mirror of
https://github.com/ZDoom/Raze.git
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84173ee09b
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed. What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
514 lines
15 KiB
C++
514 lines
15 KiB
C++
/*
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** gametexture.cpp
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** The game-facing texture class.
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2007 Randy Heit
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** Copyright 2006-2020 Christoph Oelckers
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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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*/
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#include "printf.h"
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#include "files.h"
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#include "filesystem.h"
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#include "textures.h"
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#include "bitmap.h"
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#include "colormatcher.h"
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#include "c_dispatch.h"
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#include "m_fixed.h"
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#include "imagehelpers.h"
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#include "image.h"
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#include "formats/multipatchtexture.h"
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#include "texturemanager.h"
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#include "c_cvars.h"
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#include "hw_material.h"
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FTexture *CreateBrightmapTexture(FImageSource*);
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FGameTexture::FGameTexture(FTexture* wrap, const char* name) : Name(name)
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{
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if (wrap) Setup(wrap);
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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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void FGameTexture::Setup(FTexture *wrap)
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{
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Base = wrap;
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id.SetInvalid();
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TexelWidth = Base->GetWidth();
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DisplayWidth = (float)TexelWidth;
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TexelHeight = Base->GetHeight();
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DisplayHeight = (float)TexelHeight;
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auto img = Base->GetImage();
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if (img)
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{
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auto ofs = img->GetOffsets();
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LeftOffset[0] = LeftOffset[1] = ofs.first;
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TopOffset[0] = TopOffset[1] = ofs.second;
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}
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else
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{
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LeftOffset[0] = LeftOffset[1] =
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TopOffset[0] = TopOffset[1] = 0;
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}
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ScaleX = ScaleY = 1.f;
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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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FGameTexture::~FGameTexture()
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{
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FGameTexture* link = fileSystem.GetLinkedTexture(GetSourceLump());
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if (link == this) fileSystem.SetLinkedTexture(GetSourceLump(), nullptr);
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if (SoftwareTexture != nullptr)
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{
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delete SoftwareTexture;
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SoftwareTexture = nullptr;
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}
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for (auto &mat : Material)
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{
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if (mat != nullptr) delete mat;
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mat = nullptr;
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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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//==========================================================================
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bool FGameTexture::isUserContent() const
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{
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int filenum = fileSystem.GetFileContainer(Base->GetSourceLump());
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return (filenum > fileSystem.GetMaxIwadNum());
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}
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//==========================================================================
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//
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// Search auto paths for extra material textures
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//
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//==========================================================================
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void FGameTexture::AddAutoMaterials()
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{
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struct AutoTextureSearchPath
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{
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const char* path;
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RefCountedPtr<FTexture> FGameTexture::* pointer;
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};
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static AutoTextureSearchPath autosearchpaths[] =
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{
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{ "brightmaps/", &FGameTexture::Brightmap }, // For backwards compatibility, only for short names
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{ "materials/brightmaps/", &FGameTexture::Brightmap },
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{ "materials/normalmaps/", &FGameTexture::Normal },
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{ "materials/specular/", &FGameTexture::Specular },
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{ "materials/metallic/", &FGameTexture::Metallic },
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{ "materials/roughness/", &FGameTexture::Roughness },
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{ "materials/ao/", &FGameTexture::AmbientOcclusion }
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};
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if (flags & GTexf_AutoMaterialsAdded) return; // do this only once
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bool fullname = !!(flags & GTexf_FullNameTexture);
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FString searchname = GetName();
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if (fullname)
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{
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auto dot = searchname.LastIndexOf('.');
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auto slash = searchname.LastIndexOf('/');
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if (dot > slash) searchname.Truncate(dot);
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}
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for (size_t i = 0; i < countof(autosearchpaths); i++)
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{
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auto& layer = autosearchpaths[i];
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if (this->*(layer.pointer) == nullptr) // only if no explicit assignment had been done.
