[Add] Nebulae almost working, There is a major graphical bug however.
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6afbc887bc
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cd158e5102
@ -69,7 +69,7 @@ void menu_main(void) {
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/* Create background image window. */
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bwid = window_create("BG", -1, -1, SCREEN_W, SCREEN_H);
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/*window_addRect(bwid, 0, 0, SCREEN_W, SCREEN_H, "rctBG", &cBlack, 0);*/
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window_addRect(bwid, 0, 0, SCREEN_W, SCREEN_H, "rctBG", &cBlack, 0);
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window_addCust(bwid, 0, 0, SCREEN_W, SCREEN_H, "cstBG", 0,
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(void(*)(double, double, double, double))nebu_render, NULL);
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162
src/nebulae.c
162
src/nebulae.c
@ -1,11 +1,7 @@
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#include <errno.h>
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#include "nebulae.h"
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#ifdef _POSIX_SOURCE
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#include <unistd.h>
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#include <sys/types.h>
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#include <fcntl.h>
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#endif
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#include "SDL_image.h"
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#include "lephisto.h"
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#include "log.h"
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@ -22,7 +18,7 @@
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#define NEBU_VERSION "1" /* Will be used for version checking. */
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#define NEBULAE_Z 32 /* Z plane. */
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#define NEBULAE_PATH "gen/nebu_%02d.nebu"
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#define NEBULAE_PATH "gen/nebu_%02d.png"
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/* The nebulae textures. */
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static GLuint nebu_textures[NEBULAE_Z];
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@ -31,15 +27,13 @@ static int nebu_w, nebu_h, nebu_pw, nebu_ph;
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static int nebu_checkCompat(const char* file);
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static void saveNebulae(float* map, const uint32_t w, const uint32_t h,
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const char* file);
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static unsigned char* loadNebulae(const char* file, int* w, int* h);
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static SDL_Surface* loadNebulae(const char* file);
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/* Initialize the nebulae. */
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void nebu_init(void) {
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int i, y;
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int i;
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char nebu_file[PATH_MAX];
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unsigned char* nebu_padded;
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int w, h;
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unsigned char* nebu_data;
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SDL_Surface* nebu_sur;
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/* Set expected sizes. */
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nebu_w = SCREEN_W;
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@ -48,7 +42,6 @@ void nebu_init(void) {
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nebu_ph = gl_pot(nebu_h);
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/* Load each, checking for compatibility and padding. */
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nebu_padded = malloc(nebu_pw * nebu_ph);
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glGenTextures(NEBULAE_Z, nebu_textures);
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for(i = 0; i < NEBULAE_Z; i++) {
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snprintf(nebu_file, PATH_MAX, NEBULAE_PATH, i);
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@ -57,34 +50,35 @@ void nebu_init(void) {
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LOG("No nebulae found, generating (this may take a while).");
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/* So we generate and reload. */
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free(nebu_padded);
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nebu_generate(nebu_w, nebu_h);
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nebu_init();
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return;
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}
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/* Load the file. */
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nebu_data = loadNebulae(nebu_file, &w, &h);
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for(y = 0; y < nebu_h; y++) { /* Copy lines over. */
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/* nebu_padded = [ nebu_data 0000000000000 ] */
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memmove(&nebu_padded[y*nebu_pw], &nebu_data[y*nebu_w], nebu_w);
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memset(&nebu_padded[y*nebu_pw+nebu_w], 0, nebu_pw-nebu_w); /* Pad the end. */
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}
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/* End it with 0's. */
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memset(&nebu_padded[nebu_h*nebu_pw+nebu_w], 0,
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nebu_ph*nebu_w - nebu_h*nebu_pw);
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nebu_sur = loadNebulae(nebu_file);
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if((nebu_sur->w != nebu_w) || (nebu_sur->h != nebu_h))
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WARN("Nebulae raw size doesn't match expected! (%dx%d instead of %dx%d)",
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nebu_sur->w, nebu_sur->h, nebu_pw, nebu_ph);
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nebu_sur = gl_prepareSurface(nebu_sur);
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if((nebu_sur->w != nebu_pw) || (nebu_sur->h != nebu_ph))
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WARN("Nebulae size doesn't match expected! (%dx%d instead of %dx%d)",
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nebu_sur->w, nebu_sur->h, nebu_pw, nebu_ph);
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/* Load the textures. */
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glBindTexture(GL_TEXTURE_2D, nebu_textures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, nebu_pw, nebu_ph,
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0, GL_ALPHA, GL_UNSIGNED_BYTE, nebu_padded);
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gl_checkErr();
