mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Refactoring
This commit is contained in:
parent
ac572a5554
commit
c5f8738ae9
@ -9,6 +9,8 @@ import (
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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/matrix"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/shader"
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"github.com/hajimehoshi/go-ebiten/graphics/rendertarget"
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"github.com/hajimehoshi/go-ebiten/graphics/texture"
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"image"
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"math"
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@ -21,10 +23,10 @@ type Context struct {
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screenHeight int
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screenScale int
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textures map[graphics.TextureId]*texture.Texture
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renderTargets map[graphics.RenderTargetId]*RenderTarget
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renderTargets map[graphics.RenderTargetId]*rendertarget.RenderTarget
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renderTargetToTexture map[graphics.RenderTargetId]graphics.TextureId
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currentOffscreen *RenderTarget
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mainFramebufferTexture *RenderTarget
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currentOffscreen *rendertarget.RenderTarget
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mainFramebufferTexture *rendertarget.RenderTarget
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projectionMatrix [16]float32
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}
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@ -34,7 +36,7 @@ func newContext(screenWidth, screenHeight, screenScale int) *Context {
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screenHeight: screenHeight,
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screenScale: screenScale,
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textures: map[graphics.TextureId]*texture.Texture{},
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renderTargets: map[graphics.RenderTargetId]*RenderTarget{},
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renderTargets: map[graphics.RenderTargetId]*rendertarget.RenderTarget{},
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renderTargetToTexture: map[graphics.RenderTargetId]graphics.TextureId{},
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}
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return context
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@ -55,7 +57,7 @@ func (context *Context) Init() {
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panic("creating main framebuffer failed: " + err.Error())
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}
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initializeShaders()
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shader.Initialize()
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context.screenId, err = context.NewRenderTarget(
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context.screenWidth, context.screenHeight)
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@ -82,37 +84,21 @@ func (context *Context) Fill(r, g, b uint8) {
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C.glClear(C.GL_COLOR_BUFFER_BIT)
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}
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func (context *Context) DrawTexture(
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textureId graphics.TextureId,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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texture, ok := context.textures[textureId]
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if !ok {
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panic("invalid texture ID")
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}
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// TODO: fix this
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source := graphics.Rect{0, 0, texture.Width(), texture.Height()}
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locations := []graphics.TexturePart{{0, 0, source}}
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context.DrawTextureParts(textureId, locations,
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geometryMatrix, colorMatrix)
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type TextureDrawing struct {
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context *Context
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geometryMatrix matrix.Geometry
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colorMatrix matrix.Color
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}
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func (context *Context) DrawTextureParts(
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textureId graphics.TextureId, parts []graphics.TexturePart,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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texture, ok := context.textures[textureId]
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if !ok {
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panic("invalid texture ID")
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}
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if len(parts) == 0 {
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func (t *TextureDrawing) Draw(native interface{}, quads []texture.Quad) {
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if len(quads) == 0 {
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return
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}
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shaderProgram := t.context.setShaderProgram(t.geometryMatrix, t.colorMatrix)
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C.glBindTexture(C.GL_TEXTURE_2D, native.(C.GLuint))
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shaderProgram := context.setShaderProgram(geometryMatrix, colorMatrix)
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C.glBindTexture(C.GL_TEXTURE_2D, texture.Native().(C.GLuint))
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vertexAttrLocation := getAttributeLocation(shaderProgram, "vertex")
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textureAttrLocation := getAttributeLocation(shaderProgram, "texture")
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vertexAttrLocation := shader.GetAttributeLocation(shaderProgram, "vertex")
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textureAttrLocation := shader.GetAttributeLocation(shaderProgram, "texture")
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C.glEnableClientState(C.GL_VERTEX_ARRAY)
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C.glEnableClientState(C.GL_TEXTURE_COORD_ARRAY)
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@ -122,29 +108,28 @@ func (context *Context) DrawTextureParts(
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texCoords := []float32{}
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indicies := []uint32{}
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// TODO: Check len(parts) and GL_MAX_ELEMENTS_INDICES
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for i, part := range parts {
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x1 := float32(part.LocationX)
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x2 := float32(part.LocationX + part.Source.Width)
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y1 := float32(part.LocationY)
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y2 := float32(part.LocationY + part.Source.Height)
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for i, quad := range quads {
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x1 := quad.VertexX1
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x2 := quad.VertexX2
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y1 := quad.VertexY1
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y2 := quad.VertexY2
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vertices = append(vertices,
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x1, y1,
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x2, y1,
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x1, y2,
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x2, y2,
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)
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src := part.Source
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tu1 := float32(texture.U(src.X))
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tu2 := float32(texture.U(src.X + src.Width))