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{
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FStringf lookup("%s%s%s", layer.path, fullname ? "" : "auto/", searchname.GetChars());
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auto lump = fileSystem.CheckNumForFullName(lookup, false, ns_global, true);
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if (lump != -1)
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{
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auto bmtex = TexMan.FindGameTexture(fileSystem.GetFileFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
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if (bmtex != nullptr)
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{
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this->*(layer.pointer) = bmtex->GetTexture();
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}
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}
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}
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}
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flags |= GTexf_AutoMaterialsAdded;
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}
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//===========================================================================
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//
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// Checks if the texture has a default brightmap and creates it if so
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//
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//===========================================================================
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void FGameTexture::CreateDefaultBrightmap()
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{
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auto tex = GetTexture();
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if (!(flags & GTexf_BrightmapChecked))
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{
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flags |= GTexf_BrightmapChecked;
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// Check for brightmaps
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if (tex->GetImage() && tex->GetImage()->UseGamePalette() && GPalette.HasGlobalBrightmap &&
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GetUseType() != ETextureType::Decal && GetUseType() != ETextureType::MiscPatch && GetUseType() != ETextureType::FontChar &&
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Brightmap == nullptr)
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{
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// May have one - let's check when we use this texture
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auto texbuf = tex->Get8BitPixels(false);
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const int white = ColorMatcher.Pick(255, 255, 255);
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int size = tex->GetWidth() * tex->GetHeight();
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for (int i = 0; i < size; i++)
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{
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if (GPalette.GlobalBrightmap.Remap[texbuf[i]] == white)
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{
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// Create a brightmap
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DPrintf(DMSG_NOTIFY, "brightmap created for texture '%s'\n", GetName().GetChars());
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Brightmap = CreateBrightmapTexture(tex->GetImage());
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return;
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}
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}
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// No bright pixels found
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DPrintf(DMSG_SPAMMY, "No bright pixels found in texture '%s'\n", GetName().GetChars());
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}
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}
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}
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//==========================================================================
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//
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// Calculates glow color for a texture
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//
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//==========================================================================
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void FGameTexture::GetGlowColor(float* data)
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{
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if (isGlowing() && GlowColor == 0)
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{
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auto buffer = Base->GetBgraBitmap(nullptr);
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GlowColor = averageColor((uint32_t*)buffer.GetPixels(), buffer.GetWidth() * buffer.GetHeight(), 153);
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// Black glow equals nothing so switch glowing off
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if (GlowColor == 0) flags &= ~GTexf_Glowing;
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}
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data[0] = GlowColor.r * (1 / 255.0f);
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data[1] = GlowColor.g * (1 / 255.0f);
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data[2] = GlowColor.b * (1 / 255.0f);
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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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int FGameTexture::GetAreas(FloatRect** pAreas) const
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{
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if (shaderindex == SHADER_Default) // texture splitting can only be done if there's no attached effects
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{
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*pAreas = Base->areas;
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return Base->areacount;
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}
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else
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{
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return 0;
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}
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}
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//===========================================================================
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//
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// Checks if a sprite may be expanded with an empty frame
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//
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//===========================================================================
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bool FGameTexture::ShouldExpandSprite()
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{
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if (expandSprite != -1) return expandSprite;
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// Only applicable to image textures with no shader effect.
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if (GetShaderIndex() != SHADER_Default || !dynamic_cast<FImageTexture*>(Base.get()))
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{
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expandSprite = false;
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return false;
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}
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if (Brightmap != NULL && (Base->GetWidth() != Brightmap->GetWidth() || Base->GetHeight() != Brightmap->GetHeight()))
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{
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// do not expand if the brightmap's physical size differs from the base.
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expandSprite = false;
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return false;
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}
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if (Glowmap != NULL && (Base->GetWidth() != Glowmap->GetWidth() || Base->GetHeight() != Glowmap->GetHeight()))
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{
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// same restriction for the glow map
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expandSprite = false;
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return false;
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}
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expandSprite = true;
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return true;
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}
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//===========================================================================
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//
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// Sets up the sprite positioning data for this texture
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//
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//===========================================================================
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void FGameTexture::SetupSpriteData()
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{
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// Since this is only needed for real sprites it gets allocated on demand.
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// It also allocates from the image memory arena because it has the same lifetime and to reduce maintenance.
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if (spi == nullptr) spi = (SpritePositioningInfo*)ImageArena.Alloc(2 * sizeof(SpritePositioningInfo));
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for (int i = 0; i < 2; i++)
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{
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auto& spi = this->spi[i];
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spi.mSpriteU[0] = spi.mSpriteV[0] = 0.f;
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spi.mSpriteU[1] = spi.mSpriteV[1] = 1.f;
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spi.spriteWidth = GetTexelWidth();
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spi.spriteHeight = GetTexelHeight();
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if (i == 1 && ShouldExpandSprite())
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{
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spi.mTrimResult = Base->TrimBorders(spi.trim) && !GetNoTrimming(); // get the trim size before adding the empty frame
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spi.spriteWidth += 2;
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spi.spriteHeight += 2;
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}
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}
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SetSpriteRect();
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}
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//===========================================================================
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//
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// Set the sprite rectangle. This is separate because it may be called by a CVAR, too.
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//
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//===========================================================================
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void FGameTexture::SetSpriteRect()
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{
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if (!spi) return;
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auto leftOffset = GetTexelLeftOffset(r_spriteadjustHW);
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auto topOffset = GetTexelTopOffset(r_spriteadjustHW);
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float fxScale = GetScaleX();
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float fyScale = GetScaleY();
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for (int i = 0; i < 2; i++)
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{
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auto& spi = this->spi[i];
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// mSpriteRect is for positioning the sprite in the scene.
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spi.mSpriteRect.left = -leftOffset / fxScale;
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spi.mSpriteRect.top = -topOffset / fyScale;
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spi.mSpriteRect.width = spi.spriteWidth / fxScale;
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spi.mSpriteRect.height = spi.spriteHeight / fyScale;
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if (i == 1 && ShouldExpandSprite())
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{
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// a little adjustment to make sprites look better with texture filtering:
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// create a 1 pixel wide empty frame around them.
