Open Source Tomb Raider Engine
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TextureManager.cpp 19KB

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  1. /*!
  2. * \file src/TextureManager.cpp
  3. * \brief Texture Registry
  4. *
  5. * \author Mongoose
  6. * \author xythobuz
  7. */
  8. #include "imgui/imgui.h"
  9. #include "stb/stb_image.h"
  10. #include "global.h"
  11. #include "Game.h"
  12. #include "Log.h"
  13. #include "RunTime.h"
  14. #include "World.h"
  15. #include "utils/Folder.h"
  16. #include "utils/pcx.h"
  17. #include "utils/pixel.h"
  18. #include "utils/random.h"
  19. #include "utils/strings.h"
  20. #include "TextureManager.h"
  21. #include <glbinding/gl/gl.h>
  22. glm::vec2 TextureTile::getUV(unsigned int i) {
  23. glm::vec2 uv(vertices.at(i).xPixel,
  24. vertices.at(i).yPixel);
  25. /*! \fixme
  26. * This is my somewhat hacky approach to fixing
  27. * the bad texture-bleeding problems everywhere.
  28. * That's better, but makes the seams between
  29. * each sector much more visible!
  30. */
  31. if (vertices.at(i).xCoordinate == 1) {
  32. uv.x += 0.375f;
  33. }
  34. if (vertices.at(i).yCoordinate == 1) {
  35. uv.y += 0.375f;
  36. }
  37. return uv / 256.0f;
  38. }
  39. // ----------------------------------------------------------------------------
  40. #define COLOR_PALETTE_SIZE 256
  41. std::vector<unsigned int> TextureManager::mTextureIdsGame;
  42. std::vector<unsigned int> TextureManager::mTextureIdsSystem;
  43. std::vector<TextureTile*> TextureManager::tiles;
  44. std::vector<std::vector<int>> TextureManager::animations;
  45. std::vector<int> TextureManager::gameUnits;
  46. std::vector<int> TextureManager::systemUnits;
  47. unsigned int TextureManager::nextFreeTextureUnit = 0;
  48. std::vector<BufferManager> TextureManager::gameBuffers;
  49. std::vector<BufferManager> TextureManager::systemBuffers;
  50. std::array<glm::vec4, 256> TextureManager::colorPalette;
  51. std::vector<std::tuple<unsigned char*, unsigned int, unsigned int>> TextureManager::indexedTextures;
  52. int TextureManager::initialize() {
  53. orAssertEqual(mTextureIdsGame.size(), 0);
  54. orAssertEqual(mTextureIdsSystem.size(), 0);
  55. while (mTextureIdsSystem.size() < 2) {
  56. unsigned int id;
  57. gl::glGenTextures(1, &id);
  58. mTextureIdsSystem.push_back(id);
  59. }
  60. unsigned char* image = generateColorTexture(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f), 32, 32, 32);
  61. int res = loadBufferSlot(image, 32, 32, ColorMode::RGBA, 32, TextureStorage::SYSTEM, TEXTURE_WHITE,
  62. false);
  63. delete [] image;
  64. if (res < 0) {
  65. return -1;
  66. }
  67. return 0;
  68. }
  69. int TextureManager::initializeSplash() {
  70. Folder f(RunTime::getPakDir());
  71. std::vector<File> files;
  72. f.findRecursiveFilesEndingWith(files, ".pcx");
  73. f.findRecursiveFilesEndingWith(files, ".bmp");
  74. f.findRecursiveFilesEndingWith(files, ".png");
  75. f.findRecursiveFilesEndingWith(files, ".tga");
  76. f.findRecursiveFilesEndingWith(files, ".jpg");
  77. if (files.size() == 0) {
  78. if (loadImage(RunTime::getDataDir() + "/splash.tga", TextureStorage::SYSTEM, TEXTURE_SPLASH) < 0) {
