PSP textures
This commit is contained in:
@@ -14,4 +14,5 @@ target_sources(${DUSK_TARGET_NAME}
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)
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)
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# Subdirs
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# Subdirs
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add_subdirectory(mesh)
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add_subdirectory(mesh)
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add_subdirectory(texture)
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@@ -13,6 +13,7 @@
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#include "console/console.h"
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#include "console/console.h"
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#include "dusksdl2input.h"
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#include "dusksdl2input.h"
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#include "renderscene.h"
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#include "renderscene.h"
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#include "display/texture/texture.h"
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#include "display/mesh/mesh.h"
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#include "display/mesh/mesh.h"
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SDL_Window *RENDER_WINDOW;
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SDL_Window *RENDER_WINDOW;
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@@ -20,6 +21,7 @@ SDL_Renderer *RENDER_RENDERER;
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SDL_GLContext RENDER_GL_CONTEXT;
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SDL_GLContext RENDER_GL_CONTEXT;
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bool_t RENDER_RUNNING;
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bool_t RENDER_RUNNING;
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static texture_t TEST_TEXTURE;
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static mesh_t TRIANGLE_MESH;
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static mesh_t TRIANGLE_MESH;
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// Interleaved in native order: COORD -> COLOR -> VERTEX
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// Interleaved in native order: COORD -> COLOR -> VERTEX
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@@ -32,14 +34,14 @@ static const meshvertex_t tri[3] = {
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static const meshvertex_t quad[6] = {
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static const meshvertex_t quad[6] = {
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// First triangle
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// First triangle
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{ { 0xFF, 0, 0, 0xFF }, { 0.0f, 0.0f }, { -1.0f, -1.0f, 0.0f } }, // Red
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{ { 0xFF, 0xFF, 0xFF, 0xFF }, { 0.0f, 0.0f }, { -1.0f, -1.0f, 0.0f } }, // Red
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{ { 0, 0xFF, 0, 0xFF }, { 1.0f, 0.0f }, { 1.0f, -1.0f, 0.0f } }, // Green
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{ { 0xFF, 0xFF, 0xFF, 0xFF }, { 1.0f, 0.0f }, { 1.0f, -1.0f, 0.0f } }, // Green
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{ { 0, 0, 0xFF, 0xFF }, { 1.0f, 1.0f }, { 1.0f, 1.0f, 0.0f } }, // Blue
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{ { 0xFF, 0xFF, 0xFF, 0xFF }, { 1.0f, 1.0f }, { 1.0f, 1.0f, 0.0f } }, // Blue
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// Second triangle
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// Second triangle
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{ { 0xFF, 0, 0, 0xFF }, { 0.0f, 0.0f }, { -1.0f, -1.0f, 0.0f } }, // Red
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{ { 0xFF, 0xFF, 0xFF, 0xFF }, { 0.0f, 0.0f }, { -1.0f, -1.0f, 0.0f } }, // Red
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{ { 0, 0, 0xFF, 0xFF }, { 1.0f, 1.0f }, { 1.0f, 1.0f, 0.0f } }, // Blue
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{ { 0xFF, 0xFF, 0xFF, 0xFF }, { 1.0f, 1.0f }, { 1.0f, 1.0f, 0.0f } }, // Blue
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{ { 0, 0xFF, 0, 0xFF }, { 0.0f, 1.0f }, { -1.0f, 1.0f, 0.0f } } // Green
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{ { 0xFF, 0xFF, 0xFF, 0xFF }, { 0.0f, 1.0f }, { -1.0f, 1.0f, 0.0f } } // Green
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};
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};
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errorret_t renderInit(void) {
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errorret_t renderInit(void) {
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@@ -90,13 +92,29 @@ errorret_t renderInit(void) {
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glDisable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glDisable(GL_LIGHTING);// PSP defaults this on?
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glDisable(GL_LIGHTING);// PSP defaults this on?
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glEnable(GL_TEXTURE_2D);
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glShadeModel(GL_SMOOTH);
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glShadeModel(GL_SMOOTH);
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meshInit(
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meshInit(
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&TRIANGLE_MESH, GL_TRIANGLES, sizeof(quad) / sizeof(meshvertex_t), quad
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&TRIANGLE_MESH, GL_TRIANGLES, sizeof(quad) / sizeof(meshvertex_t), quad
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);
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);
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// --- Create a simple 2x2 texture ---
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static const uint8_t texData4x2[] = {
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// Row 0 (top/bottom depends on your convention):
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255, 0, 0, 255, // Red
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0, 255, 0, 255, // Green
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0, 255, 0, 255, // PAD: repeat Green
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0, 255, 0, 255, // PAD: repeat Green
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// Row 1:
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0, 0, 255, 255, // Blue
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255, 255, 255, 255, // White
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255, 255, 255, 255, // PAD: repeat White
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255, 255, 255, 255 // PAD: repeat White
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};
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textureInit(&TEST_TEXTURE, 4, 2, texData4x2);
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// Create back buffer.
