mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Hide members of RenderTarget (again)
This commit is contained in:
parent
d0c0dea2be
commit
60aad4326e
64
canvas.go
64
canvas.go
@ -17,7 +17,6 @@ limitations under the License.
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package ebiten
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import (
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"github.com/go-gl/gl"
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glfw "github.com/go-gl/glfw3"
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"image"
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"runtime"
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@ -32,6 +31,29 @@ type canvas struct {
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funcsDone chan struct{}
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}
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func newCanvas(window *glfw.Window, width, height, scale int) (*canvas, error) {
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c := &canvas{
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window: window,
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scale: scale,
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funcs: make(chan func()),
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funcsDone: make(chan struct{}),
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}
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c.run(width, height, scale)
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// For retina displays, recalculate the scale with the framebuffer size.
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windowWidth, _ := window.GetFramebufferSize()
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realScale := windowWidth / width
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var err error
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c.use(func() {
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c.graphicsContext, err = newGraphicsContext(width, height, realScale)
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})
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if err != nil {
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return nil, err
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}
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return c, nil
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}
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func (c *canvas) draw(game Game) (err error) {
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c.use(func() {
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c.graphicsContext.PreUpdate()
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@ -50,38 +72,20 @@ func (c *canvas) isClosed() bool {
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return c.window.ShouldClose()
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}
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func (c *canvas) NewTextureID(img image.Image, filter Filter) (TextureID, error) {
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func (c *canvas) newTextureID(img image.Image, filter int) (TextureID, error) {
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var id TextureID
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var err error
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c.use(func() {
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glFilter := 0
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switch filter {
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case FilterNearest:
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glFilter = gl.NEAREST
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case FilterLinear:
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glFilter = gl.LINEAR
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default:
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panic("not reached")
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}
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id, err = newTextureID(img, glFilter)
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id, err = newTextureID(img, filter)
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})
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return id, err
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}
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func (c *canvas) NewRenderTargetID(width, height int, filter Filter) (RenderTargetID, error) {
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func (c *canvas) newRenderTargetID(width, height int, filter int) (RenderTargetID, error) {
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var id RenderTargetID
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var err error
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c.use(func() {
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glFilter := 0
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switch filter {
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case FilterNearest:
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glFilter = gl.NEAREST
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case FilterLinear:
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glFilter = gl.LINEAR
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default:
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panic("not reached")
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}
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id, err = newRenderTargetID(width, height, glFilter)
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id, err = newRenderTargetID(width, height, filter)
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})
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return id, err
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}
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@ -104,17 +108,5 @@ func (c *canvas) use(f func()) {
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}
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func (c *canvas) update() {
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c.input.Update(c.window, c.scale)
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}
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func (c *canvas) IsKeyPressed(key Key) bool {
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return c.input.IsKeyPressed(key)
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}
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func (c *canvas) IsMouseButtonPressed(button MouseButton) bool {
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return c.input.IsMouseButtonPressed(button)
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}
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func (c *canvas) CursorPosition() (x, y int) {
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return c.input.CursorPosition()
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c.input.update(c.window, c.scale)
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}
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@ -17,30 +17,37 @@ limitations under the License.
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package ebiten
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import (
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"github.com/go-gl/gl"
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"image"
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)
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type Game interface {
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Update() error
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Draw(gr GraphicsContext) error
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}
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func IsKeyPressed(key Key) bool {
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return currentUI.canvas.input.IsKeyPressed(key)
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return currentUI.canvas.input.isKeyPressed(key)
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}
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func CursorPosition() (x, y int) {
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return currentUI.canvas.input.CursorPosition()
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return currentUI.canvas.input.cursorPosition()
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}
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func IsMouseButtonPressed(mouseButton MouseButton) bool {
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return currentUI.canvas.input.IsMouseButtonPressed(mouseButton)
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return currentUI.canvas.input.isMouseButtonPressed(mouseButton)
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}
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func glFilter(f Filter) int {
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switch f {
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case FilterNearest:
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return gl.NEAREST
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case FilterLinear:
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return gl.LINEAR
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default:
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panic("not reached")
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}
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}
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func NewRenderTargetID(width, height int, filter Filter) (RenderTargetID, error) {
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return currentUI.canvas.NewRenderTargetID(width, height, filter)
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return currentUI.canvas.newRenderTargetID(width, height, glFilter(filter))
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}
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func NewTextureID(img image.Image, filter Filter) (TextureID, error) {
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return currentUI.canvas.NewTextureID(img, filter)
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return currentUI.canvas.newTextureID(img, glFilter(filter))
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}
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@ -21,7 +21,7 @@ import (
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"github.com/hajimehoshi/ebiten/internal/opengl"
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)
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func initialize(screenWidth, screenHeight, screenScale int) (*graphicsContext, error) {
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func newGraphicsContext(screenWidth, screenHeight, screenScale int) (*graphicsContext, error) {
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gl.Init()
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gl.Enable(gl.TEXTURE_2D)
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gl.Enable(gl.BLEND)
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@ -33,11 +33,8 @@ func initialize(screenWidth, screenHeight, screenScale int) (*graphicsContext, e
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}
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// The defualt framebuffer should be 0.
