type cleanup
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3f3a5aa5b1
commit
9a9183a531
@ -4,6 +4,7 @@ import (
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"encoding/binary"
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"io"
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"github.com/FooSoft/lazarus/math"
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"github.com/FooSoft/lazarus/streaming"
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)
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@ -32,10 +33,8 @@ type Direction struct {
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}
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type Frame struct {
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Width int
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Height int
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OffsetX int
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OffsetY int
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Size math.Vec2i
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Offset math.Vec2i
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Data []byte
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}
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@ -79,15 +78,13 @@ func NewFromReader(reader io.ReadSeeker) (*Sprite, error) {
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return nil, err
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}
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frame := Frame{
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int(frameHead.Width),
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int(frameHead.Height),
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int(frameHead.OffsetX),
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int(frameHead.OffsetY),
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data,
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}
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var (
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size = math.Vec2i{X: int(frameHead.Width), Y: int(frameHead.Height)}
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offset = math.Vec2i{X: int(frameHead.OffsetX), Y: int(frameHead.OffsetY)}
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frame = Frame{size, offset, data}
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direction = &sprite.Directions[i/int(fileHead.FramesPerDir)]
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)
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direction := &sprite.Directions[i/int(fileHead.FramesPerDir)]
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direction.Frames = append(direction.Frames, frame)
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}
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@ -16,3 +16,10 @@ type Rect4i struct {
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W int
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H int
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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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B byte
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A byte
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}
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@ -10,27 +10,27 @@ import (
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type Texture struct {
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size math.Vec2i
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glHandle uint32
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glTexture uint32
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}
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func newTextureFromRgba(colors []color.RGBA, width, height int) (*Texture, error) {
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var glHandleLast int32
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gl.GetIntegerv(gl.TEXTURE_BINDING_2D, &glHandleLast)
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func newTextureFromRgba(colors []color.RGBA, 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 glHandle uint32
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gl.GenTextures(1, &glHandle)
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gl.BindTexture(gl.TEXTURE_2D, glHandle)
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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.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&colors[0]))
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(size.X), int32(size.Y), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&colors[0]))
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gl.BindTexture(gl.TEXTURE_2D, uint32(glHandleLast))
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return &Texture{size: math.Vec2i{X: width, Y: height}, glHandle: glHandle}, nil
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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.glHandle)
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return Handle(t.glTexture)
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}
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func (t *Texture) Size() math.Vec2i {
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@ -38,10 +38,12 @@ func (t *Texture) Size() math.Vec2i {
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}
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func (t *Texture) Destroy() error {
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if t.glHandle != 0 {
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gl.DeleteTextures(1, &t.glHandle)
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t.glHandle = 0
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if t == nil || t.glTexture == 0 {
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return nil
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}
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gl.DeleteTextures(1, &t.glTexture)
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t.glTexture = 0
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return nil
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}
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@ -69,8 +69,8 @@ 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, width, height int) (*Texture, error) {
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return newTextureFromRgba(colors, width, height)
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func (w *Window) CreateTextureRgba(colors []color.RGBA, size math.Vec2i) (*Texture, error) {
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return newTextureFromRgba(colors, size)
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}
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func (w *Window) RenderTexture(texture *Texture, position math.Vec2i) {
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@ -74,8 +74,8 @@ func (s *scene) Advance(window *platform.Window) error {
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}
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frame := direction.Frames[frameIndex]
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imgui.SliderInt("Frame", &frameIndex, 0, int32(len(direction.Frames))-1)
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imgui.Text(fmt.Sprintf("Size: %dx%d", frame.Width, frame.Height))
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imgui.Text(fmt.Sprintf("Offset: %dx%d", frame.OffsetX, frame.OffsetY))
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imgui.Text(fmt.Sprintf("Size: %+v", frame.Size))
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imgui.Text(fmt.Sprintf("Offset: %+v", frame.Offset))
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if directionIndex != s.directionIndex || frameIndex != s.frameIndex {
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s.directionIndex = directionIndex
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@ -89,10 +89,10 @@ 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.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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colors[y*frame.Width+x] = s.palette.Colors[frame.Data[y*frame.Width+x]]
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colors := make([]color.RGBA, 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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}
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}
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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.Width, frame.Height)
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s.texture, err = window.CreateTextureRgba(colors, frame.Size)
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if err != nil {
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return err
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}
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