Delete Bitmap.cc
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@@ -1,259 +0,0 @@
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#include "Bitmap.h"
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#include "data/rom.h"
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#include "rommapping.h"
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namespace yaze {
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namespace Application {
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namespace Graphics {
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int GetPCGfxAddress(char *romData, char id) {
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char **info1, **info2, **info3, **info4;
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int gfxPointer1 =
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lorom_snes_to_pc((romData[Core::Constants::gfx_1_pointer + 1] << 8) +
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(romData[Core::Constants::gfx_1_pointer]),
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info1);
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int gfxPointer2 =
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lorom_snes_to_pc((romData[Core::Constants::gfx_2_pointer + 1] << 8) +
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(romData[Core::Constants::gfx_2_pointer]),
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info2);
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int gfxPointer3 =
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lorom_snes_to_pc((romData[Core::Constants::gfx_3_pointer + 1] << 8) +
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(romData[Core::Constants::gfx_3_pointer]),
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info3);
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char gfxGamePointer1 = romData[gfxPointer1 + id];
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char gfxGamePointer2 = romData[gfxPointer2 + id];
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char gfxGamePointer3 = romData[gfxPointer3 + id];
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return lorom_snes_to_pc(
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Data::AddressFromBytes(gfxGamePointer1, gfxGamePointer2, gfxGamePointer3),
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info4);
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}
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char *CreateAllGfxDataRaw(char *romData) {
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// 0-112 -> compressed 3bpp bgr -> (decompressed each) 0x600 chars
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// 113-114 -> compressed 2bpp -> (decompressed each) 0x800 chars
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// 115-126 -> uncompressed 3bpp sprites -> (each) 0x600 chars
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// 127-217 -> compressed 3bpp sprites -> (decompressed each) 0x600 chars
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// 218-222 -> compressed 2bpp -> (decompressed each) 0x800 chars
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char *buffer = new char[346624];
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int bufferPos = 0;
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char *data = new char[2048];
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unsigned int uncompressedSize = 0;
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unsigned int compressedSize = 0;
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for (int i = 0; i < Core::Constants::NumberOfSheets; i++) {
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isbpp3[i] = ((i >= 0 && i <= 112) || // Compressed 3bpp bg
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(i >= 115 && i <= 126) || // Uncompressed 3bpp sprites
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(i >= 127 && i <= 217) // Compressed 3bpp sprites
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);
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// uncompressed sheets
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if (i >= 115 && i <= 126) {
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data = new char[Core::Constants::Uncompressed3BPPSize];
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int startAddress = GetPCGfxAddress(romData, (char)i);
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for (int j = 0; j < Core::Constants::Uncompressed3BPPSize; j++) {
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data[j] = romData[j + startAddress];
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}
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} else {
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data = alttp_decompress_gfx((char *)romData,
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GetPCGfxAddress(romData, (char)i),
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Core::Constants::UncompressedSheetSize,
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&uncompressedSize, &compressedSize);
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}
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for (int j = 0; j < sizeof(data); j++) {
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buffer[j + bufferPos] = data[j];
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}
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bufferPos += sizeof(data);
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}
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return buffer;
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}
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void CreateAllGfxData(char *romData, char *allgfx16Ptr) {
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char *data = CreateAllGfxDataRaw(romData);
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char *newData =
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new char[0x6F800]; // NEED TO GET THE APPROPRIATE SIZE FOR THAT
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unsigned char *mask =
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new unsigned char[]{0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01};
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int sheetPosition = 0;
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// 8x8 tile
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for (int s = 0; s < Core::Constants::NumberOfSheets; s++) // Per Sheet
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{
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for (int j = 0; j < 4; j++) // Per Tile Line Y
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{
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for (int i = 0; i < 16; i++) // Per Tile Line X
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{
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for (int y = 0; y < 8; y++) // Per Pixel Line
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{
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if (isbpp3[s]) {
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char lineBits0 =
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data[(y * 2) + (i * 24) + (j * 384) + sheetPosition];
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char lineBits1 =
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data[(y * 2) + (i * 24) + (j * 384) + 1 + sheetPosition];
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char lineBits2 =
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data[(y) + (i * 24) + (j * 384) + 16 + sheetPosition];
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for (int x = 0; x < 4; x++) // Per Pixel X
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{
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char pixdata = 0;
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char pixdata2 = 0;
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if ((lineBits0 & mask[(x * 2)]) == mask[(x * 2)]) {
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pixdata += 1;
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}
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if ((lineBits1 & mask[(x * 2)]) == mask[(x * 2)]) {
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pixdata += 2;
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}
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if ((lineBits2 & mask[(x * 2)]) == mask[(x * 2)]) {
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pixdata += 4;
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}
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if ((lineBits0 & mask[(x * 2) + 1]) == mask[(x * 2) + 1]) {
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pixdata2 += 1;
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}
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if ((lineBits1 & mask[(x * 2) + 1]) == mask[(x * 2) + 1]) {
