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@ -1,17 +1,34 @@
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#include "Platform.hpp"
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#include <SDL2/SDL.h>
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#include <glad/gl.h>
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#include <SDL.h>
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Platform::Platform(char const* title, int windowWidth, int windowHeight, int textureWidth, int textureHeight)
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{
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SDL_Init(SDL_INIT_VIDEO);
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window = SDL_CreateWindow(title, 0, 0, windowWidth, windowHeight, SDL_WINDOW_SHOWN);
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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texture = SDL_CreateTexture(
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renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, textureWidth, textureHeight);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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window = SDL_CreateWindow(
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title,
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SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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windowWidth, windowHeight,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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gl_context = SDL_GL_CreateContext(window);
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SDL_GL_SetSwapInterval(1);
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gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress);
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glGenTextures(1, &framebuffer_texture);
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glBindTexture(GL_TEXTURE_2D, framebuffer_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 640, 320, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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Platform::~Platform()
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