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https://github.com/hajimehoshi/ebiten.git
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Merge pull request #4 from hajimehoshi/remove-glget
Remove unnecessary glGet* in the render loop
This commit is contained in:
commit
a6bf0f6634
@ -22,7 +22,7 @@ func flush() {
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type Context struct {
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type Context struct {
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screenId graphics.RenderTargetId
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screenId graphics.RenderTargetId
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mainId graphics.RenderTargetId
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defaultId graphics.RenderTargetId
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currentId graphics.RenderTargetId
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currentId graphics.RenderTargetId
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ids *ids
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ids *ids
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screenWidth int
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screenWidth int
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@ -37,10 +37,13 @@ func newContext(ids *ids, screenWidth, screenHeight, screenScale int) *Context {
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screenHeight: screenHeight,
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screenHeight: screenHeight,
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screenScale: screenScale,
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screenScale: screenScale,
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}
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}
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mainRenderTarget := newRTWithCurrentFramebuffer(
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defaultRenderTarget := &RenderTarget{
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screenWidth*screenScale,
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framebuffer: C.GLuint(0),
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screenHeight*screenScale)
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width: screenWidth * screenScale,
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context.mainId = context.ids.addRenderTarget(mainRenderTarget)
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height: screenHeight * screenScale,
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flipY: true,
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}
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context.defaultId = context.ids.addRenderTarget(defaultRenderTarget)
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var err error
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var err error
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context.screenId, err = ids.createRenderTarget(
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context.screenId, err = ids.createRenderTarget(
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@ -57,7 +60,7 @@ func newContext(ids *ids, screenWidth, screenHeight, screenScale int) *Context {
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}
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}
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func (c *Context) Dispose() {
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func (c *Context) Dispose() {
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// TODO: remove main framebuffer?
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// TODO: remove the default framebuffer?
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c.ids.deleteRenderTarget(c.screenId)
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c.ids.deleteRenderTarget(c.screenId)
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}
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}
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@ -67,7 +70,7 @@ func (c *Context) Update(draw func(graphics.Context)) {
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draw(c)
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draw(c)
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c.SetOffscreen(c.mainId)
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c.SetOffscreen(c.defaultId)
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c.Clear()
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c.Clear()
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scale := float64(c.screenScale)
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scale := float64(c.screenScale)
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@ -1,9 +1,15 @@
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package opengl
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package opengl
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// #cgo LDFLAGS: -framework OpenGL
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//
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// #include <OpenGL/gl.h>
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import "C"
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import (
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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"
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"github.com/hajimehoshi/go-ebiten/graphics/matrix"
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"github.com/hajimehoshi/go-ebiten/graphics/matrix"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/shader"
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"image"
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"image"
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"math"
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"sync"
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"sync"
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)
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)
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@ -30,6 +36,7 @@ type ids struct {
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renderTargets map[graphics.RenderTargetId]*RenderTarget
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renderTargets map[graphics.RenderTargetId]*RenderTarget
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renderTargetToTexture map[graphics.RenderTargetId]graphics.TextureId
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renderTargetToTexture map[graphics.RenderTargetId]graphics.TextureId
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counts chan int
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counts chan int
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currentRenderTargetId graphics.RenderTargetId
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sync.RWMutex
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sync.RWMutex
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}
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}
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@ -39,6 +46,7 @@ func newIds() *ids {
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renderTargets: map[graphics.RenderTargetId]*RenderTarget{},
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renderTargets: map[graphics.RenderTargetId]*RenderTarget{},
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renderTargetToTexture: map[graphics.RenderTargetId]graphics.TextureId{},
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renderTargetToTexture: map[graphics.RenderTargetId]graphics.TextureId{},
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counts: make(chan int),
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counts: make(chan int),
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currentRenderTargetId: -1,
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}
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}
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go func() {
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go func() {
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for i := 1; ; i++ {
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for i := 1; ; i++ {
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@ -88,6 +96,8 @@ func (i *ids) createRenderTarget(width, height int, filter graphics.Filter) (
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return 0, err
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return 0, err
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}
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}
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framebuffer := createFramebuffer(texture.native)
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framebuffer := 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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renderTarget := &RenderTarget{framebuffer, texture.width, texture.height, false}
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renderTarget := &RenderTarget{framebuffer, texture.width, texture.height, false}
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textureId := graphics.TextureId(<-i.counts)
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textureId := graphics.TextureId(<-i.counts)
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@ -130,13 +140,39 @@ func (i *ids) deleteRenderTarget(id graphics.RenderTargetId) {
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}
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}
