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Refactoring
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aed317649f
commit
59270a6b54
@ -59,5 +59,5 @@ type Texture struct {
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// Size returns the size of the texture.
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// Size returns the size of the texture.
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func (t *Texture) Size() (width int, height int) {
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func (t *Texture) Size() (width int, height int) {
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return t.glTexture.Width(), t.glTexture.Height()
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return t.glTexture.Size()
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}
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}
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@ -58,19 +58,16 @@ func NewRenderTargetFromTexture(texture *Texture) (*RenderTarget, error) {
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if err != nil {
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if err != nil {
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return nil, err
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return nil, err
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}
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}
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w, h := texture.Size()
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return &RenderTarget{
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return &RenderTarget{
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framebuffer: framebuffer,
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framebuffer: framebuffer,
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width: texture.Width(),
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width: w,
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height: texture.Height(),
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height: h,
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}, nil
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}, nil
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}
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}
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func (r *RenderTarget) Width() int {
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func (r *RenderTarget) Size() (width, height int) {
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return r.width
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return r.width, r.height
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}
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func (r *RenderTarget) Height() int {
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return r.height
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}
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}
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func (r *RenderTarget) Dispose() {
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func (r *RenderTarget) Dispose() {
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@ -55,12 +55,8 @@ func (t *Texture) Native() gl.Texture {
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return t.native
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return t.native
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}
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}
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func (t *Texture) Width() int {
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func (t *Texture) Size() (width, height int) {
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return t.width
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return t.width, t.height
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}
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func (t *Texture) Height() int {
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return t.height
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}
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}
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func createNativeTexture(textureWidth, textureHeight int, pixels []uint8, filter int) gl.Texture {
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func createNativeTexture(textureWidth, textureHeight int, pixels []uint8, filter int) gl.Texture {
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@ -46,7 +46,7 @@ func newInnerRenderTarget(width, height int, filter int) (*innerRenderTarget, er
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}
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}
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func (r *innerRenderTarget) size() (width, height int) {
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func (r *innerRenderTarget) size() (width, height int) {
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return r.glRenderTarget.Width(), r.glRenderTarget.Height()
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return r.glRenderTarget.Size()
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}
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}
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func (r *innerRenderTarget) Clear() error {
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func (r *innerRenderTarget) Clear() error {
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@ -73,14 +73,15 @@ func (r *innerRenderTarget) DrawTexture(texture *Texture, parts []TexturePart, g
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return err
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return err
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}
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}
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glTexture := texture.glTexture
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glTexture := texture.glTexture
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quads := textureQuads(parts, glTexture.Width(), glTexture.Height())
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w, h := glTexture.Size()
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quads := textureQuads(parts, w, h)
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targetNativeTexture := gl.Texture(0)
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targetNativeTexture := gl.Texture(0)
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if r.texture != nil {
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if r.texture != nil {
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targetNativeTexture = r.texture.glTexture.Native()
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targetNativeTexture = r.texture.glTexture.Native()
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}
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}
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w, h := r.size()
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w2, h2 := r.size()
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projectionMatrix := r.glRenderTarget.ProjectionMatrix()
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projectionMatrix := r.glRenderTarget.ProjectionMatrix()
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shader.DrawTexture(glTexture.Native(), targetNativeTexture, w, h, projectionMatrix, quads, &geo, &color)
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shader.DrawTexture(glTexture.Native(), targetNativeTexture, w2, h2, projectionMatrix, quads, &geo, &color)
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return nil
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return nil
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}
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}
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