ebiten/graphics/graphics_context.go

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package graphics
// #cgo LDFLAGS: -framework OpenGL
//
// #include <stdlib.h>
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// #include <OpenGL/gl.h>
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import "C"
import (
"image/color"
"math"
"unsafe"
)
type GraphicsContext struct {
screenWidth int
screenHeight int
screenScale int
mainFramebuffer C.GLuint
projectionMatrix [16]float32
currentShaderProgram C.GLuint
framebuffers map[C.GLuint]C.GLuint
}
// This method should be called on the UI thread.
func newGraphicsContext(screenWidth, screenHeight, screenScale int) *GraphicsContext {
context := &GraphicsContext{
screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
mainFramebuffer: 0,
framebuffers: map[C.GLuint]C.GLuint{},
}
// main framebuffer should be created sooner than any other framebuffers!
mainFramebuffer := C.GLint(0)
C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &mainFramebuffer)
context.mainFramebuffer = C.GLuint(mainFramebuffer)
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initializeShaders()
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return context
}
func (context *GraphicsContext) Clear() {
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C.glClearColor(0, 0, 0, 1)
C.glClear(C.GL_COLOR_BUFFER_BIT)
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}
func (context *GraphicsContext) Fill(color color.Color) {
r, g, b, a := color.RGBA()
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max := 65535.0
C.glClearColor(
C.GLclampf(float64(r) / max),
C.GLclampf(float64(g) / max),
C.GLclampf(float64(b) / max),
C.GLclampf(float64(a) / max))
C.glClear(C.GL_COLOR_BUFFER_BIT)
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}
func (context *GraphicsContext) DrawRect(x, y, width, height int, color color.Color) {
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// TODO: implement!
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}
func (context *GraphicsContext) DrawTexture(texture *Texture,
srcX, srcY, srcWidth, srcHeight int,
geometryMatrix *GeometryMatrix, colorMatrix *ColorMatrix) {
geometryMatrix = geometryMatrix.Clone()
colorMatrix = colorMatrix.Clone()
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context.setShaderProgram(geometryMatrix, colorMatrix)
C.glBindTexture(C.GL_TEXTURE_2D, texture.id)
x1 := float32(0)
x2 := float32(srcWidth)
y1 := float32(0)
y2 := float32(srcHeight)
vertex := [...]float32{
x1, y1,
x2, y1,
x1, y2,
x2, y2,
}
tu1 := float32(srcX) / float32(texture.TextureWidth)
tu2 := float32(srcX + srcWidth) / float32(texture.TextureWidth)
tv1 := float32(srcY) / float32(texture.TextureHeight)
tv2 := float32(srcY + srcHeight) / float32(texture.TextureHeight)
texCoord := [...]float32{
tu1, tv1,
tu2, tv1,
tu1, tv2,
tu2, tv2,
}
vertexAttrLocation := getAttributeLocation(context.currentShaderProgram, "vertex")
textureAttrLocation := getAttributeLocation(context.currentShaderProgram, "texture")
C.glEnableClientState(C.GL_VERTEX_ARRAY)
C.glEnableClientState(C.GL_TEXTURE_COORD_ARRAY)
C.glEnableVertexAttribArray(C.GLuint(vertexAttrLocation))
C.glEnableVertexAttribArray(C.GLuint(textureAttrLocation))
C.glVertexAttribPointer(C.GLuint(vertexAttrLocation), 2, C.GL_FLOAT, C.GL_FALSE,
0, unsafe.Pointer(&vertex[0]))
C.glVertexAttribPointer(C.GLuint(textureAttrLocation), 2, C.GL_FLOAT, C.GL_FALSE,
0, unsafe.Pointer(&texCoord[0]))
C.glDrawArrays(C.GL_TRIANGLE_STRIP, 0, 4)
C.glDisableVertexAttribArray(C.GLuint(textureAttrLocation))
C.glDisableVertexAttribArray(C.GLuint(vertexAttrLocation))
C.glDisableClientState(C.GL_TEXTURE_COORD_ARRAY)
C.glDisableClientState(C.GL_VERTEX_ARRAY)
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}
func (context *GraphicsContext) SetOffscreen(texture *Texture) {
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framebuffer := C.GLuint(0)
if texture != nil {
framebuffer = context.getFramebuffer(texture)
} else {
framebuffer = context.mainFramebuffer
}
C.glBindFramebuffer(C.GL_FRAMEBUFFER, framebuffer)
if C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER) != C.GL_FRAMEBUFFER_COMPLETE {
panic("glBindFramebuffer failed")
}
C.glEnable(C.GL_BLEND)
C.glBlendFunc(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA)
width, height, tx, ty := 0, 0, 0, 0
if framebuffer != context.mainFramebuffer {
width = texture.TextureWidth
height = texture.TextureHeight
tx = -1
ty = -1
} else {
width = context.screenWidth * context.screenScale
height = -1 * context.screenHeight * context.screenScale
tx = -1
ty = 1
}
C.glViewport(0, 0,
C.GLsizei(math.Abs(float64(width))),
C.GLsizei(math.Abs(float64(height))))
e11 := float32(2.0) / float32(width)
e22 := float32(2.0) / float32(height)
e41 := float32(tx)
e42 := float32(ty)
context.projectionMatrix = [...]float32{
e11, 0, 0, 0,
0, e22, 0, 0,
0, 0, 1, 0,
e41, e42, 0, 1,
}
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}
func (context *GraphicsContext) resetOffscreen() {
context.SetOffscreen(nil)
}
// This method should be called on the UI thread.
