Rendering on PSP again.
This commit is contained in:
@@ -10,8 +10,8 @@ set(CMAKE_C_STANDARD_REQUIRED ON)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
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if(NOT DEFINED DUSK_TARGET_SYSTEM)
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set(DUSK_TARGET_SYSTEM "linux")
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# set(DUSK_TARGET_SYSTEM "psp")
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# set(DUSK_TARGET_SYSTEM "linux")
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set(DUSK_TARGET_SYSTEM "psp")
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endif()
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# Prep cache
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@@ -69,8 +69,17 @@ if(DUSK_TARGET_SYSTEM STREQUAL "linux")
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elseif(DUSK_TARGET_SYSTEM STREQUAL "psp")
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find_package(SDL2 REQUIRED)
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target_link_libraries(${DUSK_TARGET_NAME} PRIVATE
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find_package(OpenGL REQUIRED)
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target_link_libraries(${DUSK_TARGET_NAME} PUBLIC
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${SDL2_LIBRARIES}
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SDL2
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OpenGL::GL
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zip
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bz2
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z
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mbedtls
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mbedcrypto
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lzma
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)
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target_include_directories(${DUSK_TARGET_NAME} PRIVATE
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${SDL2_INCLUDE_DIRS}
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@@ -33,7 +33,7 @@ if(NOT TARGET pspsdk)
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file(DOWNLOAD
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"https://github.com/pspdev/pspdev/releases/latest/download/pspdev-ubuntu-latest-x86_64.tar.gz"
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"${CMAKE_BINARY_DIR}/pspsdk.tar.gz"
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EXPECTED_HASH SHA256=afe338e92f6eeec21c56a64eeb65201e6b95ecbae938ae38688bbf0f17b69ead
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EXPECTED_HASH SHA256=2befe2ad83afd88934c106dbe98a72a7ad5ede8d272b7f1e79fda256a22f1062
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SHOW_PROGRESS
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)
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@@ -98,6 +98,9 @@ if(NOT TARGET pspsdk)
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pspaudio
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pspaudiolib
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psputility
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pspvfpu
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pspvram
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psphprm
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)
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endif()
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endif()
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@@ -51,6 +51,7 @@ errorret_t displayInit(void) {
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glShadeModel(GL_SMOOTH); // Fixes color on PSP?
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glEnableClientState(GL_COLOR_ARRAY);// To confirm: every frame on PSP?
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@@ -82,7 +83,12 @@ errorret_t displayUpdate(void) {
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// TODO: move to framebuffer component
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int32_t windowWidth, windowHeight;
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#if PSP
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windowWidth = DISPLAY_WINDOW_WIDTH_DEFAULT;
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windowHeight = DISPLAY_WINDOW_HEIGHT_DEFAULT;
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#else
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SDL_GetWindowSize(DISPLAY.window, &windowWidth, &windowHeight);
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#endif
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glViewport(0, 0, windowWidth, windowHeight);
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#endif
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@@ -10,6 +10,7 @@
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#if DISPLAY_SDL2
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#include <SDL2/SDL.h>
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glext.h>
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@@ -122,8 +122,12 @@ void frameBufferDispose(framebuffer_t *framebuffer) {
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assertUnreachable("Cannot dispose of backbuffer");
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}
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#if DISPLAY_SIZE_DYNAMIC == 0
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assertUnreachable("Dynamic size framebuffers not supported");
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#else
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glDeleteFramebuffersEXT(1, &framebuffer->id);
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#endif
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#endif
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}
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// #if RENDER_USE_FRAMEBUFFER
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@@ -43,7 +43,7 @@ void sceneOverworldRender(void) {
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spriteBatchPush(
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&testAsset->paletteImage.texture,
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0.0f, 0.0f, 12.0f, 12.0f,
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0xFF, 0x00, 0x00, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF,
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0.0f, 0.0f, 1.0f, 1.0f
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);
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spriteBatchFlush();
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@@ -66,6 +66,7 @@ void textureInit(
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"Palette index out of range"
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);
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// Get and validate the palette.
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const palette_t *pal = PALETTE_LIST[data.palette.palette];
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assertNotNull(pal, "Palette cannot be NULL");
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GLenum err = glGetError();
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@@ -75,6 +76,10 @@ void textureInit(
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// Do we support paletted textures?
