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Restore support for animated png files
* Rework resource manager * Add missing files * Improve some graphics classes
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@@ -24,53 +24,60 @@
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#include "graphics.h"
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#include <framework/core/eventdispatcher.h>
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/*
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AnimatedTexture::AnimatedTexture(int width, int height, int channels, int numFrames, uchar *framesPixels, int *framesDelay) :
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Texture(),
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m_numFrames(numFrames)
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AnimatedTexture::AnimatedTexture(const Size& size, std::vector<ImagePtr> frames, std::vector<int> framesDelay, bool buildMipmaps, bool compress)
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{
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m_size.resize(width, height);
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if(!setupSize(size, buildMipmaps))
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return;
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m_framesTextureId.resize(numFrames);
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m_framesDelay.resize(numFrames);
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for(int i=0;i<numFrames;++i) {
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uchar *framePixels = framesPixels + (i*height*width* channels);
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uint id = internalLoadGLTexture(framePixels, channels, width, height);
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m_framesTextureId[i] = id;
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m_framesDelay[i] = framesDelay[i];
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for(uint i=0;i<frames.size();++i) {
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m_frames.push_back(new Texture(frames[i], buildMipmaps, compress));
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}
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m_currentFrame = -1;
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g_dispatcher.scheduleEvent(std::bind(&AnimatedTexture::processAnimation, this), 0);
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m_framesDelay = framesDelay;
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m_hasMipmaps = buildMipmaps;
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m_id = m_frames[0]->getId();
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m_currentFrame = 0;
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m_animTimer.restart();
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}
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AnimatedTexture::~AnimatedTexture()
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{
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glDeleteTextures(m_numFrames, &m_framesTextureId[0]);
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m_id = 0;
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}
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void AnimatedTexture::enableBilinearFilter()
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bool AnimatedTexture::buildHardwareMipmaps()
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{
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for(int i=0;i<m_numFrames;++i) {
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glBindTexture(GL_TEXTURE_2D, m_framesTextureId[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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if(!g_graphics.canUseHardwareMipmaps())
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return false;
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for(const TexturePtr& frame : m_frames)
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frame->buildHardwareMipmaps();
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m_hasMipmaps = true;
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return true;
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}
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void AnimatedTexture::processAnimation()
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void AnimatedTexture::setSmooth(bool smooth)
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{
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for(const TexturePtr& frame : m_frames)
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frame->setSmooth(smooth);
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m_smooth = smooth;
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}
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void AnimatedTexture::setRepeat(bool repeat)
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{
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for(const TexturePtr& frame : m_frames)
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frame->setRepeat(repeat);
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m_repeat = repeat;
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}
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void AnimatedTexture::updateAnimation()
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{
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if(m_animTimer.ticksElapsed() < m_framesDelay[m_currentFrame])
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return;
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m_animTimer.restart();
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m_currentFrame++;
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if(m_currentFrame >= m_numFrames)
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if(m_currentFrame >= m_frames.size())
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m_currentFrame = 0;
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m_id = m_framesTextureId[m_currentFrame];
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AnimatedTexturePtr self = asAnimatedTexture();
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// continue to animate only if something still referencing this texture
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if(self->ref_count() > 1)
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g_dispatcher.scheduleEvent(std::bind(&AnimatedTexture::processAnimation, self), m_framesDelay[m_currentFrame]);
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m_id = m_frames[m_currentFrame]->getId();
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}
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*/
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