mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-08 17:48:46 -10:00
Choose that if a system is too slow to compose & render apngs fast enough, play the anim until the last frame anyway, potentially messing up time sync between frames, but at least don't have looped anims stuttering as they skip back to the 1st frame from some non-end frame. Most modern-ish systems won't see this issue unless there's lots of apngs playing at the same time...
721 lines
21 KiB
C++
721 lines
21 KiB
C++
#include "anim/packunpack.h"
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#include "globalincs/globals.h"
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#include "graphics/2d.h"
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#include "graphics/generic.h"
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#define BMPMAN_INTERNAL
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#include "bmpman/bm_internal.h"
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#ifdef _WIN32
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#include <windows.h> // for MAX_PATH
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#else
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#define MAX_PATH 255
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#endif
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//#define TIMER
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#ifdef TIMER
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#include "io/timer.h"
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#endif
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//we check background type to avoid messed up colours for ANI
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#define ANI_BPP_CHECK (ga->ani.bg_type == BM_TYPE_PCX) ? 16 : 32
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// These two functions find if a bitmap or animation exists by filename, no extension needed.
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bool generic_bitmap_exists(const char *filename)
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{
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return cf_exists_full_ext(filename, CF_TYPE_ANY, BM_NUM_TYPES, bm_ext_list) != 0;
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}
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bool generic_anim_exists(const char *filename)
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{
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return cf_exists_full_ext(filename, CF_TYPE_ANY, BM_ANI_NUM_TYPES, bm_ani_ext_list) != 0;
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}
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// Goober5000
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int generic_anim_init_and_stream(generic_anim *ga, const char *anim_filename, BM_TYPE bg_type, bool attempt_hi_res)
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{
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int stream_result = -1;
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char filename[NAME_LENGTH];
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char *p;
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Assert(ga != NULL);
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Assert(anim_filename != NULL);
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// hi-res support
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if (attempt_hi_res && (gr_screen.res == GR_1024)) {
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// attempt to load a hi-res animation
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memset(filename, 0, NAME_LENGTH);
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strcpy_s(filename, "2_");
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strncat(filename, anim_filename, NAME_LENGTH - 3);
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// remove extension
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p = strchr(filename, '.');
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if(p) {
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*p = '\0';
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}
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// attempt to stream the hi-res ani
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generic_anim_init(ga, filename);
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ga->ani.bg_type = bg_type;
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stream_result = generic_anim_stream(ga);
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}
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// we failed to stream hi-res, or we aren't running in hi-res, so try low-res
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if (stream_result < 0) {
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strcpy_s(filename, anim_filename);
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// remove extension
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p = strchr(filename, '.');
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if(p) {
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*p = '\0';
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}
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// attempt to stream the low-res ani
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generic_anim_init(ga, filename);
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ga->ani.bg_type = bg_type;
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stream_result = generic_anim_stream(ga);
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}
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return stream_result;
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}
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// Goober5000
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void generic_anim_init(generic_anim *ga)
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{
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generic_anim_init(ga, NULL);
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}
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// Goober5000