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tv1 := float32(texture.V(src.Y))
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tv2 := float32(texture.V(src.Y + src.Height))
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u1 := quad.TextureCoordU1
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u2 := quad.TextureCoordU2
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v1 := quad.TextureCoordV1
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v2 := quad.TextureCoordV2
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texCoords = append(texCoords,
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tu1, tv1,
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tu2, tv1,
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tu1, tv2,
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tu2, tv2,
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u1, v1,
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u2, v1,
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u1, v2,
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u2, v2,
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)
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base := uint32(i*4)
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base := uint32(i * 4)
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indicies = append(indicies,
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base, base+1, base+2,
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base+1, base+2, base+3,
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@ -164,6 +149,28 @@ func (context *Context) DrawTextureParts(
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C.glDisableClientState(C.GL_VERTEX_ARRAY)
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}
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func (context *Context) DrawTexture(
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textureId graphics.TextureId,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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texture, ok := context.textures[textureId]
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if !ok {
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panic("invalid texture ID")
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}
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drawing := &TextureDrawing{context, geometryMatrix, colorMatrix}
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texture.Draw(drawing.Draw)
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}
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func (context *Context) DrawTextureParts(
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textureId graphics.TextureId, parts []graphics.TexturePart,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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texture, ok := context.textures[textureId]
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if !ok {
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panic("invalid texture ID")
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}
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drawing := &TextureDrawing{context, geometryMatrix, colorMatrix}
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texture.DrawParts(parts, drawing.Draw)
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}
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func (context *Context) ResetOffscreen() {
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context.SetOffscreen(context.screenId)
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}
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@ -173,12 +180,13 @@ func (context *Context) SetOffscreen(renderTargetId graphics.RenderTargetId) {
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context.setOffscreen(renderTarget)
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}
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func (context *Context) setOffscreen(renderTarget *RenderTarget) {
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func (context *Context) setOffscreen(renderTarget *rendertarget.RenderTarget) {
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context.currentOffscreen = renderTarget
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C.glFlush()
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C.glBindFramebuffer(C.GL_FRAMEBUFFER, renderTarget.framebuffer)
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framebuffer := renderTarget.Framebuffer().(C.GLuint)
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C.glBindFramebuffer(C.GL_FRAMEBUFFER, framebuffer)
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err := C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER)
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if err != C.GL_FRAMEBUFFER_COMPLETE {
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panic(fmt.Sprintf("glBindFramebuffer failed: %d", err))
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@ -188,23 +196,34 @@ func (context *Context) setOffscreen(renderTarget *RenderTarget) {
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C.glBlendFuncSeparate(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA,
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C.GL_ZERO, C.GL_ONE)
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context.currentOffscreen.SetAsViewport(context)
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isUsingMainFramebuffer := context.currentOffscreen == context.mainFramebufferTexture
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setter := &viewportSetter{
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isUsingMainFramebuffer,
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context.screenHeight * context.screenScale,
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context,
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}
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context.currentOffscreen.SetAsViewport(setter.Set)
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}
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func (context *Context) SetViewport(x, y, width, height int) {
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type viewportSetter struct {
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isUsingMainFramebuffer bool
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actualScreenHeight int
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context *Context
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}
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func (v *viewportSetter) Set(x, y, width, height int) {
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C.glViewport(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
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matrix := graphics.OrthoProjectionMatrix(x, width, y, height)
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if context.currentOffscreen == context.mainFramebufferTexture {
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if v.isUsingMainFramebuffer {
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// Flip Y and move to fit with the top of the window.
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matrix[1][1] *= -1
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actualHeight := context.screenHeight * context.screenScale
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matrix[1][3] += float64(actualHeight) / float64(height) * 2
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matrix[1][3] += float64(v.actualScreenHeight) / float64(height) * 2
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}
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for j := 0; j < 4; j++ {
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for i := 0; i < 4; i++ {
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context.projectionMatrix[i+j*4] = float32(matrix[i][j])
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v.context.projectionMatrix[i+j*4] = float32(matrix[i][j])
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}
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}
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@ -220,64 +239,8 @@ func (context *Context) flush() {
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}
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func (context *Context) setShaderProgram(
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) (program C.GLuint) {
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if colorMatrix.IsIdentity() {
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program = regularShaderProgram
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} else {
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program = colorMatrixShaderProgram
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}
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// TODO: cache and skip?
