Moved a tonne of code around
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@ -1,64 +0,0 @@
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/**
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* Copyright (c) 2021 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "texture.h"
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// Due to some compiler bullshit, this is here.
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#ifndef STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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#endif
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void textureInit(texture_t *texture, int32_t width, int32_t height,
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pixel_t *pixels
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) {
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texture->width = width;
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texture->height = height;
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// Generate a texture ID and bind.
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glGenTextures(1, &texture->id);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture->id);
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// Setup our preferred texture params
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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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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// Start by buffering all transparent black pixels.
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if(pixels == NULL) {
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// TODO: I can optimize this, I think the GPU can default this somehow
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pixels = calloc(width * height, sizeof(pixel_t));
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, pixels
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);
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free(pixels);
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} else {
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, pixels
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);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void textureBufferPixels(texture_t *texture,
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int32_t x, int32_t y, int32_t width, int32_t height, pixel_t *pixels
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) {
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glBindTexture(GL_TEXTURE_2D, texture->id);
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glTexSubImage2D(GL_TEXTURE_2D, 0,
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x, y, width, height,
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GL_RGBA, GL_UNSIGNED_BYTE, pixels
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);
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}
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void textureDispose(texture_t *texture) {
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glDeleteTextures(1, &texture->id);
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}
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