  79. return -2;
  80. }
  81. } else {
  82. int i = randomInteger(files.size() - 1);
  83. if (loadImage(files.at(i).getPath(), TextureStorage::SYSTEM, TEXTURE_SPLASH) < 0) {
  84. if (loadImage(RunTime::getDataDir() + "/splash.tga", TextureStorage::SYSTEM, TEXTURE_SPLASH) < 0) {
  85. return -3;
  86. }
  87. }
  88. }
  89. return 0;
  90. }
  91. void TextureManager::shutdown() {
  92. while (mTextureIdsSystem.size() > 0) {
  93. unsigned int id = mTextureIdsSystem.at(mTextureIdsSystem.size() - 1);
  94. gl::glDeleteTextures(1, &id);
  95. mTextureIdsSystem.pop_back();
  96. }
  97. gameBuffers.clear();
  98. systemBuffers.clear();
  99. clear();
  100. }
  101. void TextureManager::clear() {
  102. while (mTextureIdsGame.size() > 0) {
  103. unsigned int id = mTextureIdsGame.at(mTextureIdsGame.size() - 1);
  104. gl::glDeleteTextures(1, &id);
  105. mTextureIdsGame.pop_back();
  106. }
  107. while (!tiles.empty()) {
  108. delete tiles.at(tiles.size() - 1);
  109. tiles.pop_back();
  110. }
  111. animations.clear();
  112. gameUnits.clear();
  113. systemUnits.clear();
  114. nextFreeTextureUnit = 0;
  115. indexedTextures.clear();
  116. }
  117. int TextureManager::loadBufferSlot(unsigned char* image,
  118. unsigned int width, unsigned int height,
  119. ColorMode mode, unsigned int bpp,
  120. TextureStorage s, int slot, bool filter) {
  121. orAssertGreaterThan(width, 0);
  122. orAssertGreaterThan(height, 0);
  123. orAssert((mode == ColorMode::RGB)
  124. || (mode == ColorMode::BGR)
  125. || (mode == ColorMode::ARGB)
  126. || (mode == ColorMode::RGBA)
  127. || (mode == ColorMode::BGRA));
  128. orAssert((bpp == 8) || (bpp == 24) || (bpp == 32));
  129. if (slot < 0)
  130. slot = getIds(s).size();
  131. while (getIds(s).size() <= slot) {
  132. unsigned int id;
  133. gl::glGenTextures(1, &id);
  134. getIds(s).push_back(id);
  135. }
  136. gl::GLenum glcMode;
  137. switch (mode) {
  138. case ColorMode::BGR:
  139. glcMode = gl::GL_BGR;
  140. break;
  141. case ColorMode::RGB:
  142. glcMode = gl::GL_RGB;
  143. break;
  144. case ColorMode::ARGB:
  145. if (image != nullptr)
  146. argb2rgba32(image, width, height);
  147. glcMode = gl::GL_RGBA;
  148. break;
  149. case ColorMode::BGRA:
  150. glcMode = gl::GL_BGRA;
  151. break;
  152. case ColorMode::RGBA:
  153. glcMode = gl::GL_RGBA;
  154. break;
  155. }
  156. gl::glPixelStorei(gl::GL_UNPACK_ALIGNMENT, 1);
  157. bindTexture(slot, s);
  158. gl::glTexImage2D(gl::GL_TEXTURE_2D, 0, gl::GLint(gl::GL_RGBA), width, height, 0, glcMode,
  159. gl::GL_UNSIGNED_BYTE, image);
  160. if (filter) {
  161. // Trilinear filtering
  162. gl::glTexParameteri(gl::GL_TEXTURE_2D, gl::GL_TEXTURE_WRAP_S, gl::GLint(gl::GL_REPEAT));
  163. gl::glTexParameteri(gl::GL_TEXTURE_2D, gl::GL_TEXTURE_WRAP_T, gl::GLint(gl::GL_REPEAT));
  164. gl::glTexParameteri(gl::GL_TEXTURE_2D, gl::GL_TEXTURE_MAG_FILTER, gl::GLint(gl::GL_LINEAR));
  165. gl::glTexParameteri(gl::GL_TEXTURE_2D, gl::GL_TEXTURE_MIN_FILTER,
  166. gl::GLint(gl::GL_LINEAR_MIPMAP_LINEAR));
  167. gl::glGenerateMipmap(gl::GL_TEXTURE_2D);
  168. } else {
  169. gl::glTexParameteri(gl::GL_TEXTURE_2D, gl::GL_TEXTURE_MIN_FILTER, gl::GLint(gl::GL_NEAREST));
