Initial Cross Platform Work
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@ -1,153 +1,76 @@
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#pragma once
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/*
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MIT License
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Copyright (c) 2024 - 2025 tobid7
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include <citro3d.h>
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#include <pd/core/common.hpp>
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#include <pd/core/vec.hpp>
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#include <pd/lithium/rect.hpp>
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namespace PD {
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/**
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* Lithium Texture Loader / DataHolder
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*/
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class Texture : public SmartCtor<Texture> {
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public:
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/** Texture Type */
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enum Type {
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RGBA32, ///< RGBA 32
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RGB24, ///< RGB24
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A8, ///< A8
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};
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/** Texture Filters */
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enum Filter {
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NEAREST, ///< Nearest
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LINEAR, ///< Linear
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};
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/** Default constructor */
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Texture() : uv(0.f, 1.f, 1.f, 0.f) {}
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/**
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* Load file Constructor
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* @param path path to file
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* @param t3x set true if file is a t3x file
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*/
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Texture(const std::string& path, bool t3x = false) : uv(0.f, 1.f, 1.f, 0.f) {
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if (t3x) {
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this->LoadT3X(path);
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} else {
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this->LoadFile(path);
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}
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}
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/**
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* Load Memory constructor
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* @param data File Data reference
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*/
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Texture(const std::vector<u8>& data) : uv(0.f, 1.f, 1.f, 0.f) {
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this->LoadMemory(data);
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}
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/**
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* Load Pixels constructor
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* @param data Pixel Buffer reference
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* @param w width
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* @param h height
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* @param type Buffer Type [Default RGBA32]
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* @param filter Filter [DEFAULT NEAREST]
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*/
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Texture(const std::vector<u8>& data, int w, int h, Type type = RGBA32,
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Filter filter = NEAREST)
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: uv(0.f, 1.f, 1.f, 0.f) {
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this->LoadPixels(data, w, h, type, filter);
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}
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/** Deconstructor (aka auto delete) */
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~Texture() {
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if (autounload) {
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Delete();
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}
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}
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/// @brief Deletes image (if not already unloaded)
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void Delete();
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/// @brief Load a png/jpg/bmp from fs into a gpu tex
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/// @param path path to image file
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void LoadFile(const std::string& path);
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/// @brief Load a png/jpg/bmp from memory
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/// @param data reference to data buffer of the file
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void LoadMemory(const std::vector<u8>& data);
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/// @brief Create Texture out of Pixel Data
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/// @param data Data reference
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/// @param w width
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/// @param h heigt
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/// @param type Type of the databuffer
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/// @param filter Filter (NEAREST OR LINEAR)
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void LoadPixels(const std::vector<u8>& data, int w, int h, Type type = RGBA32,
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Filter filter = NEAREST);
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/// @brief Load a texture of a T3X File
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/// @note This is used for single texture T3X
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/// Not for SpriteSheets
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/// @param path path to .t3x file
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void LoadT3X(const std::string& path);
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/// @brief Input a Texture that you had set up on your own
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/// @param tex Texture reference (deletes itself)
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/// @param rszs The size of the source image
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/// @param uvs Your uv Setup
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void LoadExternal(C3D_Tex* tex, vec2 rszs, LI::Rect uvs) {
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this->Delete();
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this->tex = tex;
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this->size = rszs;
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this->uv = uvs;
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}
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vec2 GetRealSize() {
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if (!tex) {
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return vec2();
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}
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return vec2(tex->width, tex->height);
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}
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vec2 GetSize() const { return size; }
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C3D_Tex* GetTex() const { return tex; }
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LI::Rect GetUV() const { return uv; }
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bool IsValid() const { return tex != 0; }
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bool AutoUnLoad() const { return autounload; }
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void AutoUnLoad(bool v) { autounload = v; }
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operator C3D_Tex*() const { return tex; }
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operator vec2() const { return size; }
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operator LI::Rect() const { return uv; }
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operator bool() const { return tex != 0; }
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private:
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void MakeTex(std::vector<u8>& buf, int w, int h, Type type = RGBA32,
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Filter filter = NEAREST);
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vec2 size;
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LI::Rect uv;
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C3D_Tex* tex = nullptr;
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bool autounload = true;
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};
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#pragma once
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/*
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MIT License
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Copyright (c) 2024 - 2025 tobid7
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
|
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|
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include <pd/core/core.hpp>
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#include <pd/lithium/rect.hpp>
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namespace PD {
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namespace LI {
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using TexAddress = uintptr_t;
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/**
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* Lithium Texture Data Holder
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* Memory management is handled by backend
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*/
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class Texture : public SmartCtor<Texture> {
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public:
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/** Texture Type */
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enum Type {
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RGBA32, ///< RGBA 32
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RGB24, ///< RGB24
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A8, ///< A8
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};
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/** Texture Filters */
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enum Filter {
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NEAREST, ///< Nearest
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LINEAR, ///< Linear
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};
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/** Default constructor */
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Texture() : UV(0.f, 0.f, 1.f, 1.f) {}
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Texture(TexAddress addr, ivec2 size,
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LI::Rect uv = fvec4(0.f, 0.f, 1.f, 1.f)) {
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Address = addr;
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Size = size;
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UV = uv;
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}
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void CopyOther(Texture::Ref tex) {
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Address = tex->Address;
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Size = tex->Size;
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UV = tex->UV;
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}
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ivec2 GetSize() const { return Size; }
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LI::Rect GetUV() const { return UV; }
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operator ivec2() const { return Size; }
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operator LI::Rect() const { return UV; }
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TexAddress Address;
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ivec2 Size;
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LI::Rect UV;
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};
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} // namespace LI
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} // namespace PD
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