mirror of
https://github.com/hajimehoshi/ebiten.git
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122 lines
3.2 KiB
Go
122 lines
3.2 KiB
Go
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package opengl
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// #cgo LDFLAGS: -framework OpenGL
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//
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// #include <stdlib.h>
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// #include <OpenGL/gl.h>
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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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"github.com/hajimehoshi/go-ebiten/graphics/opengl/offscreen"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/texture"
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"image"
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"math"
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)
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type Canvas struct {
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screenId graphics.RenderTargetId
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ids *ids
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offscreen *offscreen.Offscreen
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}
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func newCanvas(screenWidth, screenHeight, screenScale int) *Canvas {
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canvas := &Canvas{
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ids: newIds(),
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offscreen: offscreen.New(screenWidth, screenHeight, screenScale),
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}
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var err error
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canvas.screenId, err = canvas.createRenderTarget(
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screenWidth, screenHeight, texture.FilterNearest)
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if err != nil {
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panic("initializing the offscreen failed: " + err.Error())
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}
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canvas.Init()
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return canvas
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}
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func (canvas *Canvas) Clear() {
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canvas.Fill(0, 0, 0)
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}
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func (canvas *Canvas) Fill(r, g, b uint8) {
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const max = float64(math.MaxUint8)
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C.glClearColor(
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C.GLclampf(float64(r)/max),
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C.GLclampf(float64(g)/max),
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C.GLclampf(float64(b)/max),
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1)
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C.glClear(C.GL_COLOR_BUFFER_BIT)
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}
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func (canvas *Canvas) DrawTexture(
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id graphics.TextureId,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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tex := canvas.ids.TextureAt(id)
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canvas.offscreen.DrawTexture(tex, geometryMatrix, colorMatrix)
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}
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func (canvas *Canvas) DrawRenderTarget(
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id graphics.RenderTargetId,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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canvas.DrawTexture(canvas.ids.ToTexture(id), geometryMatrix, colorMatrix)
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}
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func (canvas *Canvas) DrawTextureParts(
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id graphics.TextureId, parts []graphics.TexturePart,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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tex := canvas.ids.TextureAt(id)
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canvas.offscreen.DrawTextureParts(tex, parts, geometryMatrix, colorMatrix)
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}
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func (canvas *Canvas) DrawRenderTargetParts(
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id graphics.RenderTargetId, parts []graphics.TexturePart,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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canvas.DrawTextureParts(canvas.ids.ToTexture(id), parts, geometryMatrix, colorMatrix)
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}
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// Init initializes the canvas. The initial state is saved for each GL canvas.
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func (canvas *Canvas) Init() {
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C.glEnable(C.GL_TEXTURE_2D)
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C.glEnable(C.GL_BLEND)
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}
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func (canvas *Canvas) ResetOffscreen() {
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canvas.SetOffscreen(canvas.screenId)
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}
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func (canvas *Canvas) SetOffscreen(renderTargetId graphics.RenderTargetId) {
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renderTarget := canvas.ids.RenderTargetAt(renderTargetId)
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canvas.offscreen.Set(renderTarget)
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}
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func (canvas *Canvas) setMainFramebufferOffscreen() {
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canvas.offscreen.SetMainFramebuffer()
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}
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func (canvas *Canvas) flush() {
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C.glFlush()
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}
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func (canvas *Canvas) createRenderTarget(width, height int, filter texture.Filter) (
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graphics.RenderTargetId, error) {
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renderTargetId, err := canvas.ids.CreateRenderTarget(width, height, filter)
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if err != nil {
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return 0, err
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}
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return renderTargetId, nil
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}
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func (canvas *Canvas) CreateRenderTarget(width, height int) (
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graphics.RenderTargetId, error) {
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return canvas.createRenderTarget(width, height, texture.FilterLinear)
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}
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func (canvas *Canvas) CreateTextureFromImage(img image.Image) (
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graphics.TextureId, error) {
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return canvas.ids.CreateTextureFromImage(img)
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}
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