2013-10-27 14:58:56 +01:00
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package opengl
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2014-05-03 19:13:43 +02:00
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// #cgo LDFLAGS: -framework OpenGL
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//
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// #include <OpenGL/gl.h>
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import "C"
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2013-10-27 14:58:56 +01:00
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import (
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"github.com/hajimehoshi/go-ebiten/graphics"
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2014-01-09 16:42:42 +01:00
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"github.com/hajimehoshi/go-ebiten/graphics/matrix"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/shader"
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2013-10-27 14:58:56 +01:00
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"image"
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2014-05-03 19:13:43 +02:00
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"math"
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2013-12-10 13:21:11 +01:00
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"sync"
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2013-10-27 14:58:56 +01:00
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)
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2014-05-02 17:06:20 +02:00
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var idsInstance *ids = newIds()
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2014-05-03 06:58:18 +02:00
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func NewContext(screenWidth, screenHeight, screenScale int) *Context {
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return newContext(idsInstance, screenWidth, screenHeight, screenScale)
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}
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func CreateRenderTarget(
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width, height int,
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filter graphics.Filter) (graphics.RenderTargetId, error) {
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return idsInstance.createRenderTarget(width, height, filter)
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}
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func CreateTexture(
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img image.Image,
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filter graphics.Filter) (graphics.TextureId, error) {
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return idsInstance.createTexture(img, filter)
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}
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type ids struct {
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textures map[graphics.TextureId]*Texture
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renderTargets map[graphics.RenderTargetId]*RenderTarget
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renderTargetToTexture map[graphics.RenderTargetId]graphics.TextureId
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lastId int
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currentRenderTargetId graphics.RenderTargetId
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sync.RWMutex
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}
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func newIds() *ids {
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ids := &ids{
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textures: map[graphics.TextureId]*Texture{},
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renderTargets: map[graphics.RenderTargetId]*RenderTarget{},
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renderTargetToTexture: map[graphics.RenderTargetId]graphics.TextureId{},
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lastId: 0,
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currentRenderTargetId: -1,
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}
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return ids
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}
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func (i *ids) textureAt(id graphics.TextureId) *Texture {
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i.RLock()
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defer i.RUnlock()
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return i.textures[id]
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}
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func (i *ids) renderTargetAt(id graphics.RenderTargetId) *RenderTarget {
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i.RLock()
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defer i.RUnlock()
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return i.renderTargets[id]
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}
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func (i *ids) toTexture(id graphics.RenderTargetId) graphics.TextureId {
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i.RLock()
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defer i.RUnlock()
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return i.renderTargetToTexture[id]
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}
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func (i *ids) createTexture(img image.Image, filter graphics.Filter) (
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graphics.TextureId, error) {
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texture, err := createTextureFromImage(img, filter)
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if err != nil {
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return 0, err
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}
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2014-05-02 17:06:20 +02:00
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i.Lock()
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defer i.Unlock()
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i.lastId++
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textureId := graphics.TextureId(i.lastId)
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2013-10-27 14:58:56 +01:00
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i.textures[textureId] = texture
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return textureId, nil
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}
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func (i *ids) createRenderTarget(width, height int, filter graphics.Filter) (
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graphics.RenderTargetId, error) {
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texture, err := createTexture(width, height, filter)
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if err != nil {
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return 0, err
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}
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framebuffer := createFramebuffer(texture.native)
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// The current binded framebuffer can be changed.
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i.currentRenderTargetId = -1
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renderTarget := &RenderTarget{framebuffer, texture.width, texture.height, false}
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i.Lock()
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defer i.Unlock()
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i.lastId++
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textureId := graphics.TextureId(i.lastId)
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i.lastId++
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renderTargetId := graphics.RenderTargetId(i.lastId)
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i.textures[textureId] = texture
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i.renderTargets[renderTargetId] = renderTarget
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i.renderTargetToTexture[renderTargetId] = textureId
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return renderTargetId, nil
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}
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2014-01-07 13:58:46 +01:00
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2014-01-11 00:59:38 +01:00
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// NOTE: renderTarget can't be used as a texture.
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func (i *ids) addRenderTarget(renderTarget *RenderTarget) graphics.RenderTargetId {
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i.Lock()
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defer i.Unlock()
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i.lastId++
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id := graphics.RenderTargetId(i.lastId)
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i.renderTargets[id] = renderTarget
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return id
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}
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func (i *ids) deleteRenderTarget(id graphics.RenderTargetId) {
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i.Lock()
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defer i.Unlock()
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renderTarget := i.renderTargets[id]
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textureId := i.renderTargetToTexture[id]
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texture := i.textures[textureId]
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renderTarget.dispose()
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texture.dispose()
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delete(i.renderTargets, id)
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delete(i.renderTargetToTexture, id)
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delete(i.textures, textureId)
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}
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func (i *ids) fillRenderTarget(id graphics.RenderTargetId, r, g, b uint8) {
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i.setViewportIfNeeded(id)
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const max = float64(math.MaxUint8)
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C.glClearColor(
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C.GLclampf(float64(r)/max),
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C.GLclampf(float64(g)/max),
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C.GLclampf(float64(b)/max),
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1)
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C.glClear(C.GL_COLOR_BUFFER_BIT)
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2014-01-11 00:59:38 +01:00
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}
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func (i *ids) drawTexture(
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target graphics.RenderTargetId,
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id graphics.TextureId,
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parts []graphics.TexturePart,
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geo matrix.Geometry,
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color matrix.Color) {
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texture := i.textureAt(id)
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i.setViewportIfNeeded(target)
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r := i.renderTargetAt(target)
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projectionMatrix := r.projectionMatrix()
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quads := graphics.TextureQuads(parts, texture.width, texture.height)
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shader.DrawTexture(
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shader.NativeTexture(texture.native),
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glMatrix(projectionMatrix),
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quads,
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geo,
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color)
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}
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func (i *ids) setViewportIfNeeded(id graphics.RenderTargetId) {
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r := i.renderTargetAt(id)
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if i.currentRenderTargetId != id {
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r.setAsViewport()
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i.currentRenderTargetId = id
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}
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2014-01-09 16:42:42 +01:00
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}
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