ebiten/graphics/opengl/context.go

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package opengl
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// #cgo LDFLAGS: -framework OpenGL
//
// #include <stdlib.h>
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// #include <OpenGL/gl.h>
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import "C"
import (
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"fmt"
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"github.com/hajimehoshi/go-ebiten/graphics"
"github.com/hajimehoshi/go-ebiten/graphics/matrix"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/rendertarget"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/shader"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/texture"
grendertarget "github.com/hajimehoshi/go-ebiten/graphics/rendertarget"
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gtexture "github.com/hajimehoshi/go-ebiten/graphics/texture"
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"image"
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"math"
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)
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type Context struct {
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screenId graphics.RenderTargetId
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screenWidth int
screenHeight int
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screenScale int
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ids *ids
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mainFramebufferTexture *grendertarget.RenderTarget
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projectionMatrix [16]float32
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}
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func newContext(screenWidth, screenHeight, screenScale int) *Context {
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return &Context{
screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
ids: newIds(),
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}
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}
func (context *Context) Init() {
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C.glEnable(C.GL_TEXTURE_2D)
C.glEnable(C.GL_BLEND)
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// The main framebuffer should be created sooner than any other
// framebuffers!
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mainFramebuffer := C.GLint(0)
C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &mainFramebuffer)
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var err error
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context.mainFramebufferTexture, err = rendertarget.NewWithFramebuffer(
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context.screenWidth*context.screenScale,
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context.screenHeight*context.screenScale,
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rendertarget.Framebuffer(mainFramebuffer))
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if err != nil {
panic("creating main framebuffer failed: " + err.Error())
}
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context.screenId, err = context.createRenderTarget(
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context.screenWidth, context.screenHeight, texture.FilterNearest)
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if err != nil {
panic("initializing the offscreen failed: " + err.Error())
}
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}
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func (context *Context) ToTexture(renderTargetId graphics.RenderTargetId) graphics.TextureId {
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return context.ids.ToTexture(renderTargetId)
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}
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func (context *Context) Clear() {
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context.Fill(0, 0, 0)
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}
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func (context *Context) Fill(r, g, b uint8) {
const max = float64(math.MaxUint8)
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C.glClearColor(
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C.GLclampf(float64(r)/max),
C.GLclampf(float64(g)/max),
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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}
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func (context *Context) DrawTexture(
textureId graphics.TextureId,
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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tex := context.ids.TextureAt(textureId)
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tex.Draw(func(native interface{}, quads []gtexture.Quad) {
shader.DrawTexture(native.(texture.Native),
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context.projectionMatrix, quads,
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geometryMatrix, colorMatrix)
})
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}
func (context *Context) DrawTextureParts(
textureId graphics.TextureId, parts []graphics.TexturePart,
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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tex := context.ids.TextureAt(textureId)
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tex.DrawParts(parts, func(native interface{}, quads []gtexture.Quad) {
shader.DrawTexture(native.(texture.Native),
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context.projectionMatrix, quads,
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geometryMatrix, colorMatrix)
})
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}
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func (context *Context) ResetOffscreen() {
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context.SetOffscreen(context.screenId)
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}
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func (context *Context) SetOffscreen(renderTargetId graphics.RenderTargetId) {
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renderTarget := context.ids.RenderTargetAt(renderTargetId)
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context.setOffscreen(renderTarget)
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}
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func (context *Context) setOffscreen(rt *grendertarget.RenderTarget) {
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C.glFlush()
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rt.SetAsOffscreen(func(framebuffer interface{}) {
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f := framebuffer.(rendertarget.Framebuffer)
C.glBindFramebuffer(C.GL_FRAMEBUFFER, C.GLuint(f))
err := C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER)
if err != C.GL_FRAMEBUFFER_COMPLETE {
panic(fmt.Sprintf("glBindFramebuffer failed: %d", err))
}
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C.glBlendFuncSeparate(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA,
C.GL_ZERO, C.GL_ONE)
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isUsingMainFramebuffer := rt == context.mainFramebufferTexture
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setter := &viewportSetter{
isUsingMainFramebuffer,
context.screenHeight * context.screenScale,
context,
}
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rt.SetAsViewport(setter.Set)
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})
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}
type viewportSetter struct {
isUsingMainFramebuffer bool
actualScreenHeight int
context *Context
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}
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func (v *viewportSetter) Set(x, y, width, height int) {
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C.glViewport(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
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matrix := graphics.OrthoProjectionMatrix(x, width, y, height)
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if v.isUsingMainFramebuffer {
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// Flip Y and move to fit with the top of the window.
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matrix[1][1] *= -1
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matrix[1][3] += float64(v.actualScreenHeight) / float64(height) * 2
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}
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for j := 0; j < 4; j++ {
for i := 0; i < 4; i++ {
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v.context.projectionMatrix[i+j*4] = float32(matrix[i][j])
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}
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}
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}
func (context *Context) setMainFramebufferOffscreen() {
context.setOffscreen(context.mainFramebufferTexture)
}
func (context *Context) flush() {
C.glFlush()
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}
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func (context *Context) createRenderTarget(width, height int, filter texture.Filter) (
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graphics.RenderTargetId, error) {
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renderTargetId, err := context.ids.CreateRenderTarget(width, height, filter)
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if err != nil {
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return 0, err
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}
return renderTargetId, nil
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}
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func (context *Context) NewRenderTarget(width, height int) (
graphics.RenderTargetId, error) {
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return context.createRenderTarget(width, height, texture.FilterLinear)
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}
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func (context *Context) NewTextureFromImage(img image.Image) (
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graphics.TextureId, error) {
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return context.ids.CreateTextureFromImage(img)
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}