ebiten/graphics/opengl/texture/texture.go

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package texture
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// #cgo LDFLAGS: -framework OpenGL
//
// #include <OpenGL/gl.h>
import "C"
import (
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"github.com/hajimehoshi/go-ebiten/graphics"
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"github.com/hajimehoshi/go-ebiten/graphics/matrix"
"github.com/hajimehoshi/go-ebiten/graphics/opengl/shader"
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"image"
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"unsafe"
)
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type Framebuffer C.GLuint
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type Texture struct {
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native shader.NativeTexture
width int
height int
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}
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func createNativeTexture(textureWidth, textureHeight int, pixels []uint8,
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filter graphics.Filter) shader.NativeTexture {
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nativeTexture := C.GLuint(0)
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C.glGenTextures(1, (*C.GLuint)(&nativeTexture))
if nativeTexture < 0 {
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panic("glGenTexture failed")
}
C.glPixelStorei(C.GL_UNPACK_ALIGNMENT, 4)
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C.glBindTexture(C.GL_TEXTURE_2D, C.GLuint(nativeTexture))
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defer C.glBindTexture(C.GL_TEXTURE_2D, 0)
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glFilter := C.GLint(0)
switch filter {
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case graphics.FilterLinear:
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glFilter = C.GL_LINEAR
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case graphics.FilterNearest:
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glFilter = C.GL_NEAREST
default:
panic("not reached")
}
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, glFilter)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, glFilter)
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ptr := unsafe.Pointer(nil)
if pixels != nil {
ptr = unsafe.Pointer(&pixels[0])
}
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C.glTexImage2D(C.GL_TEXTURE_2D, 0, C.GL_RGBA,
C.GLsizei(textureWidth), C.GLsizei(textureHeight),
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0, C.GL_RGBA, C.GL_UNSIGNED_BYTE, ptr)
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return shader.NativeTexture(nativeTexture)
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}
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func Create(width, height int, filter graphics.Filter) (*Texture, error) {
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native := createNativeTexture(
graphics.AdjustSizeForTexture(width),
graphics.AdjustSizeForTexture(height), nil, filter)
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return &Texture{native, width, height}, nil
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}
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func CreateFromImage(img image.Image, filter graphics.Filter) (*Texture, error) {
adjustedImage := graphics.AdjustImageForTexture(img)
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size := adjustedImage.Bounds().Size()
native := createNativeTexture(size.X, size.Y, adjustedImage.Pix, filter)
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return &Texture{native, size.X, size.Y}, nil
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}
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func createFramebuffer(nativeTexture C.GLuint) Framebuffer {
framebuffer := C.GLuint(0)
C.glGenFramebuffers(1, &framebuffer)
origFramebuffer := C.GLint(0)
C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &origFramebuffer)
C.glBindFramebuffer(C.GL_FRAMEBUFFER, framebuffer)
defer C.glBindFramebuffer(C.GL_FRAMEBUFFER, C.GLuint(origFramebuffer))
C.glFramebufferTexture2D(C.GL_FRAMEBUFFER, C.GL_COLOR_ATTACHMENT0,
C.GL_TEXTURE_2D, nativeTexture, 0)
if C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER) !=
C.GL_FRAMEBUFFER_COMPLETE {
panic("creating framebuffer failed")
}
// Set this framebuffer opaque because alpha values on a target might be
// confusing.
C.glClearColor(0, 0, 0, 1)
C.glClear(C.GL_COLOR_BUFFER_BIT)
return Framebuffer(framebuffer)
}
func (t *Texture) CreateFramebuffer() Framebuffer {
return createFramebuffer(C.GLuint(t.native))
}
func (t *Texture) Draw(projectionMatrix [16]float32, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
quad := graphics.TextureQuadForTexture(t.width, t.height)
shader.DrawTexture(t.native,
projectionMatrix, []graphics.TextureQuad{quad},
geometryMatrix, colorMatrix)
}
func (t *Texture) DrawParts(parts []graphics.TexturePart, projectionMatrix [16]float32,
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
quads := graphics.TextureQuadsForTextureParts(parts, t.width, t.height)
shader.DrawTexture(t.native,
projectionMatrix, quads,
geometryMatrix, colorMatrix)
}