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void generic_anim_init(generic_anim *ga, const char *filename)
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{
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if (filename != NULL)
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strcpy_s(ga->filename, filename);
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else
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memset(ga->filename, 0, MAX_FILENAME_LEN);
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ga->first_frame = -1;
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ga->num_frames = 0;
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ga->keyframe = 0;
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ga->keyoffset = 0;
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ga->current_frame = 0;
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ga->previous_frame = -1;
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ga->direction = GENERIC_ANIM_DIRECTION_FORWARDS;
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ga->done_playing = 0;
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ga->total_time = 0.0f;
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ga->anim_time = 0.0f;
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//we only care about the stuff below if we're streaming
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ga->ani.animation = NULL;
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ga->ani.instance = NULL;
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ga->ani.bg_type = BM_TYPE_NONE;
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ga->type = BM_TYPE_NONE;
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ga->streaming = 0;
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ga->buffer = NULL;
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ga->height = 0;
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ga->width = 0;
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ga->bitmap_id = -1;
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ga->use_hud_color = false;
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}
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// CommanderDJ - same as generic_anim_init, just with an SCP_string
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void generic_anim_init(generic_anim *ga, const SCP_string& filename)
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{
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generic_anim_init(ga);
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filename.copy(ga->filename, MAX_FILENAME_LEN - 1);
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}
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// Goober5000
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void generic_bitmap_init(generic_bitmap *gb, const char *filename)
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{
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if (filename == NULL) {
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gb->filename[0] = '\0';
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} else {
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strncpy(gb->filename, filename, MAX_FILENAME_LEN - 1);
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}
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gb->bitmap_id = -1;
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}
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// Goober5000
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// load a generic_anim
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// return 0 is successful, otherwise return -1
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int generic_anim_load(generic_anim *ga)
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{
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int fps;
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if ( !VALID_FNAME(ga->filename) )
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return -1;
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ga->first_frame = bm_load_animation(ga->filename, &ga->num_frames, &fps, &ga->keyframe, &ga->total_time);
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//mprintf(("generic_anim_load: %s - keyframe = %d\n", ga->filename, ga->keyframe));
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if (ga->first_frame < 0)
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return -1;
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ga->done_playing = 0;
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ga->anim_time = 0.0f;
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return 0;
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}
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int generic_anim_stream(generic_anim *ga, const bool cache)
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{
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CFILE *img_cfp = NULL;
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int anim_fps = 0;
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char full_path[MAX_PATH];
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int size = 0, offset = 0;
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const int NUM_TYPES = 3;
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const ubyte type_list[NUM_TYPES] = {BM_TYPE_EFF, BM_TYPE_ANI, BM_TYPE_PNG};
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const char *ext_list[NUM_TYPES] = {".eff", ".ani", ".png"};
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int rval = -1;
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int bpp;
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ga->type = BM_TYPE_NONE;
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rval = cf_find_file_location_ext(ga->filename, NUM_TYPES, ext_list, CF_TYPE_ANY, sizeof(full_path) - 1, full_path, &size, &offset, 0);
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// could not be found, or is invalid for some reason
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if ( (rval < 0) || (rval >= NUM_TYPES) )
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return -1;
