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Refactoring
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6a2229f973
commit
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@ -2,7 +2,6 @@ package blocks
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import (
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"github.com/hajimehoshi/ebiten/graphics"
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_ "image/png"
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"sync"
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)
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@ -3,6 +3,7 @@ package blocks
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import (
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"github.com/hajimehoshi/ebiten/graphics"
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"image"
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_ "image/png"
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"os"
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"sync"
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)
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@ -46,7 +46,7 @@ func NewContext(screenWidth, screenHeight, screenScale int) *Context {
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var err error
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context.screenId, err = idsInstance.createRenderTarget(screenWidth, screenHeight, graphics.FilterNearest)
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if err != nil {
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panic("initializing the offscreen failed: " + err.Error())
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panic("opengl.NewContext: initializing the offscreen failed: " + err.Error())
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}
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context.ResetOffscreen()
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context.Clear()
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@ -10,16 +10,6 @@ import (
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"sync"
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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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type ids struct {
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textures map[graphics.TextureID]*Texture
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renderTargets map[graphics.RenderTargetID]*RenderTarget
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@ -36,15 +26,11 @@ var idsInstance = &ids{
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currentRenderTargetId: -1,
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}
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func CreateRenderTarget(
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width, height int,
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filter graphics.Filter) (graphics.RenderTargetID, error) {
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func CreateRenderTarget(width, height int, filter graphics.Filter) (graphics.RenderTargetID, error) {
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return idsInstance.createRenderTarget(width, height, filter)
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}
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func CreateTexture(
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img image.Image,
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filter graphics.Filter) (graphics.TextureID, error) {
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func CreateTexture(img image.Image, filter graphics.Filter) (graphics.TextureID, error) {
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return idsInstance.createTexture(img, filter)
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}
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@ -153,7 +139,7 @@ func (i *ids) drawTexture(
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r := i.renderTargetAt(target)
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projectionMatrix := r.projectionMatrix()
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quads := graphics.TextureQuads(parts, texture.width, texture.height)
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shader.DrawTexture(texture.native, glMatrix(projectionMatrix), quads, geo, color)
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shader.DrawTexture(texture.native, projectionMatrix, quads, geo, color)
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}
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func (i *ids) setViewportIfNeeded(id graphics.RenderTargetID) {
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@ -7,9 +7,19 @@ import (
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"sync"
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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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var once sync.Once
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func DrawTexture(native gl.Texture, projectionMatrix [16]float32, quads []graphics.TextureQuad, geo matrix.Geometry, color matrix.Color) {
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func DrawTexture(native gl.Texture, projectionMatrix [4][4]float64, quads []graphics.TextureQuad, geo matrix.Geometry, color matrix.Color) {
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once.Do(func() {
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initialize()
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})
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@ -18,7 +28,7 @@ func DrawTexture(native gl.Texture, projectionMatrix [16]float32, quads []graphi
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return
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}
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// TODO: Check performance
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shaderProgram := use(projectionMatrix, geo, color)
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shaderProgram := use(glMatrix(projectionMatrix), geo, color)
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native.Bind(gl.TEXTURE_2D)
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defer gl.Texture(0).Bind(gl.TEXTURE_2D)
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@ -19,7 +19,6 @@ type UI struct {
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func (u *UI) Start(width, height, scale int, title string) (ui.Canvas, error) {
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if !glfw.Init() {
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// TODO: Use glfw error
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return nil, errors.New("glfw.Init() fails")
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}
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glfw.WindowHint(glfw.Resizable, glfw.False)
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