Add rendering functions (crashes)
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@@ -44,35 +44,42 @@ void texture::unload() {
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}
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void texture::load(cstr& path) {
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unload();
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image img(path);
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if (img.width() > 1024 || img.height() > 1024) {
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throw std::runtime_error("Max Texture Size is 1024x1024!");
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}
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load(img.getBuffer(), img.width(), img.height(), img.bpp(), img.fmt());
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}
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int bpp = img.bpp();
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m_size.x = img.width();
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void texture::load(const std::vector<uc>& pixels, int w, int h, int bpp,
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image::format fmt) {
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if (w > 1024 || h > 1024) {
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throw std::runtime_error("Max Texture Size is 1024x1024!");
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}
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unload();
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m_size.x = w;
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if (utils::isSingleBitNum(m_size.x)) {
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m_size.x = utils::nextPow2(m_size.x);
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}
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m_size.y = img.height();
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m_size.y = h;
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if (utils::isSingleBitNum(m_size.y)) {
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m_size.y = utils::nextPow2(m_size.y);
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}
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auto filter = GPU_NEAREST;
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auto format = image2TexFmt(img.fmt());
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auto format = image2TexFmt(fmt);
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C3D_TexInit(&m_tex, (u16)m_size.x, (u16)m_size.y, format);
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C3D_TexSetFilter(&m_tex, filter, filter);
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// Using std::fill_n instead cause i hate this error lines
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// under the memset func in my editor
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std::fill_n((unsigned char*)m_tex.data, m_tex.size, 0);
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for (int x = 0; x < img.width(); x++) {
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for (int y = 0; y < img.height(); y++) {
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for (int x = 0; x < w; x++) {
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for (int y = 0; y < h; y++) {
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int dst_pos = tile3dsTex(x, y, m_size.x) * bpp;
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int src_pos = (y * img.width() + x) * bpp;
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int src_pos = (y * w + x) * bpp;
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/// Best idea i had
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for (int i = 0; i < bpp; i++) {
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((u8*)m_tex.data)[dst_pos + bpp - 1 - i] = img[src_pos + i];
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((u8*)m_tex.data)[dst_pos + bpp - 1 - i] = pixels[src_pos + i];
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}
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}
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}
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