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https://github.com/ondra-novak/gates_of_skeldal.git
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trying to debug, additional rewrites
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87 changed files with 1771 additions and 529 deletions
91
platform/sdl/tests/sdl_update_texture.cpp
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platform/sdl/tests/sdl_update_texture.cpp
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#include <stdlib.h>
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#define WIDTH 640
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#define HEIGHT 480
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#define PITCH 1024 // Pro optimalizaci paměti (pitch může být širší než WIDTH)
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int main(int argc, char *argv[]) {
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// Inicializace SDL
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if (SDL_Init(SDL_INIT_VIDEO) != 0) {
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fprintf(stderr, "Chyba při inicializaci SDL: %s\n", SDL_GetError());
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return 1;
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}
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// Vytvoření SDL okna
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SDL_Window *window = SDL_CreateWindow("DOS Game Port", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WIDTH, HEIGHT, SDL_WINDOW_RESIZABLE);
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if (!window) {
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fprintf(stderr, "Chyba při vytváření okna: %s\n", SDL_GetError());
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SDL_Quit();
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return 1;
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}
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// Vytvoření SDL rendereru
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SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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if (!renderer) {
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fprintf(stderr, "Chyba při vytváření rendereru: %s\n", SDL_GetError());
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 1;
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}
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// Vytvoření textury pro zobrazení backbufferu
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SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGB565, SDL_TEXTUREACCESS_STREAMING, WIDTH, HEIGHT);
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if (!texture) {
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fprintf(stderr, "Chyba při vytváření textury: %s\n", SDL_GetError());
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 1;
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}
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uint16_t *pixels = new uint16_t[HEIGHT*WIDTH];
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int pitch = WIDTH;
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// Hlavní smyčka
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int running = 1;
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int frame = 0;
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while (running) {
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frame++;
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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running = 0;
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}
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}
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// Přímý přístup do paměti backbufferu
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// Software rendering - příklad (čtení a zápis do backbufferu)
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for (int y = 0; y < HEIGHT; y++) {
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for (int x = 0; x < WIDTH; x++) {
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Uint16 color = (x ^ y ^ frame) & 0xFFFF; // Vzor barvy (testovací)
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pixels[y * pitch + x] = color; // Zápis pixelu
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}
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}
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// Kopírování backbufferu do textury
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SDL_UpdateTexture(texture, NULL, pixels, pitch*2);
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// Vykreslení textury na obrazovku
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, texture, NULL, NULL);
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SDL_RenderPresent(renderer);
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// Zpoždění pro demonstraci (30 FPS)
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SDL_Delay(1000 / 30);
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}
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// Uvolnění zdrojů
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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delete [] pixels;
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return 0;
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}
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