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free(nebu_data); /* No longer need the data. */
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SDL_LockSurface(nebu_sur);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, nebu_sur->w, nebu_sur->h,
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0, GL_RGBA, GL_UNSIGNED_BYTE, nebu_sur->pixels);
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SDL_UnlockSurface(nebu_sur);
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SDL_FreeSurface(nebu_sur);
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gl_checkErr();
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}
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free(nebu_padded);
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DEBUG("Loaded %d Nebulae Layers", NEBULAE_Z);
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}
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@ -97,29 +91,38 @@ void nebu_exit(void) {
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/* Render the nebulae. */
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void nebu_render(void) {
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int n;
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double tw, th;
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double x, y, w, h, tx, ty, tw, th;
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n = 0;
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x = -SCREEN_W/2.;
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y = -SCREEN_H/2.;
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w = SCREEN_W;
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h = SCREEN_H;
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tx = 0.;
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ty = 0.;
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tw = nebu_w / nebu_pw;
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th = nebu_h / nebu_ph;
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glEnable(GL_TEXTURE_2D);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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/*glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);*/
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glBindTexture(GL_TEXTURE_2D, nebu_textures[n]);
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glColor4d(1., 1., 1., 1.);
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COLOUR(cPurple);
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glBegin(GL_QUADS);
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glTexCoord2d(0., 0.);
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glVertex2d(-SCREEN_W/2., -SCREEN_H/2.);
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glTexCoord2d(tx, ty);
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glVertex2d(x, y);
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glTexCoord2d(tw, th);
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glVertex2d(SCREEN_W/2., -SCREEN_H/2.);
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glTexCoord2d(tx+tw, ty);
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glVertex2d(x+w, y);
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glTexCoord2d(tw, th);
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glVertex2d(SCREEN_W/2., SCREEN_H/2.);
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glTexCoord2d(tx+tw, ty+th);
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glVertex2d(x+w, y+h);
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glTexCoord2d(0., th);
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glVertex2d(-SCREEN_W/2., SCREEN_H/2.);
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glTexCoord2d(tx, ty+th);
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glVertex2d(x, y+h);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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@ -158,90 +161,31 @@ static int nebu_checkCompat(const char* file) {
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static void saveNebulae(float* map, const uint32_t w, const uint32_t h,
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const char* file) {
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int x, y;
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char* buf;
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unsigned char c;
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int cur;
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ssize_t size;
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char file_path[PATH_MAX];
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SDL_Surface* sur;
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size = w*h + 16 + 4;
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buf = malloc(size);
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sur = noise_surfaceFromNebulaeMap(map, w, h);
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/* Write the header. */
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memset(buf, '0', 16);
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snprintf(buf, NEBU_FORMAT_HEADER, "LEPHISTO NEBU v" NEBU_VERSION);
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cur = 16;
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memcpy(&buf[cur], &w, 4);
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cur += 4;
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memcpy(&buf[cur], &h, 4);
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cur += 4;
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/* The Body. */
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for(y = 0; y < (int)h; y++)
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for(x = 0; x < (int)w; x++) {
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c = (unsigned char) 255.*map[y*w + x];
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memcpy(&buf[cur++], &c, 1);
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}
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/* Write to a file. */
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snprintf(file_path, PATH_MAX, "%s%s", lfile_basePath(), file);
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#ifdef _POSIX_SOURCE
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int fd;
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fd = open(file_path, O_WRONLY | O_CREAT | O_TRUNC,
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S_IRUSR | S_IWUSR | S_IRGRP | S_IROTH);
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if(fd < 0) {
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ERR("Unable to open file %s: %s", file, strerror(errno));
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return;
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}
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if(write(fd, buf, size) != size) {
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ERR("Error writing nebulae to %s: %s", file, strerror(errno));
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return;
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}
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close(fd);
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#else
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#error "Needs implementation."