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func (i *ids) fillRenderTarget(id graphics.RenderTargetId, r, g, b uint8) {
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func (i *ids) fillRenderTarget(id graphics.RenderTargetId, r, g, b uint8) {
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i.renderTargetAt(id).fill(r, g, b)
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i.setViewportIfNeeded(id)
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const max = float64(math.MaxUint8)
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C.glClearColor(
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C.GLclampf(float64(r)/max),
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C.GLclampf(float64(g)/max),
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C.GLclampf(float64(b)/max),
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1)
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C.glClear(C.GL_COLOR_BUFFER_BIT)
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}
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}
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func (i *ids) drawTexture(
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func (i *ids) drawTexture(
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target graphics.RenderTargetId,
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target graphics.RenderTargetId,
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id graphics.TextureId,
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id graphics.TextureId,
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parts []graphics.TexturePart, geo matrix.Geometry, color matrix.Color) {
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parts []graphics.TexturePart,
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geo matrix.Geometry,
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color matrix.Color) {
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texture := i.textureAt(id)
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texture := i.textureAt(id)
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i.renderTargetAt(target).drawTexture(texture, parts, geo, color)
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i.setViewportIfNeeded(target)
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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(
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shader.NativeTexture(texture.native),
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glMatrix(projectionMatrix),
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quads,
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geo,
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color)
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}
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func (i *ids) setViewportIfNeeded(id graphics.RenderTargetId) {
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r := i.renderTargetAt(id)
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if i.currentRenderTargetId != id {
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r.setAsViewport()
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i.currentRenderTargetId = id
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}
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}
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}
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@ -7,9 +7,6 @@ import "C"
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import (
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import (
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"fmt"
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"fmt"
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"github.com/hajimehoshi/go-ebiten/graphics"
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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/shader"
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"math"
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)
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)
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func glMatrix(matrix [4][4]float64) [16]float32 {
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func glMatrix(matrix [4][4]float64) [16]float32 {
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@ -29,21 +26,11 @@ type RenderTarget struct {
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flipY bool
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flipY bool
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}
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}
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func newRTWithCurrentFramebuffer(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, true}
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}
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func createFramebuffer(nativeTexture C.GLuint) C.GLuint {
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func createFramebuffer(nativeTexture C.GLuint) C.GLuint {
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framebuffer := C.GLuint(0)
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framebuffer := C.GLuint(0)
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C.glGenFramebuffers(1, &framebuffer)
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C.glGenFramebuffers(1, &framebuffer)
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origFramebuffer := C.GLint(0)
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C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &origFramebuffer)
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C.glBindFramebuffer(C.GL_FRAMEBUFFER, framebuffer)
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C.glBindFramebuffer(C.GL_FRAMEBUFFER, framebuffer)
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defer C.glBindFramebuffer(C.GL_FRAMEBUFFER, C.GLuint(origFramebuffer))
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C.glFramebufferTexture2D(C.GL_FRAMEBUFFER, C.GL_COLOR_ATTACHMENT0,
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C.glFramebufferTexture2D(C.GL_FRAMEBUFFER, C.GL_COLOR_ATTACHMENT0,
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C.GL_TEXTURE_2D, nativeTexture, 0)
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C.GL_TEXTURE_2D, nativeTexture, 0)
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@ -61,12 +48,6 @@ func createFramebuffer(nativeTexture C.GLuint) C.GLuint {
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}
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}
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func (r *RenderTarget) setAsViewport() {
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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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C.glFlush()
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C.glFlush()
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C.glBindFramebuffer(C.GL_FRAMEBUFFER, C.GLuint(r.framebuffer))
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C.glBindFramebuffer(C.GL_FRAMEBUFFER, C.GLuint(r.framebuffer))
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@ -98,30 +79,3 @@ func (r *RenderTarget) projectionMatrix() [4][4]float64 {
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func (r *RenderTarget) dispose() {
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func (r *RenderTarget) dispose() {
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C.glDeleteFramebuffers(1, &r.framebuffer)
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C.glDeleteFramebuffers(1, &r.framebuffer)
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}
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}
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func (r *RenderTarget) fill(red, green, blue uint8) {
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r.setAsViewport()
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const max = float64(math.MaxUint8)
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C.glClearColor(
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C.GLclampf(float64(red)/max),
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C.GLclampf(float64(green)/max),
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C.GLclampf(float64(blue)/max),
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1)
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C.glClear(C.GL_COLOR_BUFFER_BIT)
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}
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func (r *RenderTarget) drawTexture(
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texture *Texture,
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parts []graphics.TexturePart,
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geometryMatrix matrix.Geometry,
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colorMatrix matrix.Color) {
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r.setAsViewport()
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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(
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shader.NativeTexture(texture.native),
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glMatrix(projectionMatrix),
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quads,
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geometryMatrix,
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colorMatrix)
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}
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