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//make sure we can open it
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img_cfp = cfopen_special(full_path, "rb", size, offset, CF_TYPE_ANY);
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if (img_cfp == NULL) {
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return -1;
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}
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strcat_s(ga->filename, ext_list[rval]);
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ga->type = type_list[rval];
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//seek to the end
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cfseek(img_cfp, 0, CF_SEEK_END);
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cfclose(img_cfp);
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if(ga->type == BM_TYPE_ANI) {
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bpp = ANI_BPP_CHECK;
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if(ga->use_hud_color)
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bpp = 8;
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if (ga->ani.animation == nullptr) {
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ga->ani.animation = anim_load(ga->filename, CF_TYPE_ANY, 0);
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}
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if (ga->ani.instance == nullptr) {
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ga->ani.instance = init_anim_instance(ga->ani.animation, bpp);
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}
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#ifndef NDEBUG
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// for debug of ANI sizes
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strcpy_s(ga->ani.animation->name, ga->filename);
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#endif
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ga->num_frames = ga->ani.animation->total_frames;
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anim_fps = ga->ani.animation->fps;
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ga->height = ga->ani.animation->height;
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ga->width = ga->ani.animation->width;
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ga->buffer = ga->ani.instance->frame;
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ga->bitmap_id = bm_create(bpp, ga->width, ga->height, ga->buffer, (bpp==8)?BMP_AABITMAP:0);
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ga->ani.instance->last_bitmap = -1;
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ga->ani.instance->file_offset = ga->ani.animation->file_offset;
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ga->ani.instance->data = ga->ani.animation->data;
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ga->previous_frame = -1;
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}
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else if (ga->type == BM_TYPE_PNG) {
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if (ga->png.anim == nullptr) {
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try {
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ga->png.anim = new apng::apng_ani(ga->filename, cache);
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}
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catch (const apng::ApngException& e) {
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mprintf(("Failed to load apng: %s\n", e.what() ));
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delete ga->png.anim;
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ga->png.anim = nullptr;
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return -1;
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}
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nprintf(("apng", "apng read OK (%ix%i@%i) duration (%f)\n", ga->png.anim->w, ga->png.anim->h,
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ga->png.anim->bpp, ga->png.anim->anim_time));
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}
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ga->png.anim->goto_start();
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ga->current_frame = 0;
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ga->png.previous_frame_time = 0.0f;
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ga->num_frames = ga->png.anim->nframes;
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ga->height = ga->png.anim->h;
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ga->width = ga->png.anim->w;
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ga->previous_frame = -1;
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ga->buffer = ga->png.anim->frame.data.data();
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ga->bitmap_id = bm_create(ga->png.anim->bpp, ga->width, ga->height, ga->buffer, 0);
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}
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else {
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bpp = 32;
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if(ga->use_hud_color)
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bpp = 8;
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bm_load_and_parse_eff(ga->filename, CF_TYPE_ANY, &ga->num_frames, &anim_fps, &ga->keyframe, 0);
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char *p = strrchr( ga->filename, '.' );
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if ( p )
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*p = 0;
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char frame_name[MAX_FILENAME_LEN];
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snprintf(frame_name, MAX_FILENAME_LEN, "%s_0000", ga->filename);
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ga->bitmap_id = bm_load(frame_name);
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if(ga->bitmap_id < 0) {
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mprintf(("Cannot find first frame for eff streaming. eff Filename: %s", ga->filename));
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return -1;
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}
