ebiten/graphics/opengl/texture.go

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package opengl
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// #cgo LDFLAGS: -framework OpenGL
//
// #include <OpenGL/gl.h>
import "C"
import (
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"github.com/hajimehoshi/go-ebiten/graphics/rendertarget"
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"github.com/hajimehoshi/go-ebiten/graphics/texture"
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"image"
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"unsafe"
)
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func createNativeTexture(textureWidth, textureHeight int, pixels []uint8) C.GLuint {
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nativeTexture := C.GLuint(0)
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C.glGenTextures(1, (*C.GLuint)(&nativeTexture))
if nativeTexture < 0 {
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panic("glGenTexture failed")
}
C.glPixelStorei(C.GL_UNPACK_ALIGNMENT, 4)
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C.glBindTexture(C.GL_TEXTURE_2D, C.GLuint(nativeTexture))
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defer C.glBindTexture(C.GL_TEXTURE_2D, 0)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_LINEAR)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_LINEAR)
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ptr := unsafe.Pointer(nil)
if pixels != nil {
ptr = unsafe.Pointer(&pixels[0])
}
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C.glTexImage2D(C.GL_TEXTURE_2D, 0, C.GL_RGBA,
C.GLsizei(textureWidth), C.GLsizei(textureHeight),
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0, C.GL_RGBA, C.GL_UNSIGNED_BYTE, ptr)
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return nativeTexture
}
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func create(textureWidth, textureHeight int) (interface{}, error) {
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return createNativeTexture(textureWidth, textureHeight, nil), nil
}
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func createFromImage(img *image.NRGBA) (interface{}, error) {
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size := img.Bounds().Size()
return createNativeTexture(size.X, size.Y, img.Pix), nil
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}
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func newRenderTarget(width, height int) (*rendertarget.RenderTarget, error) {
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texture, err := texture.New(width, height, create)
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if err != nil {
return nil, err
}
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framebuffer := createFramebuffer(texture.Native().(C.GLuint))
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return rendertarget.NewWithFramebuffer(texture, framebuffer), nil
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}
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func newRenderTargetWithFramebuffer(width, height int, framebuffer C.GLuint) (*rendertarget.RenderTarget, error) {
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texture, err := texture.New(width, height, create)
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if err != nil {
return nil, err
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}
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return rendertarget.NewWithFramebuffer(texture, framebuffer), nil
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}
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func createFramebuffer(nativeTexture C.GLuint) C.GLuint {
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framebuffer := C.GLuint(0)
C.glGenFramebuffers(1, &framebuffer)
origFramebuffer := C.GLint(0)
C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &origFramebuffer)
C.glBindFramebuffer(C.GL_FRAMEBUFFER, framebuffer)
C.glFramebufferTexture2D(C.GL_FRAMEBUFFER, C.GL_COLOR_ATTACHMENT0,
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C.GL_TEXTURE_2D, nativeTexture, 0)
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C.glBindFramebuffer(C.GL_FRAMEBUFFER, C.GLuint(origFramebuffer))
if C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER) !=
C.GL_FRAMEBUFFER_COMPLETE {
panic("creating framebuffer failed")
}
return framebuffer
}