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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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@@ -81,14 +81,12 @@ int main(int argc, char** argv) {
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return 1;
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}
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level_tools::DrawStats draw_stats;
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// draw_stats.debug_print_dma_data = true;
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level_tools::BspHeader bsp_header;
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bsp_header.read_from_file(data, dts, &draw_stats, kGameVersion);
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bsp_header.read_from_file(data, dts, kGameVersion);
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level_tools::PrintSettings settings;
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fmt::print("{}\n", bsp_header.print(settings));
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fmt::print("Stats:\n{}\n", draw_stats.print());
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} catch (const std::exception& e) {
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fmt::print("Error: {}\n", e.what());
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