  170. gl::glTexParameteri(gl::GL_TEXTURE_2D, gl::GL_TEXTURE_MAG_FILTER, gl::GLint(gl::GL_NEAREST));
  171. }
  172. return slot;
  173. }
  174. int TextureManager::numTextures(TextureStorage s) {
  175. return getIds(s).size();
  176. }
  177. void TextureManager::bindTextureId(unsigned int n, TextureStorage s, unsigned int unit) {
  178. orAssertLessThan(n, getIds(s).size());
  179. orAssertLessThan(unit, 80); //! \fixme Query GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
  180. gl::glActiveTexture(gl::GL_TEXTURE0 + unit);
  181. gl::glBindTexture(gl::GL_TEXTURE_2D, getIds(s).at(n));
  182. }
  183. int TextureManager::bindTexture(unsigned int n, TextureStorage s) {
  184. orAssertLessThan(n, getIds(s).size());
  185. if ((n < getUnits(s).size()) && (getUnits(s).at(n) >= 0)) {
  186. bindTextureId(n, s, getUnits(s).at(n));
  187. return getUnits(s).at(n);
  188. } else {
  189. while (getUnits(s).size() <= n)
  190. getUnits(s).push_back(-1);
  191. getUnits(s).at(n) = nextFreeTextureUnit;
  192. bindTextureId(n, s, nextFreeTextureUnit);
  193. nextFreeTextureUnit++;
  194. return nextFreeTextureUnit - 1;
  195. }
  196. }
  197. unsigned int TextureManager::getTextureID(int n, TextureStorage s) {
  198. orAssertLessThan(n, getIds(s).size());
  199. return getIds(s).at(n);
  200. }
  201. void TextureManager::addTile(TextureTile* t) {
  202. tiles.push_back(t);
  203. }
  204. int TextureManager::numTiles() {
  205. return tiles.size();
  206. }
  207. TextureTile& TextureManager::getTile(int index) {
  208. orAssertGreaterThanEqual(index, 0);
  209. orAssertLessThan(index, tiles.size());
  210. return *tiles.at(index);
  211. }
  212. void TextureManager::addAnimatedTile(int index, int tile) {
  213. while (index >= animations.size())
  214. animations.push_back(std::vector<int>());
  215. animations.at(index).push_back(tile);
  216. }
  217. int TextureManager::numAnimatedTiles() {
  218. return animations.size();
  219. }
  220. int TextureManager::getFirstTileAnimation(int index) {
  221. orAssertLessThan(index, animations.size());
  222. orAssertGreaterThan(animations.at(index).size(), 0);
  223. return animations.at(index).at(0);
  224. }
  225. int TextureManager::getNextTileAnimation(int index, int tile) {
  226. orAssertLessThan(index, animations.size());
  227. for (int i = 0; i < animations.at(index).size(); i++) {
  228. if (animations.at(index).at(i) == tile) {
  229. if (i < (animations.at(index).size() - 1))
  230. return animations.at(index).at(i + 1);
  231. else
  232. return animations.at(index).at(0);
  233. }
  234. }
  235. return -1;
  236. }
  237. BufferManager* TextureManager::getBufferManager(int tex, TextureStorage store) {
  238. auto& v = (store == TextureStorage::GAME) ? gameBuffers : systemBuffers;
  239. /*! \fixme Strange +2 needed, or else OpenRaider crashes hard.
  240. * Normally, this should only be (tex). I had to increase it to
  241. * (tex + 1) some time ago when OpenRaider crashed in relation to
  242. * non-existing texture IDs. Now, after removing all custom Font
  243. * support (one texture less loaded at startup), OR crashed again.
  244. * Increasing this to (tex + 2) "fixed" the problem. Why?
