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Add hfrag, clean up some background renderer stuff (#3509)
This adds hfrag, but with a few remaining issues: - The textures aren't animated. Instead, it just uses one texture. - The texture filtering isn't as good as at it could be. I also cleaned up a few issues with the background renderers: - Cleaned up some stuff that is common to hfrag, tie, tfrag, shrub - Moved time-of-day color packing stuff to FR3 creation, rather than at level load. This appears to reduce the frame time spikes when a level is first drawn by about 5 or 6 ms in big levels. - Cleaned up the x86 specific stuff used in time of day. Now there's only one place where we have an `ifdef`, rather than spreading it all over the rendering code.
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@@ -1233,7 +1233,10 @@ goos::Object decompile_structure(const TypeSpec& type,
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auto len = field.array_size();
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auto stride = ts.get_size_in_type(field) / len;
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ASSERT(stride == field_type_info->get_size_in_memory());
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if (field.type() == TypeSpec("int128") || field.type() == TypeSpec("uint128")) {
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lg::die("Trying to decompile field {} of {} as an array of type {} not supported",
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field.name(), type_info->get_name(), field.type().print());
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}
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field_defs_out.emplace_back(
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field.name(), decompile_value_array(field.type(), field_type_info, len, stride,
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field_start, obj_words, ts));
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