ebiten/graphics/opengl/device.go

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// Copyright 2013 Hajime Hoshi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
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package opengl
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// #cgo LDFLAGS: -framework OpenGL
//
// #include <OpenGL/gl.h>
// #include <stdlib.h>
import "C"
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import (
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"github.com/hajimehoshi/go.ebiten/graphics"
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"github.com/hajimehoshi/go.ebiten/graphics/matrix"
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)
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type Device struct {
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screenWidth int
screenHeight int
screenScale int
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context *Context
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offscreenTexture graphics.Texture
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drawing chan chan func(graphics.Context)
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updating chan chan func()
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}
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func NewDevice(screenWidth, screenHeight, screenScale int, updating chan chan func()) *Device {
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context := newContext(screenWidth, screenHeight, screenScale)
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device := &Device{
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screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
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drawing: make(chan chan func(graphics.Context)),
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context: context,
updating: updating,
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}
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device.offscreenTexture =
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device.context.NewTexture(screenWidth, screenHeight)
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device.context.setScreen(device.offscreenTexture)
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go func() {
for {
ch := <-device.updating
ch <- device.Update
}
}()
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return device
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}
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func (device *Device) Drawing() <-chan chan func(graphics.Context) {
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return device.drawing
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}
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func (device *Device) Update() {
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g := device.context
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C.glEnable(C.GL_TEXTURE_2D)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_NEAREST)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_NEAREST)
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g.SetOffscreen(device.offscreenTexture.ID)
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g.Clear()
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ch := make(chan func(graphics.Context))
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device.drawing <- ch
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drawable := <-ch
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drawable(g)
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g.flush()
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C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_LINEAR)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_LINEAR)
g.resetOffscreen()
g.Clear()
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scale := float64(g.screenScale)
geometryMatrix := matrix.Geometry{
[2][3]float64{
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{scale, 0, 0},
{0, scale, 0},
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},
}
g.DrawTexture(device.offscreenTexture.ID,
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geometryMatrix, matrix.IdentityColor())
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g.flush()
}
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func (device *Device) TextureFactory() graphics.TextureFactory {
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return device.context
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}