- moved the sprite positioning info out of FMaterial back into FTexture.
This cleans out half of FMaterial and brings it closer to being a texture binding descriptor, which is all it really should be.
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9099bc8420
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0ce0099e29
7 changed files with 309 additions and 300 deletions
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@ -47,6 +47,7 @@
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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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// Wrappers to keep the definitions of these classes out of here.
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void DeleteMaterial(FMaterial* mat);
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@ -125,7 +126,6 @@ FTexture::FTexture (const char *name, int lumpnum)
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bDisableFullbright = false;
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bSkybox = false;
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bNoCompress = false;
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bNoExpand = false;
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bTranslucent = -1;
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@ -461,6 +461,25 @@ void FTexture::GetGlowColor(float *data)
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data[2] = GlowColor.b / 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 FTexture::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 = areas;
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return 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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// Finds gaps in the texture which can be skipped by the renderer
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@ -776,6 +795,197 @@ TArray<uint8_t> FTexture::Get8BitPixels(bool alphatex)
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return Pixels;
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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 FTexture::SetupSpriteData()
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{
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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 (ShouldExpandSprite())
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{
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if (mTrimResult == -1) mTrimResult = !!TrimBorders(spi.trim); // 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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else mTrimResult = 0;
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SetSpriteRect();
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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 FTexture::ShouldExpandSprite()
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{
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if (bExpandSprite != -1) return bExpandSprite;
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if (isWarped() || isHardwareCanvas() || shaderindex != SHADER_Default)
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{
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bExpandSprite = false;
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return false;
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}
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if (Brightmap != NULL && (GetTexelWidth() != Brightmap->GetTexelWidth() || GetTexelHeight() != Brightmap->GetTexelHeight()))
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{
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// do not expand if the brightmap's size differs.
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bExpandSprite = false;
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return false;
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}
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bExpandSprite = true;
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return true;
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}
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//===========================================================================
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//
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// Finds empty space around the texture.
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// Used for sprites that got placed into a huge empty frame.
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//
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//===========================================================================
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bool FTexture::TrimBorders(uint16_t* rect)
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{
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auto texbuffer = CreateTexBuffer(0);
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int w = texbuffer.mWidth;
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int h = texbuffer.mHeight;
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auto Buffer = texbuffer.mBuffer;
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if (texbuffer.mBuffer == nullptr)
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{
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return false;
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}
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if (w != Width || h != Height)
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{
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// external Hires replacements cannot be trimmed.
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return false;
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}
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int size = w * h;
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if (size == 1)
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{
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// nothing to be done here.
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rect[0] = 0;
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rect[1] = 0;
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rect[2] = 1;
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rect[3] = 1;
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return true;
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}
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int first, last;
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for (first = 0; first < size; first++)
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{
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if (Buffer[first * 4 + 3] != 0) break;
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}
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if (first >= size)
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{
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// completely empty
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rect[0] = 0;
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rect[1] = 0;
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rect[2] = 1;
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rect[3] = 1;
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return true;
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}
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for (last = size - 1; last >= first; last--)
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{
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if (Buffer[last * 4 + 3] != 0) break;
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}
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rect[1] = first / w;
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rect[3] = 1 + last / w - rect[1];
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rect[0] = 0;
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rect[2] = w;
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unsigned char* bufferoff = Buffer + (rect[1] * w * 4);
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h = rect[3];
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for (int x = 0; x < w; x++)
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{
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for (int y = 0; y < h; y++)
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{
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if (bufferoff[(x + y * w) * 4 + 3] != 0) goto outl;
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}
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rect[0]++;
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}
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outl:
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rect[2] -= rect[0];
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for (int x = w - 1; rect[2] > 1; x--)
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{
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for (int y = 0; y < h; y++)
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{
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if (bufferoff[(x + y * w) * 4 + 3] != 0)
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{
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return true;
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}
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}
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rect[2]--;
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}
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return true;
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}
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//===========================================================================
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//
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// Set the sprite rectangle
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//
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//===========================================================================
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void FTexture::SetSpriteRect()
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{
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auto leftOffset = GetLeftOffsetHW();
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auto topOffset = GetTopOffsetHW();
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float fxScale = (float)Scale.X;
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float fyScale = (float)Scale.Y;
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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 (bExpandSprite)
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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 = -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 (mTrimResult > 0)
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{
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spi.mSpriteRect.left += spi.trim[0] / fxScale;
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spi.mSpriteRect.top += spi.trim[1] / fyScale;
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spi.mSpriteRect.width -= (oldwidth - spi.trim[2]) / fxScale;
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spi.mSpriteRect.height -= (oldheight - spi.trim[3]) / fyScale;
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spi.mSpriteU[0] = spi.trim[0] / spi.spriteWidth;
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spi.mSpriteV[0] = spi.trim[1] / spi.spriteHeight;
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spi.mSpriteU[1] -= (oldwidth - spi.trim[0] - spi.trim[2]) / spi.spriteWidth;
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spi.mSpriteV[1] -= (oldheight - spi.trim[1] - spi.trim[3]) / 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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// Coordinate helper.
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@ -904,3 +1114,23 @@ bool FGameTexture::isUserContent() const
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return (filenum > fileSystem.GetMaxIwadNum());
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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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