- [NEW] Passat a SDL3
- [NEW] Passat a de SDL_Mixer a JailAudio - [NEW] Actualitzat a Respack2 - [NEW] Llevat el data.jrf i afegit el directori 'data' amb els arxius. Molt millor per a developar. - [CHG] Músiques passades a OGG - [NEW] Afegit lagueirtofile
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14
jdraw8.cpp
14
jdraw8.cpp
@@ -33,16 +33,16 @@ void JD8_Init(const char *title) {
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main_palette = (JD8_Palette)calloc( 1, 768 );
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pixel_data = (Uint32*)calloc(1, 320 * 200 * 4); // 1048576 );
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sdlWindow = SDL_CreateWindow( title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
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sdlWindow = SDL_CreateWindow( title, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL );
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
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sdlRenderer = SDL_CreateRenderer(sdlWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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//SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
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sdlRenderer = SDL_CreateRenderer(sdlWindow, NULL);
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sdlTexture = SDL_CreateTexture(sdlRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING, 320, 200);
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backBuffer = SDL_CreateTexture(sdlRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 320, 200);
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int filesize = 0;
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char *buffer = JF_GetBufferFromResource("crtpi.glsl", filesize, true);
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char *buffer = file_getfilebuffer("crtpi.glsl", filesize, true);
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shader::init(sdlWindow, backBuffer, buffer);
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free(buffer);
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@@ -68,7 +68,7 @@ JD8_Surface JD8_NewSurface() {
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JD8_Surface JD8_LoadSurface(const char *file) {
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int filesize = 0;
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char *buffer = JF_GetBufferFromResource(file, filesize);
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char *buffer = file_getfilebuffer(file, filesize);
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unsigned short w, h;
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Uint8* pixels = LoadGif((unsigned char*)buffer, &w, &h);
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@@ -90,7 +90,7 @@ JD8_Surface JD8_LoadSurface(const char *file) {
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JD8_Palette JD8_LoadPalette(const char *file) {
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int filesize = 0;
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char *buffer = NULL;
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buffer = JF_GetBufferFromResource(file, filesize);
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buffer = file_getfilebuffer(file, filesize);
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JD8_Palette palette = (JD8_Palette)LoadPalette((unsigned char*)buffer);
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@@ -191,7 +191,7 @@ void JD8_Flip() {
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}
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SDL_UpdateTexture(sdlTexture, NULL, pixel_data, 320 * sizeof(Uint32));
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SDL_SetRenderTarget(sdlRenderer, backBuffer);
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SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
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SDL_RenderTexture(sdlRenderer, sdlTexture, NULL, NULL);
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shader::render();
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//SDL_RenderPresent(sdlRenderer);
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}
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