Adding modding folder with a hacked build.
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@@ -0,0 +1,88 @@
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package render
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import (
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"unsafe"
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"github.com/inkyblackness/hacked/ui/opengl"
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)
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// TextureRenderer is a renderer within which something can be rendered onto a texture.
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// This texture can then be used to be displayed.
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type TextureRenderer struct {
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gl opengl.OpenGL
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framebuffer uint32
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texture uint32
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width int32
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height int32
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}
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// NewTextureRenderer returns a new instance.
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func NewTextureRenderer(gl opengl.OpenGL) *TextureRenderer {
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renderer := &TextureRenderer{
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gl: gl,
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framebuffer: gl.GenFramebuffers(1)[0],
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texture: gl.GenTextures(1)[0],
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width: 200,
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height: 200,
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}
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gl.BindTexture(opengl.TEXTURE_2D, renderer.texture)
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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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offset := unsafe.Pointer(uintptr(0)) // nolint: govet
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gl.TexImage2D(opengl.TEXTURE_2D, 0, opengl.RGBA, renderer.width, renderer.height, 0, opengl.RGBA, opengl.UNSIGNED_BYTE, offset)
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// gl.GenerateMipmap(opengl.TEXTURE_2D)
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gl.BindTexture(opengl.TEXTURE_2D, 0)
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renderer.onFramebuffer(func() {
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gl.BindTexture(opengl.TEXTURE_2D, renderer.texture)
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gl.FramebufferTexture(opengl.FRAMEBUFFER, opengl.COLOR_ATTACHMENT0, renderer.texture, 0)
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gl.DrawBuffers([]uint32{opengl.COLOR_ATTACHMENT0})
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gl.BindTexture(opengl.TEXTURE_2D, 0)
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// result := gl.CheckFramebufferStatus(opengl.FRAMEBUFFER)
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// fmt.Printf("status: 0x%04X\n", result)
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// result == FRAMEBUFFER_COMPLETE == 0x8CD5
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})
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return renderer
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}
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// Dispose cleans up resources.
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func (renderer *TextureRenderer) Dispose() {
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gl := renderer.gl
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gl.DeleteFramebuffers([]uint32{renderer.framebuffer})
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gl.DeleteTextures([]uint32{renderer.texture})
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}
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// Handle returns the texture handle.
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func (renderer *TextureRenderer) Handle() uint32 {
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return renderer.texture
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}
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// Size returns the dimensions of the texture, in pixels.
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func (renderer *TextureRenderer) Size() (width, height float32) {
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return float32(renderer.width), float32(renderer.height)
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}
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// Render calls the nested function. All drawing commands within this function will end up in the texture.
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func (renderer *TextureRenderer) Render(nested func()) {
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gl := renderer.gl
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renderer.onFramebuffer(func() {
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gl.Viewport(0, 0, renderer.width, renderer.height)
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gl.ClearColor(0.0, 0.0, 0.0, 0.0)
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gl.Clear(opengl.COLOR_BUFFER_BIT | opengl.DEPTH_BUFFER_BIT)
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nested()
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})
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}
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func (renderer *TextureRenderer) onFramebuffer(nested func()) {
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gl := renderer.gl
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gl.BindFramebuffer(opengl.FRAMEBUFFER, renderer.framebuffer)
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nested()
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gl.BindFramebuffer(opengl.FRAMEBUFFER, 0)
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}
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