use internal type for colors
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9a9183a531
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@ -2,12 +2,13 @@ package dat
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import (
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"encoding/binary"
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imageColor "image/color"
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"io"
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"github.com/FooSoft/lazarus/math"
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)
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type Palette struct {
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Colors [256]imageColor.RGBA
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Colors [256]math.Color3b
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}
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type color struct {
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@ -24,7 +25,7 @@ func NewFromReader(reader io.Reader) (*Palette, error) {
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palette := new(Palette)
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for i, color := range colors {
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palette.Colors[i] = imageColor.RGBA{color.R, color.G, color.B, 0xff}
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palette.Colors[i] = math.Color3b{R: color.R, G: color.G, B: color.B}
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}
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return palette, nil
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@ -34,7 +35,7 @@ func NewFromGrayscale() *Palette {
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palette := new(Palette)
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for i := 0; i < 256; i++ {
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value := uint8(i)
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palette.Colors[i] = imageColor.RGBA{value, value, value, 0xff}
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palette.Colors[i] = math.Color3b{R: value, G: value, B: value}
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}
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return palette
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@ -17,6 +17,12 @@ type Rect4i struct {
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H int
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}
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type Color3b struct {
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R byte
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G byte
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B byte
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}
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type Color4b struct {
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R byte
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G byte
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@ -1,7 +1,6 @@
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package platform
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import (
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"image/color"
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"unsafe"
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"github.com/FooSoft/lazarus/math"
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@ -13,7 +12,7 @@ type Texture struct {
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glTexture uint32
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}
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func newTextureFromRgba(colors []color.RGBA, size math.Vec2i) (*Texture, error) {
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func newTextureFromRgba(colors []math.Color4b, size math.Vec2i) (*Texture, error) {
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var glLastTexture int32
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gl.GetIntegerv(gl.TEXTURE_BINDING_2D, &glLastTexture)
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@ -29,6 +28,23 @@ func newTextureFromRgba(colors []color.RGBA, size math.Vec2i) (*Texture, error)
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return &Texture{size, glTexture}, nil
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}
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func newTextureFromRgb(colors []math.Color3b, size math.Vec2i) (*Texture, error) {
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var glLastTexture int32
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gl.GetIntegerv(gl.TEXTURE_BINDING_2D, &glLastTexture)
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var glTexture uint32
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gl.GenTextures(1, &glTexture)
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gl.BindTexture(gl.TEXTURE_2D, glTexture)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
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gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(size.X), int32(size.Y), 0, gl.RGB, gl.UNSIGNED_BYTE, unsafe.Pointer(&colors[0]))
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gl.BindTexture(gl.TEXTURE_2D, uint32(glLastTexture))
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return &Texture{size, glTexture}, nil
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}
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func (t *Texture) Handle() Handle {
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return Handle(t.glTexture)
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}
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@ -1,8 +1,6 @@
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package platform
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import (
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"image/color"
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imgui "github.com/FooSoft/imgui-go"
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"github.com/FooSoft/lazarus/math"
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"github.com/FooSoft/lazarus/platform/imgui_backend"
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@ -69,10 +67,14 @@ func (w *Window) Destroy() error {
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return nil
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}
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func (w *Window) CreateTextureRgba(colors []color.RGBA, size math.Vec2i) (*Texture, error) {
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func (w *Window) CreateTextureRgba(colors []math.Color4b, size math.Vec2i) (*Texture, error) {
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return newTextureFromRgba(colors, size)
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}
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func (w *Window) CreateTextureRgb(colors []math.Color3b, size math.Vec2i) (*Texture, error) {
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return newTextureFromRgb(colors, size)
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}
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func (w *Window) RenderTexture(texture *Texture, position math.Vec2i) {
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size := texture.Size()
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@ -4,6 +4,7 @@ import (
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"flag"
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"fmt"
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"image"
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"image/color"
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"image/png"
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"os"
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"path"
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@ -39,10 +40,12 @@ func extractSprite(spritePath string, palette *dat.Palette, targetDir string) er
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for di, direction := range sprite.Directions {
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for fi, frame := range direction.Frames {
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img := image.NewRGBA(image.Rect(0, 0, frame.Width, frame.Height))
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for y := 0; y < frame.Height; y++ {
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for x := 0; x < frame.Width; x++ {
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img.Set(x, y, palette.Colors[frame.Data[y*frame.Width+x]])
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img := image.NewRGBA(image.Rect(0, 0, frame.Size.X, frame.Size.Y))
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for y := 0; y < frame.Size.Y; y++ {
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for x := 0; x < frame.Size.X; x++ {
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colorSrc := palette.Colors[frame.Data[y*frame.Size.X+x]]
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colorDst := color.RGBA{colorSrc.R, colorSrc.G, colorSrc.B, 0xff}
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img.Set(x, y, colorDst)
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}
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}
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@ -3,7 +3,6 @@ package main
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import (
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"flag"
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"fmt"
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"image/color"
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"log"
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"os"
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"path/filepath"
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@ -11,6 +10,7 @@ import (
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imgui "github.com/FooSoft/imgui-go"
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"github.com/FooSoft/lazarus/formats/dat"
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"github.com/FooSoft/lazarus/formats/dc6"
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"github.com/FooSoft/lazarus/math"
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"github.com/FooSoft/lazarus/platform"
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)
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@ -89,7 +89,7 @@ func (s *scene) Advance(window *platform.Window) error {
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func (s *scene) updateTexture(window *platform.Window) error {
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frame := s.sprite.Directions[s.directionIndex].Frames[s.frameIndex]
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colors := make([]color.RGBA, frame.Size.X*frame.Size.Y)
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colors := make([]math.Color3b, frame.Size.X*frame.Size.Y)
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for y := 0; y < frame.Size.Y; y++ {
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for x := 0; x < frame.Size.X; x++ {
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colors[y*frame.Size.X+x] = s.palette.Colors[frame.Data[y*frame.Size.X+x]]
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@ -103,7 +103,7 @@ func (s *scene) updateTexture(window *platform.Window) error {
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}
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var err error
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s.texture, err = window.CreateTextureRgba(colors, frame.Size)
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s.texture, err = window.CreateTextureRgb(colors, frame.Size)
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if err != nil {
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return err
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}
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