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int oldwidth = spi.spriteWidth - 2;
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int oldheight = spi.spriteHeight - 2;
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leftOffset += 1;
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topOffset += 1;
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// Reposition the sprite with the frame considered
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spi.mSpriteRect.left = -(float)leftOffset / fxScale;
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spi.mSpriteRect.top = -(float)topOffset / fyScale;
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spi.mSpriteRect.width = (float)spi.spriteWidth / fxScale;
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spi.mSpriteRect.height = (float)spi.spriteHeight / fyScale;
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if (spi.mTrimResult > 0)
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{
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spi.mSpriteRect.left += (float)spi.trim[0] / fxScale;
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spi.mSpriteRect.top += (float)spi.trim[1] / fyScale;
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spi.mSpriteRect.width -= float(oldwidth - spi.trim[2]) / fxScale;
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spi.mSpriteRect.height -= float(oldheight - spi.trim[3]) / fyScale;
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spi.mSpriteU[0] = (float)spi.trim[0] / (float)spi.spriteWidth;
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spi.mSpriteV[0] = (float)spi.trim[1] / (float)spi.spriteHeight;
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spi.mSpriteU[1] -= float(oldwidth - spi.trim[0] - spi.trim[2]) / (float)spi.spriteWidth;
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spi.mSpriteV[1] -= float(oldheight - spi.trim[1] - spi.trim[3]) / (float)spi.spriteHeight;
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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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// Cleans the attached hardware resources.
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// This should only be used on textures which alter their content at run time
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//or when the engine shuts down.
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//
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//===========================================================================
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void FGameTexture::CleanHardwareData(bool full)
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{
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if (full) Base->CleanHardwareTextures();
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for (auto mat : Material) if (mat) mat->DeleteDescriptors();
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}
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//-----------------------------------------------------------------------------
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//
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// Make sprite offset adjustment user-configurable per renderer.
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//
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//-----------------------------------------------------------------------------
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CUSTOM_CVAR(Int, r_spriteadjust, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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r_spriteadjustHW = !!(self & 2);
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r_spriteadjustSW = !!(self & 1);
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for (int i = 0; i < TexMan.NumTextures(); i++)
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{
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auto tex = TexMan.GetGameTexture(FSetTextureID(i));
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if (tex->GetTexelLeftOffset(0) != tex->GetTexelLeftOffset(1) || tex->GetTexelTopOffset(0) != tex->GetTexelTopOffset(1))
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{
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tex->SetSpriteRect();
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}
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}
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}
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//===========================================================================
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//
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// Coordinate helper.
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// The only reason this is even needed is that many years ago someone
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// was convinced that having per-texel panning on walls was a good idea.
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// If it wasn't for this relatively useless feature the entire positioning
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// code for wall textures could be a lot simpler.
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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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//===========================================================================
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float FTexCoordInfo::RowOffset(float rowoffset) const
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{
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float scale = fabsf(mScale.Y);
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if (scale == 1.f || mWorldPanning) return rowoffset;
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else return rowoffset / scale;
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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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float FTexCoordInfo::TextureOffset(float textureoffset) const
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{
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float scale = fabsf(mScale.X);
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if (scale == 1.f || mWorldPanning) return textureoffset;
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else return textureoffset / scale;
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}
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//===========================================================================
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//
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// Returns the size for which texture offset coordinates are used.
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//
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//===========================================================================
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float FTexCoordInfo::TextureAdjustWidth() const
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{
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if (mWorldPanning)
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{
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float tscale = fabsf(mTempScale.X);
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if (tscale == 1.f) return (float)mRenderWidth;
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else return mWidth / fabsf(tscale);
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}
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else return (float)mWidth;
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}
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//===========================================================================
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//
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// Retrieve texture coordinate info for per-wall scaling
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//
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//===========================================================================
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void FTexCoordInfo::GetFromTexture(FGameTexture *tex, float x, float y, bool forceworldpanning)
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{
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if (x == 1.f)
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{
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mRenderWidth = xs_RoundToInt(tex->GetDisplayWidth());
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mScale.X = tex->GetScaleX();
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mTempScale.X = 1.f;
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}
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else
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{
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float scale_x = x * tex->GetScaleX();
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mRenderWidth = xs_CeilToInt(tex->GetTexelWidth() / scale_x);
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mScale.X = scale_x;
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mTempScale.X = x;
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}
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if (y == 1.f)
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{
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mRenderHeight = xs_RoundToInt(tex->GetDisplayHeight());
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mScale.Y = tex->GetScaleY();
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mTempScale.Y = 1.f;
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}
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else
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{
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float scale_y = y * tex->GetScaleY();
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mRenderHeight = xs_CeilToInt(tex->GetTexelHeight() / scale_y);
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mScale.Y = scale_y;
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mTempScale.Y = y;
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}
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if (tex->isHardwareCanvas())
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{
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mScale.Y = -mScale.Y;
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mRenderHeight = -mRenderHeight;
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}
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mWorldPanning = tex->useWorldPanning() || forceworldpanning;
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mWidth = tex->GetTexelWidth();
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}
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