ebiten/graphics/opengl/context.go

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package opengl
// #cgo LDFLAGS: -framework OpenGL
//
// #include <stdlib.h>
// #include <OpenGL/gl.h>
import "C"
import (
"github.com/hajimehoshi/go-ebiten/graphics"
"github.com/hajimehoshi/go-ebiten/graphics/matrix"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/rendertarget"
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)
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type Context struct {
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screenId graphics.RenderTargetId
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mainId graphics.RenderTargetId
currentId graphics.RenderTargetId
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ids *ids
screenScale int
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}
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func newContext(ids *ids, screenWidth, screenHeight, screenScale int) *Context {
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mainFramebuffer := rendertarget.NewWithCurrentFramebuffer(
screenWidth*screenScale,
screenHeight*screenScale)
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context := &Context{
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ids: ids,
screenScale: screenScale,
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}
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context.mainId = context.ids.AddRenderTarget(mainFramebuffer)
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var err error
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context.screenId, err = ids.CreateRenderTarget(
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screenWidth, screenHeight, graphics.FilterNearest)
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if err != nil {
panic("initializing the offscreen failed: " + err.Error())
}
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context.ResetOffscreen()
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context.Clear()
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return context
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}
func (context *Context) Dispose() {
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// TODO: remove main framebuffer?
context.ids.DeleteRenderTarget(context.screenId)
}
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func (context *Context) update(draw func(graphics.Context)) {
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C.glEnable(C.GL_TEXTURE_2D)
C.glEnable(C.GL_BLEND)
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context.ResetOffscreen()
context.Clear()
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draw(context)
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C.glFlush()
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context.SetOffscreen(context.mainId)
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context.Clear()
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scale := float64(context.screenScale)
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geometryMatrix := matrix.IdentityGeometry()
geometryMatrix.Scale(scale, scale)
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context.DrawRenderTarget(context.screenId,
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geometryMatrix, matrix.IdentityColor())
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C.glFlush()
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}
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func (context *Context) Clear() {
context.Fill(0, 0, 0)
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}
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func (context *Context) Fill(r, g, b uint8) {
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context.ids.FillRenderTarget(context.currentId, r, g, b)
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}
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func (context *Context) DrawTexture(
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id graphics.TextureId, geo matrix.Geometry, color matrix.Color) {
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context.ids.DrawTexture(context.currentId, id, geo, color)
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}
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func (context *Context) DrawRenderTarget(
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id graphics.RenderTargetId,
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geo matrix.Geometry, color matrix.Color) {
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context.ids.DrawRenderTarget(context.currentId, id, geo, color)
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}
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func (context *Context) DrawTextureParts(
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id graphics.TextureId, parts []graphics.TexturePart,
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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context.ids.DrawTextureParts(context.currentId, id, parts, geometryMatrix, colorMatrix)
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}
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func (context *Context) DrawRenderTargetParts(
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id graphics.RenderTargetId, parts []graphics.TexturePart,
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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context.ids.DrawRenderTargetParts(context.currentId, id, parts, geometryMatrix, colorMatrix)
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}
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func (context *Context) ResetOffscreen() {
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context.currentId = context.screenId
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}
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func (context *Context) SetOffscreen(renderTargetId graphics.RenderTargetId) {
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context.currentId = renderTargetId
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}