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bool_t havePalTex = false;
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#if PSP
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havePalTex = true;
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#else
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GLint mask = 0;
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glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &mask);
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if(mask & GL_CONTEXT_CORE_PROFILE_BIT) {
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@@ -87,6 +92,7 @@ void textureInit(
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const char* ext = (const char*)glGetString(GL_EXTENSIONS);
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havePalTex = ext && strstr(ext, "GL_EXT_paletted_texture");
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}
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#endif
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if(!havePalTex) {
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// Not supported, convert to RGBA using lookup
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@@ -105,10 +111,14 @@ void textureInit(
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);
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} else {
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// Supported.
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glColorTableEXT(
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GL_TEXTURE_2D, GL_RGBA, pal->colorCount, GL_RGBA,
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GL_UNSIGNED_BYTE, (const void*)pal->colors
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#if PSP
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// PSP requires the color table itself to be a power of two
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assertTrue(
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pal->colorCount == mathNextPowTwo(pal->colorCount),
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"Palette color count must be a power of 2 for PSP"
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);
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#endif
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glTexImage2D(
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GL_TEXTURE_2D,
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0, GL_COLOR_INDEX8_EXT,
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@@ -116,6 +126,11 @@ void textureInit(
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0, GL_COLOR_INDEX8_EXT,
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GL_UNSIGNED_BYTE, (void*)data.palette.data
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);
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glColorTableEXT(
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GL_TEXTURE_2D, GL_RGBA, pal->colorCount, GL_RGBA,
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GL_UNSIGNED_BYTE, (const void*)pal->colors
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);
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}
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break;
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@@ -129,8 +144,6 @@ void textureInit(
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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#endif
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@@ -19,6 +19,14 @@
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#include <cglm/cglm.h>
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#include <cglm/types.h>
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#if PSP
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#include <pspkernel.h>
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#include <pspdebug.h>
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#include <pspdisplay.h>
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#include <pspctrl.h>
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#include <psphprm.h>
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#endif
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typedef bool bool_t;
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typedef int int_t;
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typedef float float_t;
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@@ -8,8 +8,7 @@
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#include "engine/engine.h"
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#include "console/console.h"
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// PSP_MODULE_INFO("Dusk", 0, 1, 0);
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// PSP_MAIN_THREAD_ATTR(PSP_THREAD_ATTR_USER | THREAD_ATTR_VFPU);
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int main(int argc, char **argv) {
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errorret_t ret;
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@@ -19,5 +19,6 @@ elseif(DUSK_TARGET_SYSTEM STREQUAL "psp")
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target_compile_definitions(${DUSK_TARGET_NAME}
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PRIVATE
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TIME_FIXED=1
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TIME_PLATFORM_STEP=0.016
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)
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endif()
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@@ -30,15 +30,27 @@ def processPalette(asset):
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fileNameWithoutExt = os.path.splitext(os.path.basename(asset['path']))[0]
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fileNameWithoutPalette = os.path.splitext(fileNameWithoutExt)[0]
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# PSP requires that the palette size be a power of two, so we will pad the
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# palette with transparent colors if needed.
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# if args.platform == "psp":
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def mathNextPowTwo(x):
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return 1 << (x - 1).bit_length()
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nextPowTwo = mathNextPowTwo(len(pixels))
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while len(pixels) < nextPowTwo:
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pixels.append((0, 0, 0, 0))
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# Header
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now = datetime.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
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data = f"// Palette Generated for {asset['path']} at {now}\n"
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data += f"#include \"display/palette/palette.h\"\n\n"
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data += f"#define PALETTE_{paletteIndex}_COLOR_COUNT {len(pixels)}\n\n"
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data += f"#pragma pack(push, 1)\n"
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data += f"static const color_t PALETTE_{paletteIndex}_COLORS[PALETTE_{paletteIndex}_COLOR_COUNT] = {{\n"
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for pixel in pixels:
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data += f" {{ 0x{pixel[0]:02X}, 0x{pixel[1]:02X}, 0x{pixel[2]:02X}, 0x{pixel[3]:02X} }},\n"
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data += f"}};\n\n"
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data += f"#pragma pack(pop)\n\n"
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data += f"static const palette_t PALETTE_{paletteIndex} = {{\n"
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data += f" .colorCount = PALETTE_{paletteIndex}_COLOR_COUNT,\n"
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data += f" .colors = PALETTE_{paletteIndex}_COLORS,\n"
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