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// Create back buffer.
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// renderBackBufferInit();
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// renderBackBufferInit();
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@@ -137,11 +155,14 @@ errorret_t renderDraw(void) {
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glClearColor(0.392f, 0.584f, 0.929f, 1.0f);
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glClearColor(0.392f, 0.584f, 0.929f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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textureBind(&TEST_TEXTURE);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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meshDraw(&TRIANGLE_MESH, -1, -1);
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meshDraw(&TRIANGLE_MESH, -1, -1);
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textureBind(NULL);
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// Present the renderer (swap OpenGL buffers)
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// Present the renderer (swap OpenGL buffers)
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SDL_GL_SwapWindow(RENDER_WINDOW);
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SDL_GL_SwapWindow(RENDER_WINDOW);
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@@ -151,6 +172,8 @@ errorret_t renderDraw(void) {
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errorret_t renderDispose(void) {
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errorret_t renderDispose(void) {
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meshDispose(&TRIANGLE_MESH);
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meshDispose(&TRIANGLE_MESH);
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textureDispose(&TEST_TEXTURE);
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// renderTextDispose();
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// renderTextDispose();
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// renderSceneDispose();
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// renderSceneDispose();
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// renderBackBufferDispose();
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// renderBackBufferDispose();
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13
src/dusksdl2/display/texture/CMakeLists.txt
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13
src/dusksdl2/display/texture/CMakeLists.txt
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@@ -0,0 +1,13 @@
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# Copyright (c) 2025 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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# Sources
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target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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texture.c
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)
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# Subdirs
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# add_subdirectory(draw)
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65
src/dusksdl2/display/texture/texture.c
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65
src/dusksdl2/display/texture/texture.c
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@@ -0,0 +1,65 @@
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/**
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* Copyright (c) 2025 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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#include "assert/assert.h"
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#include "util/memory.h"
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void textureInit(
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texture_t *texture,
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const int32_t width,
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const int32_t height,
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const uint8_t *data
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) {
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assertNotNull(texture, "Texture cannot be NULL");
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assertTrue(width > 0 && height > 0, "Width and height must be greater than 0");
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assertNotNull(data, "Data cannot be NULL");
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#if PSP
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assertTrue(
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width % 4 == 0,
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"Width must be multiples of 4 for PSP"
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);
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assertTrue(
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height % 2 == 0,
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"Height must be multiples of 2 for PSP"
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);
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#endif
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memoryZero(texture, sizeof(texture_t));
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texture->width = width;
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texture->height = height;
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glGenTextures(1, &texture->id);
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glBindTexture(GL_TEXTURE_2D, texture->id);
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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, data
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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void textureBind(const texture_t *texture) {
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if(texture == NULL) {
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glBindTexture(GL_TEXTURE_2D, 0);
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return;
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}
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glBindTexture(GL_TEXTURE_2D, texture->id);
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}
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void textureDispose(texture_t *texture) {
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assertNotNull(texture, "Texture cannot be NULL");
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assertTrue(texture->id != 0, "Texture ID must not be 0");
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glDeleteTextures(1, &texture->id);
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}
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44
src/dusksdl2/display/texture/texture.h
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44
src/dusksdl2/display/texture/texture.h
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@@ -0,0 +1,44 @@
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/**
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* Copyright (c) 2025 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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#pragma once
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#include "dusksdl2.h"
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typedef struct {
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GLuint id;
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int32_t width;
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int32_t height;
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} texture_t;
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/**
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* Initializes a texture.
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*
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* @param texture The texture to initialize.
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* @param width The width of the texture.
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* @param height The height of the texture.
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* @param data The pixel data for the texture.
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*/
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void textureInit(
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texture_t *texture,
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const int32_t width,
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const int32_t height,
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const uint8_t *data
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);
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/**
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* Binds a texture for rendering.
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*
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* @param texture The texture to bind.
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*/
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void textureBind(const texture_t *texture);
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/**
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* Disposes a texture.
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*
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* @param texture The texture to dispose.
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*/
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void textureDispose(texture_t *texture);
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