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Refactoring
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parent
29e5aa331f
commit
1c10c45f69
@ -9,6 +9,7 @@ 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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"github.com/hajimehoshi/go-ebiten/graphics/opengl/offscreen"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/rendertarget"
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"math"
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)
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@ -20,9 +21,12 @@ type Context struct {
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}
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func newContext(ids *ids, screenWidth, screenHeight, screenScale int) *Context {
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mainFramebuffer := rendertarget.NewWithCurrentFramebuffer(
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screenWidth*screenScale,
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screenHeight*screenScale)
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context := &Context{
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ids: ids,
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offscreen: offscreen.New(screenWidth, screenHeight, screenScale),
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offscreen: offscreen.New(mainFramebuffer),
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screenScale: screenScale,
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}
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@ -3,67 +3,49 @@ package offscreen
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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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"github.com/hajimehoshi/go-ebiten/graphics/opengl/rendertarget"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/texture"
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)
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type Texture interface {
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Draw(projectionMatrix [4][4]float64,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color)
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DrawParts(parts []graphics.TexturePart, projectionMatrix [4][4]float64,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color)
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}
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type RenderTarget interface {
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SetAsViewport()
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ProjectionMatrix() [4][4]float64
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}
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type Offscreen struct {
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screenHeight int
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screenScale int
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currentRenderTarget *rendertarget.RenderTarget
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mainFramebufferTexture *rendertarget.RenderTarget
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currentRenderTarget RenderTarget
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mainFramebuffer RenderTarget
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}
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func New(screenWidth, screenHeight, screenScale int) *Offscreen {
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offscreen := &Offscreen{
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screenHeight: screenHeight,
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screenScale: screenScale,
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func New(mainFramebuffer RenderTarget) *Offscreen {
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return &Offscreen{
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mainFramebuffer: mainFramebuffer,
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}
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offscreen.mainFramebufferTexture = rendertarget.NewWithCurrentFramebuffer(
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screenWidth*screenScale,
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screenHeight*screenScale)
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return offscreen
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}
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func (o *Offscreen) Set(rt *rendertarget.RenderTarget) {
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func (o *Offscreen) Set(rt RenderTarget) {
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o.currentRenderTarget = rt
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rt.SetAsViewport()
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}
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func (o *Offscreen) SetMainFramebuffer() {
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o.Set(o.mainFramebufferTexture)
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o.Set(o.mainFramebuffer)
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}
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func (o *Offscreen) DrawTexture(texture *texture.Texture,
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func (o *Offscreen) DrawTexture(texture Texture,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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projectionMatrix := o.projectionMatrix()
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projectionMatrix := o.currentRenderTarget.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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func (o *Offscreen) DrawTextureParts(texture Texture,
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parts []graphics.TexturePart,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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projectionMatrix := o.projectionMatrix()
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projectionMatrix := o.currentRenderTarget.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 {
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matrix := o.currentRenderTarget.ProjectionMatrix()
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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.
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matrix[1][1] *= -1
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matrix[1][3] += float64(actualScreenHeight) /
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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++ {
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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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}
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return projectionMatrix
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}
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@ -15,12 +15,15 @@ type RenderTarget struct {
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framebuffer C.GLuint
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width int
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height int
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flipY bool
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}
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func NewWithCurrentFramebuffer(width, height int) *RenderTarget {
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framebuffer := C.GLint(0)
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C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &framebuffer)
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return &RenderTarget{C.GLuint(framebuffer), width, height}
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rt := &RenderTarget{C.GLuint(framebuffer), width, height, true}
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rt.setAsViewport()
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return rt
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}
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func createFramebuffer(nativeTexture C.GLuint) C.GLuint {
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@ -50,10 +53,10 @@ func createFramebuffer(nativeTexture C.GLuint) C.GLuint {
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func CreateFromTexture(native NativeTexture, width, height int) *RenderTarget {
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framebuffer := createFramebuffer(C.GLuint(native))
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return &RenderTarget{framebuffer, width, height}
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return &RenderTarget{framebuffer, width, height, false}
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}
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func (r *RenderTarget) SetAsViewport() {
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func (r *RenderTarget) setAsViewport() {
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C.glFlush()
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C.glBindFramebuffer(C.GL_FRAMEBUFFER, C.GLuint(r.framebuffer))
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@ -70,10 +73,26 @@ func (r *RenderTarget) SetAsViewport() {
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C.glViewport(0, 0, C.GLsizei(width), C.GLsizei(height))
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}
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func (r *RenderTarget) SetAsViewport() {
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current := C.GLint(0)
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C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, ¤t)
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if C.GLuint(current) == r.framebuffer {
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return
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}
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r.setAsViewport()
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}
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func (r *RenderTarget) ProjectionMatrix() [4][4]float64 {
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width := graphics.AdjustSizeForTexture(r.width)
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height := graphics.AdjustSizeForTexture(r.height)
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return graphics.OrthoProjectionMatrix(0, width, 0, height)
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matrix := graphics.OrthoProjectionMatrix(0, width, 0, height)
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if r.flipY {
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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(r.height) /
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float64(graphics.AdjustSizeForTexture(r.height)) * 2
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}
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return matrix
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}
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func (r *RenderTarget) Dispose() {
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@ -19,6 +19,16 @@ type Texture struct {
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height int
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}
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func glMatrix(matrix [4][4]float64) [16]float32 {
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result := [16]float32{}
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for j := 0; j < 4; j++ {
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for i := 0; i < 4; i++ {
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result[i+j*4] = float32(matrix[i][j])
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}
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}
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return result
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}
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func createNativeTexture(textureWidth, textureHeight int, pixels []uint8,
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filter graphics.Filter) C.GLuint {
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nativeTexture := C.GLuint(0)
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@ -73,18 +83,18 @@ func (t *Texture) CreateRenderTarget() *rendertarget.RenderTarget {
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rendertarget.NativeTexture(t.native), t.width, t.height)
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}
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func (t *Texture) Draw(projectionMatrix [16]float32, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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func (t *Texture) Draw(projectionMatrix [4][4]float64, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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quad := graphics.TextureQuadForTexture(t.width, t.height)
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shader.DrawTexture(shader.NativeTexture(t.native),
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projectionMatrix, []graphics.TextureQuad{quad},
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glMatrix(projectionMatrix), []graphics.TextureQuad{quad},
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geometryMatrix, colorMatrix)
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}
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func (t *Texture) DrawParts(parts []graphics.TexturePart, projectionMatrix [16]float32,
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func (t *Texture) DrawParts(parts []graphics.TexturePart, projectionMatrix [4][4]float64,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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quads := graphics.TextureQuadsForTextureParts(parts, t.width, t.height)
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shader.DrawTexture(shader.NativeTexture(t.native),
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projectionMatrix, quads,
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glMatrix(projectionMatrix), quads,
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geometryMatrix, colorMatrix)
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}
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