  245. */
  246. while (v.size() <= (tex + 2)) {
  247. v.emplace_back(v.size(), store);
  248. }
  249. return &(v.at(tex));
  250. }
  251. void TextureManager::setPalette(int index, glm::vec4 color) {
  252. orAssertGreaterThanEqual(index, 0);
  253. orAssertLessThan(index, COLOR_PALETTE_SIZE);
  254. colorPalette[index] = color;
  255. }
  256. glm::vec4 TextureManager::getPalette(int index) {
  257. orAssertGreaterThanEqual(index, 0);
  258. orAssertLessThan(index, COLOR_PALETTE_SIZE);
  259. return colorPalette[index];
  260. }
  261. void TextureManager::addIndexedTexture(unsigned char* image, unsigned int width,
  262. unsigned int height) {
  263. unsigned char* img = new unsigned char[width * height];
  264. for (unsigned int i = 0; i < (width * height); i++)
  265. img[i] = image[i];
  266. indexedTextures.emplace_back(img, width, height);
  267. }
  268. void TextureManager::prepare() {
  269. for (int i = 0; i < indexedTextures.size(); i++) {
  270. auto tex = indexedTextures.at(i);
  271. unsigned char* img = std::get<0>(tex);
  272. unsigned int width = std::get<1>(tex);
  273. unsigned int height = std::get<2>(tex);
  274. unsigned char* image = new unsigned char[width * height * 4];
  275. for (unsigned int j = 0; j < (width * height); j++) {
  276. auto col = getPalette(img[j]);
  277. image[j * 4] = static_cast<unsigned char>(col.x * 255);
  278. image[(j * 4) + 1] = static_cast<unsigned char>(col.y * 255);
  279. image[(j * 4) + 2] = static_cast<unsigned char>(col.z * 255);
  280. image[(j * 4) + 3] = static_cast<unsigned char>(col.w * 255);
  281. }
  282. delete [] img;
  283. loadBufferSlot(image, width, height, ColorMode::RGBA, 32, TextureStorage::GAME, i, true);
  284. }
  285. }
  286. int TextureManager::loadImage(std::string filename, TextureStorage s, int slot) {
  287. if (stringEndsWith(filename, ".pcx")) {
  288. return loadPCX(filename, s, slot);
  289. } else {
  290. int x, y, n;
  291. unsigned char* data = stbi_load(filename.c_str(), &x, &y, &n, 0);
  292. if (data) {
  293. if ((n < 3) || (n > 4)) {
  294. Log::get(LOG_ERROR) << "Image \"" << filename << "\" has unsupported format ("
  295. << n << ")!" << Log::endl;
  296. stbi_image_free(data);
  297. return -2;
  298. }
  299. int id = loadBufferSlot(data, x, y, (n == 3) ? ColorMode::RGB : ColorMode::RGBA,
  300. (n == 3) ? 24 : 32, s, slot);
  301. stbi_image_free(data);
  302. return id;
  303. } else {
  304. Log::get(LOG_ERROR) << "Can't load image \"" << filename << "\"!" << Log::endl;
  305. return -1;
  306. }
  307. }
  308. }
  309. int TextureManager::loadPCX(std::string filename, TextureStorage s, int slot) {
  310. int error = pcxCheck(filename.c_str());
  311. if (!error) {
  312. unsigned char* image;
  313. unsigned int w, h, bpp;
  314. ColorMode c;
  315. error = pcxLoad(filename.c_str(), &image, &w, &h, &c, &bpp);
  316. if (!error) {
  317. unsigned char* image2 = scaleBuffer(image, &w, &h, bpp);
  318. if (image2) {
  319. delete [] image;
  320. image = image2;
  321. }
  322. int id = loadBufferSlot(image, w, h, c, bpp, s, slot);
  323. delete [] image;
  324. return id;
  325. }
  326. return -5;
  327. }
  328. return -4;
