Adding modding folder with a hacked build.
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@@ -0,0 +1,70 @@
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package graphics
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import (
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"github.com/inkyblackness/hacked/ss1/content/bitmap"
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"github.com/inkyblackness/hacked/ui/opengl"
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)
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// PaletteTexture contains a palette stored as OpenGL texture.
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type PaletteTexture struct {
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gl opengl.OpenGL
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handle uint32
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palette bitmap.Palette
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}
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// NewPaletteTexture creates a new PaletteTexture instance.
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func NewPaletteTexture(gl opengl.OpenGL, palette *bitmap.Palette) *PaletteTexture {
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tex := &PaletteTexture{
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gl: gl,
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handle: gl.GenTextures(1)[0],
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}
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tex.Update(palette)
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return tex
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}
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// Dispose releases the OpenGL texture.
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func (tex *PaletteTexture) Dispose() {
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if tex.handle != 0 {
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tex.gl.DeleteTextures([]uint32{tex.handle})
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tex.handle = 0
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}
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}
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// Palette returns the original palette.
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func (tex *PaletteTexture) Palette() bitmap.Palette {
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return tex.palette
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}
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// Handle returns the texture handle.
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func (tex *PaletteTexture) Handle() uint32 {
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return tex.handle
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}
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// Update reloads the palette.
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func (tex *PaletteTexture) Update(palette *bitmap.Palette) {
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gl := tex.gl
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const bytesPerRGBA = 4
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const colors = 256
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var data [colors * bytesPerRGBA]byte
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for i := 0; i < colors; i++ {
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entry := palette[i]
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data[i*bytesPerRGBA+0] = entry.Red
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data[i*bytesPerRGBA+1] = entry.Green
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data[i*bytesPerRGBA+2] = entry.Blue
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data[i*bytesPerRGBA+3] = 0xFF
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}
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data[3] = 0x00
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gl.BindTexture(opengl.TEXTURE_2D, tex.handle)
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gl.TexImage2D(opengl.TEXTURE_2D, 0, opengl.RGBA, int32(colors), 1, 0, opengl.RGBA, opengl.UNSIGNED_BYTE, data[:])
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gl.TexParameteri(opengl.TEXTURE_2D, opengl.TEXTURE_MAG_FILTER, opengl.NEAREST)
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gl.TexParameteri(opengl.TEXTURE_2D, opengl.TEXTURE_MIN_FILTER, opengl.NEAREST)
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gl.GenerateMipmap(opengl.TEXTURE_2D)
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gl.BindTexture(opengl.TEXTURE_2D, 0)
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tex.palette = *palette
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}
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