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#endif
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SDL_savePNG(sur, file_path);
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SDL_FreeSurface(sur);
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}
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/* Load the nebulae from file. */
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static unsigned char* loadNebulae(const char* file, int* w, int* h) {
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unsigned char* buf;
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char header[16];
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uint32_t tw, th;
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ssize_t len;
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static SDL_Surface* loadNebulae(const char* file) {
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char file_path[PATH_MAX];
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SDL_Surface* sur;
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#ifdef _POSIX_SOURCE
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#define READ(b, l) \
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len = read(fd, b, l); \
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if(len < l) {\
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WARN("Read too few bytes from %s: %s", file, strerror(errno)); \
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return NULL; \
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}
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int fd;
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int cur;
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snprintf(file_path, PATH_MAX, "%s%s", lfile_basePath(), file);
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fd = open(file_path, O_RDONLY);
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if(fd < 0) {
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ERR("Unable to open file %s: %s", file_path, strerror(errno));
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sur = IMG_Load(file_path);
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if(sur == NULL) {
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ERR("Unable to load Nebulae image: %s", file);
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return NULL;
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}
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READ(header, 16);
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READ(&tw, 4);
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READ(&th, 4);
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buf = malloc(tw*th);
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cur = 0;
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while((len = read(fd, &buf[cur], tw*th - cur)) != 0)
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cur += len;
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#else
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#error "Needs implementation."
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#endif
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(*w) = (int)tw;
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(*h) = (int)th;
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return buf;
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return sur;
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}
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32
src/opengl.c
32
src/opengl.c
@ -233,14 +233,16 @@ int SDL_savePNG(SDL_Surface* surface, const char* file) {
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return r;
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}
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/* ================ */
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/* TEXTURE! */
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/* ================ */
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/*
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* ================
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* TEXTURE!
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* ================
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*/
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/* Returns the texture ID. */
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/* Stores real sizes in rw/rh (from POT padding). */
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static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh) {
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GLuint texture;
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/* Returns the texture ID.
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* Stores real sizes in rw/rh (from POT padding).
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*/
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SDL_Surface* gl_prepareSurface(SDL_Surface* surface) {
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SDL_Surface* tmp;
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Uint32 saved_flags;
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Uint8 saved_alpha;
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@ -250,8 +252,6 @@ static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh) {
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/* Make size power of two. */
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potw = gl_pot(surface->w);
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poth = gl_pot(surface->h);
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if(rw)*rw = potw;
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if(rh)*rh = poth;
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rtemp.x = rtemp.y = 0;
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rtemp.w = surface->w;
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@ -287,6 +287,20 @@ static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh) {
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if((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
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SDL_SetAlpha(surface, 0, 0);
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return surface;
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}
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/*
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* Return the texture id.
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* Stores real sizes in rw/rh (from POT padding).
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*/
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static GLuint gl_loadSurface(SDL_Surface* surface, int *rw, int* rh) {
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GLuint texture;
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surface = gl_prepareSurface(surface);
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if(rw != NULL) (*rw) = surface->w;
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if(rh != NULL) (*rh) = surface->h;
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/* Opengl texture binding. */
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glGenTextures(1, &texture); /* Create the texure. */
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glBindTexture(GL_TEXTURE_2D, texture); /* Load the texture. */
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@ -63,7 +63,8 @@ typedef struct glTexture_ {
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uint8_t flags; /**< Flags used for texture properties. */
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} glTexture;
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/* gl_texute loading/freeing. */
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/* glTextyre loading/freeing. */
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SDL_Surface* gl_prepareSurface(SDL_Surface* surface); /* Only preps it. */
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glTexture* gl_loadImage(SDL_Surface* surface); /* Frees the surface. */
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glTexture* gl_newImage(const char* path);
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glTexture* gl_newSprite(const char* path, const int sx, const int sy);
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14
src/perlin.c
14
src/perlin.c
@ -248,17 +248,3 @@ SDL_Surface* noise_surfaceFromNebulaeMap(float* map, const int w, const int h) {
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return sur;
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}
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glTexture* noise_genCloud(const int w, const int h, double rug) {
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float* map;
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SDL_Surface* sur;
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glTexture* tex;
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map = noise_genNebulaeMap(w, h, 1, rug);
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sur = noise_surfaceFromNebulaeMap(map, w, h);
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free(map);
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tex = gl_loadImage(sur);
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return tex;
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}
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@ -5,5 +5,3 @@ float* noise_genNebulaeMap(const int w, const int h, const int n, float rug);
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SDL_Surface* noise_surfaceFromNebulaeMap(float* map, const int w, const int h);
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glTexture* noise_genCloud(const int w, const int h, double rug);
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