  329. }
  330. std::vector<unsigned int>& TextureManager::getIds(TextureStorage s) {
  331. if (s == TextureStorage::GAME)
  332. return mTextureIdsGame;
  333. else
  334. return mTextureIdsSystem;
  335. }
  336. std::vector<int>& TextureManager::getUnits(TextureStorage s) {
  337. if (s == TextureStorage::GAME)
  338. return gameUnits;
  339. else
  340. return systemUnits;
  341. }
  342. void TextureManager::display() {
  343. if (ImGui::CollapsingHeader("Texture Viewer")) {
  344. static bool game = Game::isLoaded();
  345. static int index = 0;
  346. ImGui::SliderInt("##texslide", &index, 0, TextureManager::numTextures(
  347. game ? TextureStorage::GAME : TextureStorage::SYSTEM) - 1);
  348. ImGui::SameLine();
  349. if (ImGui::Button("+##texplus", ImVec2(0, 0))) {
  350. if (index < (numTextures(
  351. game ? TextureStorage::GAME : TextureStorage::SYSTEM) - 1))
  352. index++;
  353. else
  354. index = 0;
  355. }
  356. ImGui::SameLine();
  357. if (ImGui::Button("-##texminus", ImVec2(0, 0))) {
  358. if (index > 0)
  359. index--;
  360. else
  361. index = numTextures(
  362. game ? TextureStorage::GAME : TextureStorage::SYSTEM) - 1;
  363. }
  364. if ((numTextures(TextureStorage::GAME) > 0)) {
  365. ImGui::SameLine();
  366. ImGui::Checkbox("Game##texgame", &game);
  367. } else {
  368. game = false;
  369. }
  370. if (index >= numTextures(game ? TextureStorage::GAME : TextureStorage::SYSTEM)) {
  371. index = numTextures(game ? TextureStorage::GAME : TextureStorage::SYSTEM) - 1;
  372. if (index < 0) {
  373. game = false;
  374. index = 0;
  375. }
  376. }
  377. auto bm = getBufferManager(index, game ? TextureStorage::GAME
  378. : TextureStorage::SYSTEM);
  379. ImGui::Image(bm, ImVec2(ImGui::GetColumnWidth() * 2 / 3, ImGui::GetColumnWidth() * 2 / 3));
  380. }
  381. if (ImGui::CollapsingHeader("Textile Viewer")) {
  382. if (numTiles() > 0) {
  383. static int index = 0;
  384. ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
  385. ImGui::SliderInt("##tileslide", &index, 0, numTiles() - 1);
  386. ImGui::PopItemWidth();
  387. ImGui::SameLine();
  388. if (ImGui::Button("+##tileplus", ImVec2(0, 0))) {
  389. if (index < (numTiles() - 1))
  390. index++;
  391. else
  392. index = 0;
  393. }
  394. ImGui::SameLine();
  395. if (ImGui::Button("-##tileminus", ImVec2(0, 0))) {
  396. if (index > 0)
  397. index--;
  398. else
  399. index = numTiles() - 1;
  400. }
  401. if (index >= numTiles())
  402. index = 0;
  403. auto& tile = getTile(index);
  404. auto bm = getBufferManager(tile.getTexture(), TextureStorage::GAME);
  405. ImVec2 size(ImGui::GetColumnWidth() * 2 / 3, ImGui::GetColumnWidth() * 2 / 3);
  406. auto uvA = tile.getUV(0);
  407. auto uvB = tile.getUV(2);
  408. ImVec2 uv1(uvA.x, uvA.y);
  409. ImVec2 uv2(uvB.x, uvB.y);
  410. ImGui::Image(bm, size, uv1, uv2);
  411. } else {
  412. ImGui::Text("No textiles are currently loaded...!");
  413. }
  414. }
  415. if (ImGui::CollapsingHeader("Animated Textile Viewer")) {
  416. if (numAnimatedTiles() > 0) {
  417. static int index = 0;
  418. static int tile = getFirstTileAnimation(index);
  419. if (ImGui::SliderInt("##animslide", &index, 0, numAnimatedTiles() - 1)) {