func (context *GraphicsContext) flush() {
C.glFlush()
}
// This method should be called on the UI thread.
func (context *GraphicsContext) setShaderProgram(
geometryMatrix *GeometryMatrix, colorMatrix *ColorMatrix) {
program := C.GLuint(0)
if colorMatrix.IsIdentity() {
program = regularShaderProgram
} else {
program = colorMatrixShaderProgram
}
// TODO: cache and skip?
C.glUseProgram(program)
context.currentShaderProgram = program
C.glUniformMatrix4fv(getUniformLocation(program, "projection_matrix"),
1, C.GL_FALSE,
(*C.GLfloat)(&context.projectionMatrix[0]))
a := float32(geometryMatrix.A())
b := float32(geometryMatrix.B())
c := float32(geometryMatrix.C())
d := float32(geometryMatrix.D())
tx := float32(geometryMatrix.Tx())
ty := float32(geometryMatrix.Ty())
glModelviewMatrix := [...]float32{
a, c, 0, 0,
b, d, 0, 0,
0, 0, 1, 0,
tx, ty, 0, 1,
}
C.glUniformMatrix4fv(getUniformLocation(program, "modelview_matrix"),
1, C.GL_FALSE,
(*C.GLfloat)(&glModelviewMatrix[0]))
C.glUniform1i(getUniformLocation(program, "texture"), 0)
if program != colorMatrixShaderProgram {
return
}
e := [4][5]float32{}
for i := 0; i < 4; i++ {
for j := 0; j < 5; j++ {
e[i][j] = float32(colorMatrix.Element(i, j))
}
}
glColorMatrix := [...]float32{
e[0][0], e[0][1], e[0][2], e[0][3],
e[1][0], e[1][1], e[1][2], e[1][3],
e[2][0], e[2][1], e[2][2], e[2][3],
e[3][0], e[3][1], e[3][2], e[3][3],
}
C.glUniformMatrix4fv(getUniformLocation(program, "color_matrix"),
1, C.GL_FALSE, (*C.GLfloat)(&glColorMatrix[0]))
glColorMatrixTranslation := [...]float32{
e[0][4], e[1][4], e[2][4], e[3][4],
}
C.glUniform4fv(getUniformLocation(program, "color_matrix_translation"),
1, (*C.GLfloat)(&glColorMatrixTranslation[0]))
}
// This method should be called on the UI thread.
func (context *GraphicsContext) getFramebuffer(texture *Texture) C.GLuint{
framebuffer, ok := context.framebuffers[texture.id]
if ok {
return framebuffer
}
newFramebuffer := C.GLuint(0)
C.glGenFramebuffers(1, &newFramebuffer)
origFramebuffer := C.GLint(0)
C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &origFramebuffer)
C.glBindFramebuffer(C.GL_FRAMEBUFFER, newFramebuffer)
C.glFramebufferTexture2D(C.GL_FRAMEBUFFER, C.GL_COLOR_ATTACHMENT0,
C.GL_TEXTURE_2D, texture.id, 0)
C.glBindFramebuffer(C.GL_FRAMEBUFFER, C.GLuint(origFramebuffer))
if C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER) != C.GL_FRAMEBUFFER_COMPLETE {
panic("creating framebuffer failed")
}
context.framebuffers[texture.id] = newFramebuffer
return newFramebuffer
}
// This method should be called on the UI thread.
func (context *GraphicsContext) deleteFramebuffer(texture *Texture) {
framebuffer, ok := context.framebuffers[texture.id]
if !ok {
// TODO: panic?
return
}
C.glDeleteFramebuffers(1, &framebuffer)
delete(context.framebuffers, texture.id)
}