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pixdata2 += 2;
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}
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if ((lineBits2 & mask[(x * 2) + 1]) == mask[(x * 2) + 1]) {
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pixdata2 += 4;
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}
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newData[(y * 64) + (x) + (i * 4) + (j * 512) + (s * 2048)] =
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(char)((pixdata << 4) | pixdata2);
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}
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} else {
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char lineBits0 =
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data[(y * 2) + (i * 16) + (j * 256) + sheetPosition];
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char lineBits1 =
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data[(y * 2) + (i * 16) + (j * 256) + 1 + sheetPosition];
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for (int x = 0; x < 4; x++) // Per Pixel X
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{
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char pixdata = 0;
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char pixdata2 = 0;
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if ((lineBits0 & mask[(x * 2)]) == mask[(x * 2)]) {
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pixdata += 1;
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}
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if ((lineBits1 & mask[(x * 2)]) == mask[(x * 2)]) {
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pixdata += 2;
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}
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if ((lineBits0 & mask[(x * 2) + 1]) == mask[(x * 2) + 1]) {
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pixdata2 += 1;
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}
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if ((lineBits1 & mask[(x * 2) + 1]) == mask[(x * 2) + 1]) {
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pixdata2 += 2;
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}
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newData[(y * 64) + (x) + (i * 4) + (j * 512) + (s * 2048)] =
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(char)((pixdata << 4) | pixdata2);
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}
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}
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}
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}
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}
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if (isbpp3[s]) {
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sheetPosition += Core::Constants::Uncompressed3BPPSize;
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} else {
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sheetPosition += Core::Constants::UncompressedSheetSize;
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}
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}
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char *allgfx16Data = (char *)allgfx16Ptr;
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for (int i = 0; i < 0x6F800; i++) {
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allgfx16Data[i] = newData[i];
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}
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}
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Bitmap::Bitmap(int width, int height, char *data)
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: width_(width), height_(height), pixel_data_(data) {}
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void Bitmap::Create(GLuint *out_texture) {
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// // Read the pixel data from the ROM
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// SDL_RWops * src = SDL_RWFromMem(pixel_data_, 0);
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// // Create the surface from that RW stream
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// SDL_Surface* surface = SDL_LoadBMP_RW(src, SDL_FALSE);
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// GLenum mode = 0;
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// Uint8 bpp = surface->format->charsPerPixel;
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// Uint32 rm = surface->format->Rmask;
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// if (bpp == 3 && rm == 0x000000ff) mode = GL_RGB;
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// if (bpp == 3 && rm == 0x00ff0000) mode = GL_BGR;
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// if (bpp == 4 && rm == 0x000000ff) mode = GL_RGBA;
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// if (bpp == 4 && rm == 0xff000000) mode = GL_BGRA;
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// GLsizei width = surface->w;
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// GLsizei height = surface->h;
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// GLenum format = mode;
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// GLvoid* pixels = surface->pixels;
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// Create a OpenGL texture identifier
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GLuint image_texture;
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glGenTextures(1, &image_texture);
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glBindTexture(GL_TEXTURE_2D, image_texture);
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// Setup filtering parameters for display
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Upload pixels into texture
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#if defined(GL_UNPACK_ROW_LENGTH) && !defined(__EMSCRIPTEN__)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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#endif
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width_, height_, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, pixel_data_);
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*out_texture = image_texture;
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}
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int Bitmap::GetWidth() { return width_; }
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int Bitmap::GetHeight() { return height_; }
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// Simple helper function to load an image into a OpenGL texture with common
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// settings
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bool Bitmap::LoadBitmapFromROM(unsigned char *texture_data, GLuint *out_texture,
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int *out_width, int *out_height) {
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// Load from file
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int image_width = 0;
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int image_height = 0;
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if (texture_data == NULL) return false;
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// Create a OpenGL texture identifier
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GLuint image_texture;
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glGenTextures(1, &image_texture);
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glBindTexture(GL_TEXTURE_2D, image_texture);
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// Setup filtering parameters for display
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE); // This is required on WebGL for non
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// power-of-two textures
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Same
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// Upload pixels into texture
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#if defined(GL_UNPACK_ROW_LENGTH) && !defined(__EMSCRIPTEN__)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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#endif
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, texture_data);
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*out_texture = image_texture;
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*out_width = image_width;
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*out_height = image_height;
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return true;
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}
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} // namespace Graphics
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} // namespace Application
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} // namespace yaze
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