  420. tile = getFirstTileAnimation(index);
  421. }
  422. ImGui::SameLine();
  423. if (ImGui::Button("+##animplus", ImVec2(0, 0))) {
  424. if (index < (numAnimatedTiles() - 1))
  425. index++;
  426. else
  427. index = 0;
  428. tile = getFirstTileAnimation(index);
  429. }
  430. ImGui::SameLine();
  431. if (ImGui::Button("-##animminus", ImVec2(0, 0))) {
  432. if (index > 0)
  433. index--;
  434. else
  435. index = numAnimatedTiles() - 1;
  436. tile = getFirstTileAnimation(index);
  437. }
  438. if (index >= numAnimatedTiles()) {
  439. index = 0;
  440. tile = getFirstTileAnimation(index);
  441. }
  442. int next = getNextTileAnimation(index, tile);
  443. if (next == -1) {
  444. index = 0;
  445. tile = getFirstTileAnimation(index);
  446. }
  447. ImGui::SameLine();
  448. ImGui::Text("%d", tile);
  449. auto& t = getTile(tile);
  450. auto bm = getBufferManager(t.getTexture(), TextureStorage::GAME);
  451. ImVec2 size(ImGui::GetColumnWidth() * 2 / 3, ImGui::GetColumnWidth() * 2 / 3);
  452. auto uvA = t.getUV(0);
  453. auto uvB = t.getUV(2);
  454. ImVec2 uv1(uvA.x, uvA.y);
  455. ImVec2 uv2(uvB.x, uvB.y);
  456. ImGui::Image(bm, size, uv1, uv2);
  457. static int fr = 0;
  458. if (fr > 0) {
  459. fr--;
  460. } else {
  461. fr = RunTime::getFPS() / 5;
  462. tile = next;
  463. }
  464. } else {
  465. ImGui::Text("No animated textures are currently loaded...!");
  466. }
  467. }
  468. if (ImGui::CollapsingHeader("Sprite Sequence Viewer")) {
  469. if (World::sizeSprite() <= 0) {
  470. ImGui::Text("Please load a level containing sprites!");
  471. } else {
  472. static int index = 0;
  473. static int sprite = 0;
  474. if (ImGui::SliderInt("##spriteslide", &index, 0, World::sizeSpriteSequence() - 1)) {
  475. sprite = 0;
  476. }
  477. ImGui::SameLine();
  478. if (ImGui::Button("+##spriteplus", ImVec2(0, 0))) {
  479. if (index < (World::sizeSpriteSequence() - 1))
  480. index++;
  481. else
  482. index = 0;
  483. sprite = 0;
  484. }
  485. ImGui::SameLine();
  486. if (ImGui::Button("-##spriteminus", ImVec2(0, 0))) {
  487. if (index > 0)
  488. index--;
  489. else
  490. index = World::sizeSpriteSequence() - 1;
  491. sprite = 0;
  492. }
  493. if (index >= World::sizeSpriteSequence()) {
  494. index = 0;
  495. sprite = 0;
  496. }
  497. if (sprite >= World::getSpriteSequence(index).size()) {
  498. sprite = 0;
  499. }
  500. ImGui::SameLine();
  501. ImGui::Text("Sprite %d/%d", sprite + 1, World::getSpriteSequence(index).size());
  502. auto& s = World::getSprite(World::getSpriteSequence(index).getStart() + sprite);
  503. auto bm = getBufferManager(s.getTexture(), TextureStorage::GAME);
  504. ImVec2 size(ImGui::GetColumnWidth() * 2 / 3, ImGui::GetColumnWidth() * 2 / 3);
  505. auto uv = s.getUVs();
  506. ImVec2 uv1(uv.x, uv.w);
  507. ImVec2 uv2(uv.z, uv.y);
  508. ImGui::Image(bm, size, uv1, uv2);
  509. static int fr = 0;
  510. if (fr > 0) {
  511. fr--;
  512. } else {
  513. fr = RunTime::getFPS() / 10;
  514. if (sprite < (World::getSpriteSequence(index).size() - 1))
  515. sprite++;
  516. else
  517. sprite = 0;
  518. }
  519. }
  520. }
  521. }