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snprintf(frame_name, MAX_FILENAME_LEN, "%s_0001", ga->filename);
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ga->eff.next_frame = bm_load(frame_name);
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bm_get_info(ga->bitmap_id, &ga->width, &ga->height);
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ga->previous_frame = 0;
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}
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// keyframe info
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if (ga->type == BM_TYPE_ANI) {
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//we only care if there are 2 keyframes - first frame, other frame to jump to for ship/weapons
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//mainhall door anis hav every frame as keyframe, so we don't care
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//other anis only have the first frame
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if(ga->ani.animation->num_keys == 2) {
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int key1 = ga->ani.animation->keys[0].frame_num;
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int key2 = ga->ani.animation->keys[1].frame_num;
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if (key1 < 0 || key1 >= ga->num_frames) key1 = -1;
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if (key2 < 0 || key2 >= ga->num_frames) key2 = -1;
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// some retail anis have their keyframes reversed
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// and some have their keyframes out of bounds
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if (key1 >= 0 && key1 >= key2) {
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ga->keyframe = ga->ani.animation->keys[0].frame_num;
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ga->keyoffset = ga->ani.animation->keys[0].offset;
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}
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else if (key2 >= 0 && key2 >= key1) {
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ga->keyframe = ga->ani.animation->keys[1].frame_num;
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ga->keyoffset = ga->ani.animation->keys[1].offset;
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}
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}
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}
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ga->streaming = 1;
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if (ga->type == BM_TYPE_PNG) {
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ga->total_time = ga->png.anim->anim_time;
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}
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else {
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if (anim_fps == 0) {
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Error(LOCATION, "animation (%s) has invalid fps of zero, fix this!", ga->filename);
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}
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ga->total_time = ga->num_frames / (float) anim_fps;
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}
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ga->done_playing = 0;
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ga->anim_time = 0.0f;
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return 0;
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}
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int generic_bitmap_load(generic_bitmap *gb)
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{
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if ( !VALID_FNAME(gb->filename) )
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return -1;
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gb->bitmap_id = bm_load(gb->filename);
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if (gb->bitmap_id < 0)
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return -1;
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return 0;
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}
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void generic_anim_unload(generic_anim *ga)
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{
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if(ga->num_frames > 0) {
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if(ga->streaming) {
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if(ga->type == BM_TYPE_ANI) {
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anim_free(ga->ani.animation);
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free_anim_instance(ga->ani.instance);
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}
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if(ga->type == BM_TYPE_EFF) {
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if(ga->eff.next_frame >= 0)
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bm_release(ga->eff.next_frame);
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if(ga->bitmap_id >= 0)
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bm_release(ga->bitmap_id);
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}
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if(ga->type == BM_TYPE_PNG) {
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if(ga->bitmap_id >= 0)
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bm_release(ga->bitmap_id);
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if (ga->png.anim != nullptr) {
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delete ga->png.anim;
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ga->png.anim = nullptr;
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}
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}
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}
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else {
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//trying to release the first frame will release ALL frames
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bm_release(ga->first_frame);
