ebiten/graphics/opengl/context.go

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package opengl
import (
"github.com/hajimehoshi/go-ebiten/graphics"
"github.com/hajimehoshi/go-ebiten/graphics/matrix"
)
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type Context struct {
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screenId graphics.RenderTargetId
mainId graphics.RenderTargetId
currentId graphics.RenderTargetId
ids *ids
screenWidth int
screenHeight int
screenScale int
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}
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func newContext(ids *ids, screenWidth, screenHeight, screenScale int) *Context {
context := &Context{
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ids: ids,
screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
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}
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mainRenderTarget := newRTWithCurrentFramebuffer(
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screenWidth*screenScale,
screenHeight*screenScale)
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context.mainId = context.ids.addRenderTarget(mainRenderTarget)
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var err error
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context.screenId, err = ids.createRenderTarget(
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screenWidth, screenHeight, graphics.FilterNearest)
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if err != nil {
panic("initializing the offscreen failed: " + err.Error())
}
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context.ResetOffscreen()
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context.Clear()
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enableAlphaBlending()
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return context
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}
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func (c *Context) Dispose() {
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// TODO: remove main framebuffer?
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c.ids.deleteRenderTarget(c.screenId)
}
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func (c *Context) Update(draw func(graphics.Context)) {
c.ResetOffscreen()
c.Clear()
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draw(c)
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c.SetOffscreen(c.mainId)
c.Clear()
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scale := float64(c.screenScale)
geo := matrix.IdentityGeometry()
geo.Scale(scale, scale)
graphics.DrawWhole(
c.RenderTarget(c.screenId),
c.screenWidth,
c.screenHeight,
geo,
matrix.IdentityColor())
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flush()
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}
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func (c *Context) Clear() {
c.Fill(0, 0, 0)
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}
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func (c *Context) Fill(r, g, b uint8) {
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c.ids.fillRenderTarget(c.currentId, r, g, b)
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}
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func (c *Context) Texture(id graphics.TextureId) graphics.Drawer {
return &TextureWithContext{id, c}
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}
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func (c *Context) RenderTarget(id graphics.RenderTargetId) graphics.Drawer {
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return &TextureWithContext{c.ids.toTexture(id), c}
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}
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func (c *Context) ResetOffscreen() {
c.currentId = c.screenId
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}
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func (c *Context) SetOffscreen(renderTargetId graphics.RenderTargetId) {
c.currentId = renderTargetId
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}
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type TextureWithContext struct {
id graphics.TextureId
context *Context
}
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func (t *TextureWithContext) Draw(
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parts []graphics.TexturePart,
geo matrix.Geometry,
color matrix.Color) {
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t.context.ids.drawTexture(t.context.currentId, t.id, parts, geo, color)
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}