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c.defaultID = idsInstance.addRenderTarget(&opengl.RenderTarget{
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Width: screenWidth * screenScale,
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Height: screenHeight * screenScale,
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FlipY: true,
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})
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r := opengl.NewRenderTarget(screenWidth*screenScale, screenHeight*screenScale, true)
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c.defaultID = idsInstance.addRenderTarget(r)
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var err error
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c.screenID, err = idsInstance.createRenderTarget(screenWidth, screenHeight, gl.NEAREST)
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8
ids.go
8
ids.go
@ -86,14 +86,10 @@ func (i *ids) createRenderTarget(width, height int, filter int) (RenderTargetID,
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if err != nil {
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return 0, err
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}
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framebuffer := opengl.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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r := &opengl.RenderTarget{
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Framebuffer: framebuffer,
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Width: texture.Width(),
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Height: texture.Height(),
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}
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r := opengl.NewRenderTargetFromTexture(texture)
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i.Lock()
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defer i.Unlock()
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8
input.go
8
input.go
@ -28,15 +28,15 @@ type input struct {
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cursorY int
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}
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func (i *input) IsKeyPressed(key Key) bool {
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func (i *input) isKeyPressed(key Key) bool {
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return i.keyPressed[key]
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}
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func (i *input) IsMouseButtonPressed(button MouseButton) bool {
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func (i *input) isMouseButtonPressed(button MouseButton) bool {
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return i.mouseButtonPressed[button]
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}
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func (i *input) CursorPosition() (x, y int) {
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func (i *input) cursorPosition() (x, y int) {
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return i.cursorX, i.cursorY
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}
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@ -48,7 +48,7 @@ var glfwKeyCodeToKey = map[glfw.Key]Key{
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glfw.KeyDown: KeyDown,
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}
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func (i *input) Update(window *glfw.Window, scale int) {
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func (i *input) update(window *glfw.Window, scale int) {
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for g, u := range glfwKeyCodeToKey {
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i.keyPressed[u] = window.GetKey(g) == glfw.Press
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}
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@ -36,17 +36,46 @@ func orthoProjectionMatrix(left, right, bottom, top int) [4][4]float64 {
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}
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type RenderTarget struct {
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Framebuffer gl.Framebuffer
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Width int
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Height int
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FlipY bool
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framebuffer gl.Framebuffer
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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 NewRenderTarget(width, height int, flipY bool) *RenderTarget {
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return &RenderTarget{
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width: width,
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height: height,
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flipY: flipY,
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}
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}
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func NewRenderTargetFromTexture(texture *Texture) *RenderTarget {
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framebuffer := createFramebuffer(texture.Native())
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return &RenderTarget{
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framebuffer: framebuffer,
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width: texture.Width(),
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height: texture.Height(),
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}
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}
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func (r *RenderTarget) Width() int {
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return r.width
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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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func (r *RenderTarget) FlipY() bool {
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return r.flipY
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}
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func (r *RenderTarget) Dispose() {
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r.Framebuffer.Delete()
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r.framebuffer.Delete()
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}
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func CreateFramebuffer(nativeTexture gl.Texture) gl.Framebuffer {
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func createFramebuffer(nativeTexture gl.Texture) gl.Framebuffer {
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framebuffer := gl.GenFramebuffer()
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framebuffer.Bind()
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@ -65,7 +94,7 @@ func CreateFramebuffer(nativeTexture gl.Texture) gl.Framebuffer {
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func (r *RenderTarget) SetAsViewport() {
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gl.Flush()
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r.Framebuffer.Bind()
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r.framebuffer.Bind()
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err := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
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if err != gl.FRAMEBUFFER_COMPLETE {
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panic(fmt.Sprintf("glBindFramebuffer failed: %d", err))
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@ -73,18 +102,18 @@ func (r *RenderTarget) SetAsViewport() {
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gl.BlendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE)
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width := AdjustSizeForTexture(r.Width)
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height := AdjustSizeForTexture(r.Height)
