.FindGameTexture("AnimTextureFrame2", ETextureType::Override);
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sampler = CLAMP_XY;
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sampler = CLAMP_XY;
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GLInterface.ClearScreen(0, true);
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GLInterface.ClearScreen(0, true);
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}
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}
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void animvpx_restore_glstate(void)
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void animvpx_restore_glstate(void)
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{
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{
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delete vpxtex[0];
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vpxtex[0]->CleanHardwareData();
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vpxtex[0] = nullptr;
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vpxtex[0] = nullptr;
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delete vpxtex[1];
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vpxtex[1]->CleanHardwareData();
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vpxtex[1] = nullptr;
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vpxtex[1] = nullptr;
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}
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}
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@ -443,8 +378,8 @@ int32_t animvpx_render_frame(animvpx_codec_ctx *codec, double animvpx_aspect)
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return 2; // shouldn't happen
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return 2; // shouldn't happen
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which ^= 1;
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which ^= 1;
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static_cast<VPXTexture*>(vpxtex[which]->GetTexture())->SetFrame(codec->pic, codec->width, codec->height);
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static_cast<AnimTexture*>(vpxtex[which]->GetTexture())->SetFrameSize(AnimTexture::YUV, codec->width, codec->height);
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vpxtex[which]->CleanHardwareData();
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static_cast<AnimTexture*>(vpxtex[which]->GetTexture())->SetFrame(nullptr, codec->pic);
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float vid_wbyh = ((float)codec->width)/codec->height;
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float vid_wbyh = ((float)codec->width)/codec->height;
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if (animvpx_aspect > 0)
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if (animvpx_aspect > 0)
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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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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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@ -444,7 +444,7 @@ int32_t Anim_Play(const char *fn)
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{
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{
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AnimTextures animtex;
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AnimTextures animtex;
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animtex.SetSize(320, 200);
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animtex.SetSize(AnimTexture::Paletted, 320, 200);
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do
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do
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{
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{
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@ -216,7 +216,7 @@ void PlayMovie(const char* fileName)
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int z = 0;
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int z = 0;
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AnimTextures animtex;
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AnimTextures animtex;
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animtex.SetSize(200, 320);
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animtex.SetSize(AnimTexture::Paletted, 200, 320);
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// Read a frame in first
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// Read a frame in first
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if (ReadFrame(fp, palette))
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if (ReadFrame(fp, palette))
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@ -480,7 +480,7 @@ int32_t Anim_Play(const char *fn)
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{
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{
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AnimTextures animtex;
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AnimTextures animtex;
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animtex.SetSize(320, 200);
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animtex.SetSize(AnimTexture::Paletted, 320, 200);
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do
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do
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{
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{
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@ -262,7 +262,7 @@ playanm(short anim_num)
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{
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{
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AnimTextures animtex;
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AnimTextures animtex;
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animtex.SetSize(320, 200);
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animtex.SetSize(AnimTexture::Paletted, 320, 200);
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if (ANIMnum == 1)
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if (ANIMnum == 1)
|
||||||
{
|
{
|
||||||
// draw the first frame
|
// draw the first frame
|
||||||
|
|
Loading…
Reference in a new issue