ebiten/graphics/opengl/device.go

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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 (
"image"
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"github.com/hajimehoshi/go-ebiten/graphics"
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)
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type Device struct {
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screenWidth int
screenHeight int
screenScale int
graphicsContext *GraphicsContext
offscreenTexture *Texture
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drawFunc func(graphics.GraphicsContext, graphics.Texture)
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funcs []func()
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}
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func NewDevice(screenWidth, screenHeight, screenScale int,
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drawFunc func(graphics.GraphicsContext, graphics.Texture)) *Device {
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device := &Device{
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screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
graphicsContext: newGraphicsContext(screenWidth, screenHeight, screenScale),
drawFunc: drawFunc,
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funcs: []func(){},
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}
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device.offscreenTexture = device.NewTexture(screenWidth, screenHeight).(*Texture)
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return device
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}
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func (device *Device) Update() {
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for _, f := range device.funcs {
f()
}
device.funcs = []func(){}
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g := device.graphicsContext
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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)
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g.Clear()
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device.drawFunc(g, device.offscreenTexture)
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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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geometryMatrix := graphics.IdentityGeometryMatrix()
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geometryMatrix.SetA(float64(g.screenScale))
geometryMatrix.SetD(float64(g.screenScale))
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g.DrawTexture(device.offscreenTexture,
0, 0, device.screenWidth, device.screenHeight,
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geometryMatrix, graphics.IdentityColorMatrix())
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g.flush()
}
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func (device *Device) NewTexture(width, height int) graphics.Texture {
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return createTexture(device, width, height, nil)
}
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func (device *Device) NewTextureFromImage(img image.Image) graphics.Texture {
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var pix []uint8
switch img.(type) {
case *image.RGBA:
pix = img.(*image.RGBA).Pix
case *image.NRGBA:
pix = img.(*image.NRGBA).Pix
default:
panic("image should be RGBA or NRGBA")
}
size := img.Bounds().Size()
return createTexture(device, size.X, size.Y, pix)
}
func (device *Device) executeWhenDrawing(f func()) {
device.funcs = append(device.funcs, f)
}