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}
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if(ga->buffer) {
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bm_release(ga->bitmap_id);
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}
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}
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generic_anim_init(ga, NULL);
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}
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//for timer debug, #define TIMER
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void generic_render_eff_stream(generic_anim *ga)
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{
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if(ga->current_frame == ga->previous_frame)
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return;
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ubyte bpp = 32;
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if(ga->use_hud_color)
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bpp = 8;
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#ifdef TIMER
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int start_time = timer_get_fixed_seconds();
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#endif
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#ifdef TIMER
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mprintf(("=========================\n"));
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mprintf(("frame: %d\n", ga->current_frame));
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#endif
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char frame_name[MAX_FILENAME_LEN];
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snprintf(frame_name, MAX_FILENAME_LEN, "%s_%.4d", ga->filename, ga->current_frame);
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if(bm_reload(ga->eff.next_frame, frame_name) == ga->eff.next_frame)
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{
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bitmap* next_frame_bmp = bm_lock(ga->eff.next_frame, bpp, (bpp==8)?BMP_AABITMAP:BMP_TEX_NONCOMP, true);
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if(next_frame_bmp->data)
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gr_update_texture(ga->bitmap_id, bpp, (ubyte*)next_frame_bmp->data, ga->width, ga->height);
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bm_unlock(ga->eff.next_frame);
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bm_unload(ga->eff.next_frame, 0, true);
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if (ga->current_frame == ga->num_frames-1)
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{
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snprintf(frame_name, MAX_FILENAME_LEN, "%s_0001", ga->filename);
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bm_reload(ga->eff.next_frame, frame_name);
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}
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}
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#ifdef TIMER
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mprintf(("end: %d\n", timer_get_fixed_seconds() - start_time));
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mprintf(("=========================\n"));
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#endif
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}
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void generic_render_ani_stream(generic_anim *ga)
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{
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int i;
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int bpp = ANI_BPP_CHECK;
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if(ga->use_hud_color)
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bpp = 8;
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#ifdef TIMER
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int start_time = timer_get_fixed_seconds();
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#endif
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if(ga->current_frame == ga->previous_frame)
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return;
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#ifdef TIMER
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mprintf(("=========================\n"));
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mprintf(("frame: %d\n", ga->current_frame));
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#endif
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anim_check_for_palette_change(ga->ani.instance);
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// if we're using bitmap polys
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BM_SELECT_TEX_FORMAT();
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if(ga->direction & GENERIC_ANIM_DIRECTION_BACKWARDS) {
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//grab the keyframe - every frame is a keyframe for ANI
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if(ga->ani.animation->flags & ANF_STREAMED) {
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ga->ani.instance->file_offset = ga->ani.animation->file_offset + ga->ani.animation->keys[ga->current_frame].offset;
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} else {
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ga->ani.instance->data = ga->ani.animation->data + ga->ani.animation->keys[ga->current_frame].offset;
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}
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if(ga->ani.animation->flags & ANF_STREAMED) {
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ga->ani.instance->file_offset = unpack_frame_from_file(ga->ani.instance, ga->buffer, ga->width * ga->height, (ga->ani.instance->xlate_pal) ? ga->ani.animation->palette_translation : NULL, (bpp==8)?1:0, bpp);
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}
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else {
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ga->ani.instance->data = unpack_frame(ga->ani.instance, ga->ani.instance->data, ga->buffer, ga->width * ga->height, (ga->ani.instance->xlate_pal) ? ga->ani.animation->palette_translation : NULL, (bpp==8)?1:0, bpp);
