ebiten/graphics/opengl/offscreen/offscreen.go

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package offscreen
// #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"
"github.com/hajimehoshi/go-ebiten/graphics/opengl/rendertarget"
"github.com/hajimehoshi/go-ebiten/graphics/opengl/texture"
)
type Offscreen struct {
screenHeight int
screenScale int
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currentRenderTarget *rendertarget.RenderTarget
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mainFramebufferTexture *rendertarget.RenderTarget
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}
func New(screenWidth, screenHeight, screenScale int) *Offscreen {
offscreen := &Offscreen{
screenHeight: screenHeight,
screenScale: screenScale,
}
mainFramebuffer := C.GLint(0)
C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &mainFramebuffer)
var err error
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offscreen.mainFramebufferTexture, err = rendertarget.CreateWithFramebuffer(
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screenWidth*screenScale,
screenHeight*screenScale,
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texture.Framebuffer(mainFramebuffer))
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if err != nil {
panic("creating main framebuffer failed: " + err.Error())
}
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offscreen.currentRenderTarget = offscreen.mainFramebufferTexture
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return offscreen
}
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func (o *Offscreen) Set(rt *rendertarget.RenderTarget) {
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C.glFlush()
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o.currentRenderTarget = rt
rt.SetAsViewport()
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}
func (o *Offscreen) SetMainFramebuffer() {
o.Set(o.mainFramebufferTexture)
}
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func (o *Offscreen) DrawTexture(texture *texture.Texture,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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projectionMatrix := o.projectionMatrix()
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texture.Draw(projectionMatrix, geometryMatrix, colorMatrix)
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}
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func (o *Offscreen) DrawTextureParts(texture *texture.Texture,
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parts []graphics.TexturePart,
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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projectionMatrix := o.projectionMatrix()
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texture.DrawParts(parts, projectionMatrix, geometryMatrix, colorMatrix)
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}
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func (o *Offscreen) projectionMatrix() [16]float32 {
matrix := o.currentRenderTarget.ProjectionMatrix()
if o.currentRenderTarget == o.mainFramebufferTexture {
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actualScreenHeight := o.screenHeight * o.screenScale
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// Flip Y and move to fit with the top of the window.
matrix[1][1] *= -1
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matrix[1][3] += float64(actualScreenHeight) /
float64(graphics.AdjustSizeForTexture(actualScreenHeight)) * 2
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}
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projectionMatrix := [16]float32{}
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for j := 0; j < 4; j++ {
for i := 0; i < 4; i++ {
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projectionMatrix[i+j*4] = float32(matrix[i][j])
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}
}
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return projectionMatrix
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}