ebiten/graphics/opengl/ids.go

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package opengl
import (
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"github.com/go-gl/gl"
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"github.com/hajimehoshi/ebiten/graphics"
"github.com/hajimehoshi/ebiten/graphics/matrix"
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"github.com/hajimehoshi/ebiten/graphics/opengl/internal/shader"
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"image"
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"math"
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"sync"
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)
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type ids struct {
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textures map[graphics.TextureID]*Texture
renderTargets map[graphics.RenderTargetID]*RenderTarget
renderTargetToTexture map[graphics.RenderTargetID]graphics.TextureID
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lastId int
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currentRenderTargetId graphics.RenderTargetID
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sync.RWMutex
}
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var idsInstance = &ids{
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textures: map[graphics.TextureID]*Texture{},
renderTargets: map[graphics.RenderTargetID]*RenderTarget{},
renderTargetToTexture: map[graphics.RenderTargetID]graphics.TextureID{},
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currentRenderTargetId: -1,
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}
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func NewRenderTargetID(width, height int, filter graphics.Filter) (graphics.RenderTargetID, error) {
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return idsInstance.createRenderTarget(width, height, filter)
}
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func NewTextureID(img image.Image, filter graphics.Filter) (graphics.TextureID, error) {
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return idsInstance.createTexture(img, filter)
}
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func (i *ids) textureAt(id graphics.TextureID) *Texture {
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i.RLock()
defer i.RUnlock()
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return i.textures[id]
}
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func (i *ids) renderTargetAt(id graphics.RenderTargetID) *RenderTarget {
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i.RLock()
defer i.RUnlock()
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return i.renderTargets[id]
}
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func (i *ids) toTexture(id graphics.RenderTargetID) graphics.TextureID {
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i.RLock()
defer i.RUnlock()
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return i.renderTargetToTexture[id]
}
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func (i *ids) createTexture(img image.Image, filter graphics.Filter) (graphics.TextureID, error) {
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texture, err := createTextureFromImage(img, filter)
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if err != nil {
return 0, err
}
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i.Lock()
defer i.Unlock()
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i.lastId++
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textureId := graphics.TextureID(i.lastId)
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i.textures[textureId] = texture
return textureId, nil
}
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func (i *ids) createRenderTarget(width, height int, filter graphics.Filter) (graphics.RenderTargetID, error) {
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texture, err := createTexture(width, height, filter)
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if err != nil {
return 0, err
}
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framebuffer := createFramebuffer(gl.Texture(texture.native))
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// The current binded framebuffer can be changed.
i.currentRenderTargetId = -1
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renderTarget := &RenderTarget{
framebuffer: framebuffer,
width: texture.width,
height: texture.height,
}
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i.Lock()
defer i.Unlock()
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i.lastId++
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textureId := graphics.TextureID(i.lastId)
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i.lastId++
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renderTargetId := graphics.RenderTargetID(i.lastId)
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i.textures[textureId] = texture
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i.renderTargets[renderTargetId] = renderTarget
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i.renderTargetToTexture[renderTargetId] = textureId
return renderTargetId, nil
}
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// NOTE: renderTarget can't be used as a texture.
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func (i *ids) addRenderTarget(renderTarget *RenderTarget) graphics.RenderTargetID {
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i.Lock()
defer i.Unlock()
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i.lastId++
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id := graphics.RenderTargetID(i.lastId)
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i.renderTargets[id] = renderTarget
return id
}
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func (i *ids) deleteRenderTarget(id graphics.RenderTargetID) {
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i.Lock()
defer i.Unlock()
renderTarget := i.renderTargets[id]
textureId := i.renderTargetToTexture[id]
texture := i.textures[textureId]
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renderTarget.dispose()
texture.dispose()
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delete(i.renderTargets, id)
delete(i.renderTargetToTexture, id)
delete(i.textures, textureId)
}
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func (i *ids) fillRenderTarget(id graphics.RenderTargetID, r, g, b uint8) {
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i.setViewportIfNeeded(id)
const max = float64(math.MaxUint8)
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gl.ClearColor(gl.GLclampf(float64(r)/max), gl.GLclampf(float64(g)/max), gl.GLclampf(float64(b)/max), 1)
gl.Clear(gl.COLOR_BUFFER_BIT)
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}
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func (i *ids) drawTexture(
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target graphics.RenderTargetID,
id graphics.TextureID,
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parts []graphics.TexturePart,
geo matrix.Geometry,
color matrix.Color) {
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texture := i.textureAt(id)
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i.setViewportIfNeeded(target)
r := i.renderTargetAt(target)
projectionMatrix := r.projectionMatrix()
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quads := shader.TextureQuads(parts, texture.width, texture.height)
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shader.DrawTexture(texture.native, projectionMatrix, quads, geo, color)
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}
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func (i *ids) setViewportIfNeeded(id graphics.RenderTargetID) {
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r := i.renderTargetAt(id)
if i.currentRenderTargetId != id {
r.setAsViewport()
i.currentRenderTargetId = id
}
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}