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https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
gofmt
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ca56d05dfa
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@ -53,12 +53,12 @@ func NewGame(textures Textures) *Game {
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}
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func (game *Game) isInitialized() bool {
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for name, _ := range texturePaths {
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for name := range texturePaths {
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if !game.textures.Has(name) {
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return false
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}
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}
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for name, _ := range renderTargetSizes {
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for name := range renderTargetSizes {
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if !game.textures.Has(name) {
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return false
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}
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@ -23,7 +23,7 @@ func (i *Input) StateForKey(key ui.Key) int {
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}
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func (i *Input) Update(keys ui.Keys) {
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for key, _ := range i.states {
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for key := range i.states {
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if !keys.Includes(key) {
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i.states[key] = 0
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continue
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@ -60,7 +60,7 @@ func toBlocks(ints [][]int) [][]bool {
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}
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var Pieces = map[BlockType]*Piece{
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BlockType1: &Piece{
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BlockType1: {
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blockType: BlockType1,
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blocks: toBlocks([][]int{
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{0, 0, 0, 0},
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@ -69,7 +69,7 @@ var Pieces = map[BlockType]*Piece{
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{0, 0, 0, 0},
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}),
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},
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BlockType2: &Piece{
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BlockType2: {
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blockType: BlockType2,
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blocks: toBlocks([][]int{
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{1, 0, 0},
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@ -77,7 +77,7 @@ var Pieces = map[BlockType]*Piece{
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{0, 0, 0},
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}),
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},
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BlockType3: &Piece{
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BlockType3: {
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blockType: BlockType3,
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blocks: toBlocks([][]int{
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{0, 1, 0},
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@ -85,7 +85,7 @@ var Pieces = map[BlockType]*Piece{
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{0, 0, 0},
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}),
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},
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BlockType4: &Piece{
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BlockType4: {
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blockType: BlockType4,
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blocks: toBlocks([][]int{
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{0, 0, 1},
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@ -93,7 +93,7 @@ var Pieces = map[BlockType]*Piece{
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{0, 0, 0},
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}),
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},
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BlockType5: &Piece{
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BlockType5: {
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blockType: BlockType5,
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blocks: toBlocks([][]int{
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{1, 1, 0},
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@ -101,7 +101,7 @@ var Pieces = map[BlockType]*Piece{
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{0, 0, 0},
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}),
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},
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BlockType6: &Piece{
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BlockType6: {
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blockType: BlockType6,
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blocks: toBlocks([][]int{
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{0, 1, 1},
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@ -109,7 +109,7 @@ var Pieces = map[BlockType]*Piece{
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{0, 0, 0},
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}),
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},
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BlockType7: &Piece{
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BlockType7: {
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blockType: BlockType7,
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blocks: toBlocks([][]int{
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{1, 1},
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@ -217,9 +217,9 @@ func (p *Piece) Draw(
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angle Angle) {
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size := len(p.blocks)
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blocks := make([][]BlockType, size)
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for i, _ := range p.blocks {
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for i := range p.blocks {
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blocks[i] = make([]BlockType, size)
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for j, _ := range blocks[i] {
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for j := range blocks[i] {
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if p.isBlocked(i, j, angle) {
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blocks[i][j] = p.blockType
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}
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@ -10,21 +10,8 @@ type program struct {
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shaderIds []shaderId
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}
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type programId int
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const (
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programRegular programId = iota
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programColorMatrix
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)
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var programs = map[programId]*program{
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// TODO: programRegular is not used for now. Remove this.
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programRegular: &program{
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shaderIds: []shaderId{shaderVertex, shaderFragment},
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},
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programColorMatrix: &program{
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var programColorMatrix = program{
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shaderIds: []shaderId{shaderVertex, shaderColorMatrix},
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},
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}
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func (p *program) create() {
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@ -52,9 +39,8 @@ func initialize() {
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}
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}()
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for _, program := range programs {
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program.create()
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}
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programColorMatrix.create()
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programColorMatrix.native.Use()
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}
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type qualifierVariableType int
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@ -66,8 +52,8 @@ const (
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var (
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shaderLocationCache = map[qualifierVariableType]map[string]gl.AttribLocation{
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qualifierVariableTypeAttribute: map[string]gl.AttribLocation{},
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qualifierVariableTypeUniform: map[string]gl.AttribLocation{},
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qualifierVariableTypeAttribute: {},
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qualifierVariableTypeUniform: {},
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}
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)
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@ -102,10 +88,8 @@ func getUniformLocation(program gl.Program, name string) gl.UniformLocation {
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}
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func use(projectionMatrix [16]float32, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) gl.Program {
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programId := programColorMatrix
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program := programs[programId]
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// TODO: Check the performance.
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program.native.Use()
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program := programColorMatrix
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getUniformLocation(program.native, "projection_matrix").UniformMatrix4fv(false, projectionMatrix)
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@ -21,7 +21,7 @@ const (
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)
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var shaders = map[shaderId]*shader{
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shaderVertex: &shader{
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shaderVertex: {
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shaderType: gl.VERTEX_SHADER,
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source: `
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uniform mat4 projection_matrix;
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@ -36,7 +36,7 @@ void main(void) {
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}
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`,
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},
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shaderFragment: &shader{
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shaderFragment: {
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shaderType: gl.FRAGMENT_SHADER,
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source: `
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uniform sampler2D texture;
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@ -47,7 +47,7 @@ void main(void) {
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}
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`,
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},
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shaderColorMatrix: &shader{
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shaderColorMatrix: {
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shaderType: gl.FRAGMENT_SHADER,
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source: `
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uniform sampler2D texture;
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@ -61,7 +61,7 @@ void main(void) {
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}
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`,
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},
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shaderSolidColor: &shader{
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shaderSolidColor: {
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shaderType: gl.FRAGMENT_SHADER,
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source: `
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uniform vec4 color;
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