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
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deviceUpdate chan chan graphics.Drawable
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updating chan chan func()
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}
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func NewDevice(screenWidth, screenHeight, screenScale int, updating chan chan func()) *Device {
graphicsContext := newGraphicsContext(screenWidth, screenHeight, screenScale)
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device := &Device{
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screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
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deviceUpdate: make(chan chan graphics.Drawable),
graphicsContext: graphicsContext,
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updating: updating,
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}
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device.offscreenTexture =
device.graphicsContext.NewTexture(screenWidth, screenHeight)
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go func() {
for {
ch := <-device.updating
ch <- device.Update
}
}()
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return device
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}
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func (device *Device) Drawing() <-chan chan graphics.Drawable {
return device.deviceUpdate
}
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()
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ch := make(chan graphics.Drawable)
device.deviceUpdate <- ch
drawable := <-ch
drawable.Draw(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
}