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 (
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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
graphicsContext *GraphicsContext
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offscreenTexture graphics.Texture
deviceUpdate chan<- bool
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gameDraw <-chan func(graphics.GraphicsContext, graphics.Texture)
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}
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func NewDevice(screenWidth, screenHeight, screenScale int,
deviceUpdate chan<- bool,
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gameDraw <-chan func(graphics.GraphicsContext, graphics.Texture)) *Device {
graphicsContext := newGraphicsContext(screenWidth, screenHeight, screenScale)
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device := &Device{
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screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
deviceUpdate: deviceUpdate,
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gameDraw: gameDraw,
graphicsContext: graphicsContext,
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}
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device.offscreenTexture =
device.graphicsContext.NewTexture(screenWidth, screenHeight)
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return device
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}
func (device *Device) OffscreenTexture() graphics.Texture {
return device.offscreenTexture
}
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func (device *Device) Update() {
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.ID)
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g.Clear()
device.deviceUpdate <- true
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f := <-device.gameDraw
f(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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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 {
return device.graphicsContext
}