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}
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}
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else {
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//looping back
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if((ga->current_frame == 0) || (ga->current_frame < ga->previous_frame)) {
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//go back to keyframe if there is one
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if(ga->keyframe && (ga->current_frame > 0)) {
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if(ga->ani.animation->flags & ANF_STREAMED) {
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ga->ani.instance->file_offset = ga->ani.animation->file_offset + ga->keyoffset;
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} else {
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ga->ani.instance->data = ga->ani.animation->data + ga->keyoffset;
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}
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ga->previous_frame = ga->keyframe - 1;
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}
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//go back to the start
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else {
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ga->ani.instance->file_offset = ga->ani.animation->file_offset;
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ga->ani.instance->data = ga->ani.animation->data;
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ga->previous_frame = -1;
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}
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}
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#ifdef TIMER
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mprintf(("proc: %d\n", timer_get_fixed_seconds() - start_time));
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mprintf(("previous frame: %d\n", ga->previous_frame));
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#endif
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for(i = ga->previous_frame + 1; i <= ga->current_frame; i++) {
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if(ga->ani.animation->flags & ANF_STREAMED) {
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ga->ani.instance->file_offset = unpack_frame_from_file(ga->ani.instance, ga->buffer, ga->width * ga->height, (ga->ani.instance->xlate_pal) ? ga->ani.animation->palette_translation : NULL, (bpp==8)?1:0, bpp);
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}
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else {
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ga->ani.instance->data = unpack_frame(ga->ani.instance, ga->ani.instance->data, ga->buffer, ga->width * ga->height, (ga->ani.instance->xlate_pal) ? ga->ani.animation->palette_translation : NULL, (bpp==8)?1:0, bpp);
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}
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}
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}
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// always go back to screen format
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BM_SELECT_SCREEN_FORMAT();
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//we need to use this because performance is worse if we flush the gfx card buffer
|
|
|
|
gr_update_texture(ga->bitmap_id, bpp, ga->buffer, ga->width, ga->height);
|
|
|
|
//in case we want to check that the frame is actually changing
|
|
//mprintf(("frame crc = %08X\n", cf_add_chksum_long(0, ga->buffer, ga->width * ga->height * (bpp >> 3))));
|
|
ga->ani.instance->last_bitmap = ga->bitmap_id;
|
|
|
|
#ifdef TIMER
|
|
mprintf(("end: %d\n", timer_get_fixed_seconds() - start_time));
|
|
mprintf(("=========================\n"));
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
* @brief apng specific animation rendering
|
|
*
|
|
* @param [in] ga pointer to generic_anim struct
|
|
*/
|
|
void generic_render_png_stream(generic_anim* ga)
|
|
{
|
|
if(ga->current_frame == ga->previous_frame) {
|
|
return;
|
|
}
|
|
|
|
try {
|
|
if ((ga->direction & GENERIC_ANIM_DIRECTION_BACKWARDS) && (ga->previous_frame != -1)) {
|
|
// mainhall door anims start backwards to ensure they stay shut
|
|
// in that case (i.e. previous_frame is -1) we actually want to call
|
|
// next_frame, in order to retrieve the 1st frame of the animation
|
|
ga->png.anim->prev_frame();
|
|
}
|
|
else {
|
|
ga->png.anim->next_frame();
|
|
}
|
|
}
|
|
catch (const apng::ApngException& e) {
|
|
nprintf(("apng", "Unable to get next/prev apng frame: %s\n", e.what()));
|
|
return;
|
|
}
|
|
|
|
bm_lock(ga->bitmap_id, ga->png.anim->bpp, BMP_TEX_NONCOMP, true); // lock in 32 bpp for png
|
|
ubyte bpp = ga->png.anim->bpp;
|
|
if (ga->use_hud_color) {
|
|
bpp = 8;
|
|
}
|
|
gr_update_texture(ga->bitmap_id, bpp, ga->buffer, ga->width, ga->height); // this will convert to 8 bpp if required
|
|
bm_unlock(ga->bitmap_id);
|
|
}
|
|
|
|
/*
|
|
* @brief calculate current frame for fixed frame delay animation formats (ani & eff)
|
|
*
|
|
* @param [in] *ga animation data
|
|
* @param [in] frametime how long this frame took
|
|
*/
|
|
void generic_anim_render_fixed_frame_delay(generic_anim* ga, float frametime)
|
|
{
|
|
float keytime = 0.0;
|
|
|
|
if(ga->keyframe)
|
|
keytime = (ga->total_time * ((float)ga->keyframe / (float)ga->num_frames));
|
|
//don't mess with the frame time if we're paused
|
|
if((ga->direction & GENERIC_ANIM_DIRECTION_PAUSED) == 0) {
|
|
if(ga->direction & GENERIC_ANIM_DIRECTION_BACKWARDS) {
|
|
//keep going forwards if we're in a keyframe loop
|
|
if(ga->keyframe && (ga->anim_time >= keytime)) {
|
|
ga->anim_time += frametime;
|
|
if(ga->anim_time >= ga->total_time) {
|
|
ga->anim_time = keytime - 0.001f;
|
|
ga->done_playing = 0;
|
|
}
|
|
}
|
|
else {
|
|
//playing backwards
|
|
ga->anim_time -= frametime;
|
|
if((ga->direction & GENERIC_ANIM_DIRECTION_NOLOOP) && ga->anim_time <= 0.0) {
|
|
ga->anim_time = 0; //stop on first frame when playing in reverse
|
|
}
|
|
else {
|
|
