Decode AGF textures through the asset store

This commit is contained in:
gamer147
2026-07-11 09:55:58 -04:00
parent b6c3b1660d
commit a1f6d0ab51
15 changed files with 468 additions and 158 deletions

View File

@@ -373,7 +373,7 @@ sealed class GfxTraceHost : IHost
{
private readonly ResourceMap _res;
private readonly string _scene;
private readonly Dictionary<int, string?> _slotBmp = new(); // slot -> resolved BMP path (or null)
private readonly Dictionary<int, string?> _slotAsset = new(); // slot -> resolved AGF name (or null)
// slot -> dims. Slot 0 is the primary/screen surface (800x600), normally created at engine boot which
// the single-scene harness skips; seed it so the first CG's anchor math stays correct (not 0x0).
private readonly Dictionary<int, (int W, int H)> _slotDims = new() { { 0, (800, 600) } };
@@ -389,19 +389,19 @@ sealed class GfxTraceHost : IHost
public void SetTexture(long resId, int slot)
{
var e = _res.Resolve(_scene, resId);
var bmp = e != null ? ResourceMap.TexturePath(e) : null;
_slotBmp[slot] = bmp;
_slotDims[slot] = BmpHeader.ReadDims(bmp);
var e = _res.ResolveTexture(_scene, resId);
RgbaImage? image = e != null ? _res.DecodeTexture(e) : null;
_slotAsset[slot] = e?.Name;
_slotDims[slot] = image != null ? (image.Width, image.Height) : (0, 0);
Events.Add($"set-texture slot={slot} res=0x{resId:x} -> {(e?.Name ?? "<unresolved>")}"
+ (bmp == null ? " [NO BMP]" : ""));
+ (image == null ? " [NO AGF]" : ""));
}
public void DrawTexture(int slot, int sx, int sy, int w, int h, int dx, int dy)
{
_slotBmp.TryGetValue(slot, out var bmp);
_slotAsset.TryGetValue(slot, out var asset);
Events.Add($"draw-texture slot={slot} src=({sx},{sy} {w}x{h}) dst=({dx},{dy}) "
+ $"file={(bmp != null ? System.IO.Path.GetFileName(bmp) : "<none>")}");
+ $"file={(asset ?? "<none>")}");
}
public void CreateTexture(int slot, int width, int height)