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"
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"github.com/hajimehoshi/go-ebiten/graphics/matrix"
"github.com/hajimehoshi/go-ebiten/graphics/opengl/shader"
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"image"
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"unsafe"
)
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type Texture struct {
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native C.GLuint
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width int
height int
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}
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func glMatrix(matrix [4][4]float64) [16]float32 {
result := [16]float32{}
for j := 0; j < 4; j++ {
for i := 0; i < 4; i++ {
result[i+j*4] = float32(matrix[i][j])
}
}
return result
}
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func createNativeTexture(textureWidth, textureHeight int, pixels []uint8,
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filter graphics.Filter) C.GLuint {
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nativeTexture := C.GLuint(0)
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C.glGenTextures(1, &nativeTexture)
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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)
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glFilter := C.GLint(0)
switch filter {
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case graphics.FilterLinear:
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glFilter = C.GL_LINEAR
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case graphics.FilterNearest:
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glFilter = C.GL_NEAREST
default:
panic("not reached")
}
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, glFilter)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, glFilter)
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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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}
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func createTexture(width, height int, filter graphics.Filter) (*Texture, error) {
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native := createNativeTexture(
graphics.AdjustSizeForTexture(width),
graphics.AdjustSizeForTexture(height), nil, filter)
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return &Texture{native, width, height}, nil
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}
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func createTextureFromImage(img image.Image, filter graphics.Filter) (*Texture, error) {
adjustedImage := graphics.AdjustImageForTexture(img)
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size := adjustedImage.Bounds().Size()
native := createNativeTexture(size.X, size.Y, adjustedImage.Pix, filter)
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return &Texture{native, size.X, size.Y}, nil
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}
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func (t *Texture) Draw(projectionMatrix [4][4]float64, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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quad := graphics.TextureQuadForTexture(t.width, t.height)
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shader.DrawTexture(shader.NativeTexture(t.native),
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glMatrix(projectionMatrix), []graphics.TextureQuad{quad},
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geometryMatrix, colorMatrix)
}
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func (t *Texture) DrawParts(parts []graphics.TexturePart, projectionMatrix [4][4]float64,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
quads := graphics.TextureQuadsForTextureParts(parts, t.width, t.height)
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shader.DrawTexture(shader.NativeTexture(t.native),
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glMatrix(projectionMatrix), quads,
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geometryMatrix, colorMatrix)
}
func (t *Texture) Dispose() {
C.glDeleteTextures(1, &t.native)
}