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https://github.com/FWGS/xash3d-fwgs
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engine: client: reimplement Mod_LoadMapSprite on engine side
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@ -1165,6 +1165,126 @@ void CL_ClearSpriteTextures( void )
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clgame.sprites[i].needload = NL_UNREFERENCED;
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}
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// it's a Valve default value for LoadMapSprite (probably must be power of two)
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#define MAPSPRITE_SIZE 128
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/*
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====================
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Mod_LoadMapSprite
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Loading a bitmap image as sprite with multiple frames
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as pieces of input image
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====================
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*/
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static void Mod_LoadMapSprite( model_t *mod, const void *buffer, size_t size, qboolean *loaded )
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{
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rgbdata_t *pix, temp = { 0 };
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char texname[128];
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int i, w, h;
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int xl, yl;
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int numframes;
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msprite_t *psprite;
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char poolname[MAX_VA_STRING];
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if( loaded ) *loaded = false;
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Q_snprintf( texname, sizeof( texname ), "#%s", mod->name );
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Image_SetForceFlags( IL_OVERVIEW );
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pix = FS_LoadImage( texname, buffer, size );
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Image_ClearForceFlags();
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if( !pix ) return; // bad image or something else
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mod->type = mod_sprite;
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if( pix->width % MAPSPRITE_SIZE )
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w = pix->width - ( pix->width % MAPSPRITE_SIZE );
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else w = pix->width;
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if( pix->height % MAPSPRITE_SIZE )
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h = pix->height - ( pix->height % MAPSPRITE_SIZE );
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else h = pix->height;
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if( w < MAPSPRITE_SIZE ) w = MAPSPRITE_SIZE;
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if( h < MAPSPRITE_SIZE ) h = MAPSPRITE_SIZE;
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// resample image if needed
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Image_Process( &pix, w, h, IMAGE_FORCE_RGBA|IMAGE_RESAMPLE, 0.0f );
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w = h = MAPSPRITE_SIZE;
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// check range
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if( w > pix->width ) w = pix->width;
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if( h > pix->height ) h = pix->height;
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// determine how many frames we needs
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numframes = (pix->width * pix->height) / (w * h);
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Q_snprintf( poolname, sizeof( poolname ), "^2%s^7", mod->name );
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mod->mempool = Mem_AllocPool( poolname );
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psprite = Mem_Calloc( mod->mempool, sizeof( msprite_t ) + ( numframes - 1 ) * sizeof( psprite->frames ));
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mod->cache.data = psprite; // make link to extradata
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psprite->type = SPR_FWD_PARALLEL_ORIENTED;
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psprite->texFormat = SPR_ALPHTEST;
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psprite->numframes = mod->numframes = numframes;
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psprite->radius = sqrt(((w >> 1) * (w >> 1)) + ((h >> 1) * (h >> 1)));
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mod->mins[0] = mod->mins[1] = -w / 2;
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mod->maxs[0] = mod->maxs[1] = w / 2;
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mod->mins[2] = -h / 2;
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mod->maxs[2] = h / 2;
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// create a temporary pic
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temp.width = w;
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temp.height = h;
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temp.type = pix->type;
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temp.flags = pix->flags;
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temp.size = w * h * PFDesc[temp.type].bpp;
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temp.buffer = Mem_Malloc( mod->mempool, temp.size );
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temp.palette = NULL;
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// chop the image and upload into video memory
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for( i = xl = yl = 0; i < numframes; i++ )
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{
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mspriteframe_t *pspriteframe;
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int xh = xl + w, yh = yl + h, x, y, j;
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int linedelta = ( pix->width - w ) * 4;
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byte *src = pix->buffer + ( yl * pix->width + xl ) * 4;
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byte *dst = temp.buffer;
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// cut block from source
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for( y = yl; y < yh; y++ )
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{
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for( x = xl; x < xh; x++ )
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for( j = 0; j < 4; j++ )
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*dst++ = *src++;
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src += linedelta;
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}
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// build uinque frame name
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Q_snprintf( texname, sizeof( texname ), "#MAP/%s_%i%i.spr", mod->name, i / 10, i % 10 );
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psprite->frames[i].frameptr = Mem_Calloc( mod->mempool, sizeof( mspriteframe_t ));
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pspriteframe = psprite->frames[i].frameptr;
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pspriteframe->width = w;
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pspriteframe->height = h;
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pspriteframe->up = ( h >> 1 );
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pspriteframe->left = -( w >> 1 );
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pspriteframe->down = ( h >> 1 ) - h;
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pspriteframe->right = w + -( w >> 1 );
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pspriteframe->gl_texturenum = GL_LoadTextureInternal( texname, &temp, TF_IMAGE );
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xl += w;
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if( xl >= pix->width )
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{
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xl = 0;
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yl += h;
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}
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}
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FS_FreeImage( pix );
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Mem_Free( temp.buffer );
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if( loaded ) *loaded = true;
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}
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/*
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=============
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CL_LoadHudSprite
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@ -1210,7 +1330,7 @@ static qboolean CL_LoadHudSprite( const char *szSpriteName, model_t *m_pSprite,
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return false;
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if( type == SPR_MAPSPRITE )
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ref.dllFuncs.Mod_LoadMapSprite( m_pSprite, buf, size, &loaded );
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Mod_LoadMapSprite( m_pSprite, buf, size, &loaded );
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else
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{
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Mod_LoadSpriteModel( m_pSprite, buf, &loaded );
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