while(ga->anim_time <= 0.0)
|
|
ga->anim_time += ga->total_time; //make sure we're always positive, so we can go back to the end
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
ga->anim_time += frametime;
|
|
if(ga->anim_time >= ga->total_time) {
|
|
if(ga->direction & GENERIC_ANIM_DIRECTION_NOLOOP) {
|
|
ga->anim_time = ga->total_time - 0.001f; //stop on last frame when playing - if it's equal we jump to the first frame
|
|
}
|
|
if(!ga->done_playing){
|
|
//we've played this at least once
|
|
ga->done_playing = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if(ga->num_frames > 0)
|
|
{
|
|
ga->current_frame = 0;
|
|
if(ga->done_playing && ga->keyframe) {
|
|
ga->anim_time = fmod(ga->anim_time - keytime, ga->total_time - keytime) + keytime;
|
|
}
|
|
else {
|
|
ga->anim_time = fmod(ga->anim_time, ga->total_time);
|
|
}
|
|
ga->current_frame += fl2i(ga->anim_time * ga->num_frames / ga->total_time);
|
|
//sanity check
|
|
CLAMP(ga->current_frame, 0, ga->num_frames - 1);
|
|
if(ga->streaming) {
|
|
//handle streaming - render one frame
|
|
if(ga->type == BM_TYPE_ANI) {
|
|
generic_render_ani_stream(ga);
|
|
} else {
|
|
generic_render_eff_stream(ga);
|
|
}
|
|
gr_set_bitmap(ga->bitmap_id);
|
|
}
|
|
else {
|
|
gr_set_bitmap(ga->first_frame + ga->current_frame);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* @brief calculate current frame for variable frame delay animation formats (e.g. apng)
|
|
*
|
|
* @param [in] *ga animation data
|
|
* @param [in] frametime how long this frame took
|
|
* @param [in] alpha transparency to draw frame with (0.0 - 1.0)
|
|
*
|
|
* @note
|
|
* uses both time & frame counts to determine end state; so that if the anims playing
|
|
* can't be processed fast enough, all frames will still play, rather than the end
|
|
* frames being skipped
|
|
*/
|
|
void generic_anim_render_variable_frame_delay(generic_anim* ga, float frametime, float alpha)
|
|
{
|
|
Assertion(ga->type == BM_TYPE_PNG, "only valid for apngs (currently); get a coder!");
|
|
if (ga->keyframe != 0) {
|
|
Warning(LOCATION, "apngs don't support keyframes");
|
|
return;
|
|
}
|
|
|
|
// don't change the frame time if we're paused
|
|
if((ga->direction & GENERIC_ANIM_DIRECTION_PAUSED) == 0) {
|
|
if(ga->direction & GENERIC_ANIM_DIRECTION_BACKWARDS) {
|
|
// playing backwards
|
|
ga->anim_time -= frametime;
|
|
if (ga->anim_time <= 0.0 && ga->png.anim->current_frame <= 0) {
|
|
if(ga->direction & GENERIC_ANIM_DIRECTION_NOLOOP) {
|
|
ga->anim_time = 0; //stop on first frame when playing in reverse
|
|
}
|
|
else {
|
|
// loop back to end
|
|
ga->anim_time = ga->total_time;
|
|
ga->png.previous_frame_time = ga->total_time;
|
|
ga->png.anim->current_frame = ga->num_frames-1;
|
|
ga->current_frame = ga->num_frames-1;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
// playing forwards
|
|
ga->anim_time += frametime;
|
|
if(ga->anim_time >= ga->total_time && ga->png.anim->current_frame >= ga->png.anim->nframes-1) {
|
|
if(ga->direction & GENERIC_ANIM_DIRECTION_NOLOOP) {
|
|
ga->anim_time = ga->total_time; // stop on last frame when playing
|
|
}
|
|
else {
|
|
// loop back to start
|
|
ga->anim_time = 0.0f;
|
|
ga->png.previous_frame_time = 0.0f;
|
|
ga->current_frame = 0;
|
|
ga->png.anim->goto_start();
|
|
}
|
|
ga->done_playing = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ga->num_frames > 0) {
|
|
|
|
// just increment or decrement the frame by one
|
|
// jumping forwards multiple frames will just exacerbate slowdowns as multiple frames
|
|
// would need to be composed
|
|
if (ga->direction & GENERIC_ANIM_DIRECTION_BACKWARDS) {
|
|
if (ga->anim_time <= ga->png.previous_frame_time - ga->png.anim->frame.delay &&
|
|
ga->png.anim->current_frame > 0) {
|
|
ga->png.previous_frame_time -= ga->png.anim->frame.delay;
|
|
ga->current_frame--;
|
|
}
|
|
}
|
|
else {
|
|
if (ga->anim_time >= ga->png.previous_frame_time + ga->png.anim->frame.delay &&
|
|
ga->png.anim->current_frame < ga->png.anim->nframes-1) {
|
|
ga->png.previous_frame_time += ga->png.anim->frame.delay;
|
|
ga->current_frame++;
|
|
}
|
|
}
|
|
|
|
// verbose debug; but quite useful
|
|
nprintf(("apng", "apng generic render timings/frames: %04f %04f %04f %04f | %03i %03i %03i\n",
|
|
frametime, ga->anim_time, ga->png.anim->frame.delay, ga->png.previous_frame_time,
|
|
ga->previous_frame, ga->current_frame, ga->png.anim->current_frame));
|
|
|
|
Assertion(ga->streaming != 0, "non-streaming apngs not implemented yet");
|
|
// note: generic anims are not currently ever non-streaming in FSO
|
|
// I'm not even sure that the existing ani/eff code would allow non-streaming generic anims
|
|
generic_render_png_stream(ga);
|
|
gr_set_bitmap(ga->bitmap_id, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, alpha);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* @brief render animations
|
|
*
|
|
* @param [in] *ga animation data
|
|
* @param [in] frametime how long this frame took
|
|
* @param [in] x 2D screen x co-ordinate to render at
|
|
* @param [in] y 2D screen y co-ordinate to render at
|
|
* @param [in] menu select if this is rendered in menu screen, or fullscreen
|
|
*/
|
|
void generic_anim_render(generic_anim *ga, float frametime, int x, int y, bool menu, const generic_extras *ge)
|
|
{
|
|
if ((ge != nullptr) && (ga->use_hud_color == true)) {
|
|
Warning(LOCATION, "Monochrome generic anims can't use extra info (yet)");
|
|
return;
|
|
}
|
|
|
|
float a = 1.0f;
|
|
if (ge != nullptr) {
|
|
a = ge->alpha;
|
|
}
|
|
if (ga->type == BM_TYPE_PNG) {
|
|
generic_anim_render_variable_frame_delay(ga, frametime, a);
|
|
}
|
|
else {
|
|
generic_anim_render_fixed_frame_delay(ga, frametime);
|
|
}
|
|
|
|
if(ga->num_frames > 0) {
|
|
ga->previous_frame = ga->current_frame;
|
|
|
|
if(ga->use_hud_color) {
|
|
gr_aabitmap(x, y, (menu ? GR_RESIZE_MENU : GR_RESIZE_FULL));
|
|
}
|
|
else {
|
|
if (ge == nullptr) {
|
|
gr_bitmap(x, y, (menu ? GR_RESIZE_MENU : GR_RESIZE_FULL));
|
|
}
|
|
else if (ge->draw == true) {
|
|
// currently only for lua streaminganim objects
|
|
// and don't draw them unless requested...
|
|
gr_bitmap_uv(x, y, ge->width, ge->height, ge->u0, ge->v0, ge->u1, ge->v1, GR_RESIZE_NONE);
|
|
}
|
|
}
|
|
}
|
|
}
|