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width := AdjustSizeForTexture(r.width)
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height := AdjustSizeForTexture(r.height)
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gl.Viewport(0, 0, width, height)
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}
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func (r *RenderTarget) ProjectionMatrix() [4][4]float64 {
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width := AdjustSizeForTexture(r.Width)
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height := AdjustSizeForTexture(r.Height)
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width := AdjustSizeForTexture(r.width)
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height := AdjustSizeForTexture(r.height)
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m := orthoProjectionMatrix(0, width, 0, height)
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if r.FlipY {
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if r.flipY {
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m[1][1] *= -1
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m[1][3] += float64(r.Height) / float64(AdjustSizeForTexture(r.Height)) * 2
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m[1][3] += float64(r.height) / float64(AdjustSizeForTexture(r.height)) * 2
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}
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return m
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}
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15
run.go
15
run.go
@ -23,6 +23,11 @@ import (
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"time"
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)
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type Game interface {
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Update() error
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Draw(gr GraphicsContext) error
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}
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var currentUI *ui
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// Run runs the game.
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@ -34,10 +39,10 @@ func Run(game Game, width, height, scale int, title string, fps int) error {
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currentUI = nil
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}()
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if err := ui.Start(game, width, height, scale, title); err != nil {
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if err := ui.start(game, width, height, scale, title); err != nil {
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return err
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}
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defer ui.Terminate()
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defer ui.terminate()
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frameTime := time.Duration(int64(time.Second) / int64(fps))
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tick := time.Tick(frameTime)
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@ -45,13 +50,13 @@ func Run(game Game, width, height, scale int, title string, fps int) error {
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signal.Notify(sigterm, os.Interrupt, syscall.SIGTERM)
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for {
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ui.DoEvents()
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if ui.IsClosed() {
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ui.doEvents()
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if ui.isClosed() {
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return nil
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}
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select {
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default:
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if err := ui.DrawGame(game); err != nil {
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if err := ui.drawGame(game); err != nil {
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return err
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}
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case <-tick:
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27
ui.go
27
ui.go
@ -32,7 +32,7 @@ type ui struct {
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canvas *canvas
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}
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func (u *ui) Start(game Game, width, height, scale int, title string) error {
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func (u *ui) start(game Game, width, height, scale int, title string) error {
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if !glfw.Init() {
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return errors.New("glfw.Init() fails")
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}
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@ -42,43 +42,28 @@ func (u *ui) Start(game Game, width, height, scale int, title string) error {
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return err
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}
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c := &canvas{
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window: window,
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scale: scale,
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funcs: make(chan func()),
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funcsDone: make(chan struct{}),
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}
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c.run(width, height, scale)
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// For retina displays, recalculate the scale with the framebuffer size.
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windowWidth, _ := window.GetFramebufferSize()
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realScale := windowWidth / width
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c.use(func() {
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c.graphicsContext, err = initialize(width, height, realScale)
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})
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c, err := newCanvas(window, width, height, scale)
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if err != nil {
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return err
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}
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u.canvas = c
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return nil
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}
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func (u *ui) DoEvents() {
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func (u *ui) doEvents() {
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glfw.PollEvents()
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u.canvas.update()
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}
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func (u *ui) Terminate() {
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func (u *ui) terminate() {
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glfw.Terminate()
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}
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func (u *ui) IsClosed() bool {
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func (u *ui) isClosed() bool {
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return u.canvas.isClosed()
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}
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func (u *ui) DrawGame(game Game) error {
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func (u *ui) drawGame(game Game) error {
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return u.canvas.draw(game)
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}
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