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C.glUseProgram(program)
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C.glUniformMatrix4fv(getUniformLocation(program, "projection_matrix"),
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1, C.GL_FALSE,
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(*C.GLfloat)(&context.projectionMatrix[0]))
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a := float32(geometryMatrix.Elements[0][0])
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b := float32(geometryMatrix.Elements[0][1])
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c := float32(geometryMatrix.Elements[1][0])
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d := float32(geometryMatrix.Elements[1][1])
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tx := float32(geometryMatrix.Elements[0][2])
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ty := float32(geometryMatrix.Elements[1][2])
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glModelviewMatrix := [...]float32{
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a, c, 0, 0,
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b, d, 0, 0,
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0, 0, 1, 0,
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tx, ty, 0, 1,
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}
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C.glUniformMatrix4fv(getUniformLocation(program, "modelview_matrix"),
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1, C.GL_FALSE,
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(*C.GLfloat)(&glModelviewMatrix[0]))
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C.glUniform1i(getUniformLocation(program, "texture"), 0)
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if program != colorMatrixShaderProgram {
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return
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}
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e := [4][5]float32{}
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for i := 0; i < 4; i++ {
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for j := 0; j < 5; j++ {
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e[i][j] = float32(colorMatrix.Elements[i][j])
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}
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}
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glColorMatrix := [...]float32{
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e[0][0], e[1][0], e[2][0], e[3][0],
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e[0][1], e[1][1], e[2][1], e[3][1],
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e[0][2], e[1][2], e[2][2], e[3][2],
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e[0][3], e[1][3], e[2][3], e[3][3],
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}
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C.glUniformMatrix4fv(getUniformLocation(program, "color_matrix"),
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1, C.GL_FALSE, (*C.GLfloat)(&glColorMatrix[0]))
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glColorMatrixTranslation := [...]float32{
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e[0][4], e[1][4], e[2][4], e[3][4],
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}
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C.glUniform4fv(getUniformLocation(program, "color_matrix_translation"),
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1, (*C.GLfloat)(&glColorMatrixTranslation[0]))
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return
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) (program shader.Program) {
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return shader.Use(context.projectionMatrix, geometryMatrix, colorMatrix)
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}
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func (context *Context) NewRenderTarget(width, height int) (
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@ -289,7 +252,7 @@ func (context *Context) NewRenderTarget(width, height int) (
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renderTargetId := graphics.RenderTargetId(<-newId)
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textureId := graphics.TextureId(<-newId)
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context.renderTargets[renderTargetId] = renderTarget
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context.textures[textureId] = renderTarget.texture
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context.textures[textureId] = renderTarget.Texture()
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context.renderTargetToTexture[renderTargetId] = textureId
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context.setOffscreen(renderTarget)
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@ -1,4 +1,4 @@
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package opengl
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package shader
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// #cgo LDFLAGS: -framework OpenGL
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//
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@ -6,9 +6,19 @@ package opengl
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// #include <stdlib.h>
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import "C"
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import (
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"github.com/hajimehoshi/go-ebiten/graphics/matrix"
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"unsafe"
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)
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type Program int
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const (
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ProgramRegular Program = iota
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ProgramColorMatrix
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)
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type Location int
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type shader struct {
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id C.GLuint
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name string
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@ -110,7 +120,7 @@ func createProgram(shaders ...*shader) C.GLuint {
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return program
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}
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func initializeShaders() {
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func Initialize() {
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// TODO: when should this function be called?
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vertexShader.id = C.glCreateShader(C.GL_VERTEX_SHADER)
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if vertexShader.id == 0 {
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@ -149,20 +159,34 @@ var (
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}
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)
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func getLocation(program C.GLuint, name string, qualifierVariableType int) C.GLint {
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func toInnerProgram(program Program) C.GLuint {
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switch program {
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case ProgramRegular:
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return regularShaderProgram
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case ProgramColorMatrix:
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return colorMatrixShaderProgram
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default:
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panic("no reach")
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}
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return C.GLuint(0)
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}
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func getLocation(program Program, name string, qualifierVariableType int) int {
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if location, ok := shaderLocationCache[qualifierVariableType][name]; ok {
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return location
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return int(location)
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}
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locationName := C.CString(name)
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defer C.free(unsafe.Pointer(locationName))
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location := C.GLint(-1)
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innerProgram := toInnerProgram(program)
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switch qualifierVariableType {
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case qualifierVariableTypeAttribute:
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location = C.glGetAttribLocation(program, (*C.GLchar)(locationName))
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location = C.glGetAttribLocation(innerProgram, (*C.GLchar)(locationName))
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case qualifierVariableTypeUniform:
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location = C.glGetUniformLocation(program, (*C.GLchar)(locationName))
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location = C.glGetUniformLocation(innerProgram, (*C.GLchar)(locationName))
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default:
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panic("no reach")
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}
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@ -171,13 +195,70 @@ func getLocation(program C.GLuint, name string, qualifierVariableType int) C.GLi
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}
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shaderLocationCache[qualifierVariableType][name] = location
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return location
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return int(location)
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}
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func getAttributeLocation(program C.GLuint, name string) C.GLint {
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func GetAttributeLocation(program Program, name string) int {
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return getLocation(program, name, qualifierVariableTypeAttribute)
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}
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func getUniformLocation(program C.GLuint, name string) C.GLint {
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func getUniformLocation(program Program, name string) int {
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return getLocation(program, name, qualifierVariableTypeUniform)
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}
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func Use(projectionMatrix [16]float32, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) Program {
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program := ProgramRegular
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if !colorMatrix.IsIdentity() {
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program = ProgramColorMatrix
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}
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C.glUseProgram(toInnerProgram(program))
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C.glUniformMatrix4fv(C.GLint(getUniformLocation(program, "projection_matrix")),
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1, C.GL_FALSE, (*C.GLfloat)(&projectionMatrix[0]))
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a := float32(geometryMatrix.Elements[0][0])
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b := float32(geometryMatrix.Elements[0][1])
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c := float32(geometryMatrix.Elements[1][0])
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d := float32(geometryMatrix.Elements[1][1])
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tx := float32(geometryMatrix.Elements[0][2])
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ty := float32(geometryMatrix.Elements[1][2])
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glModelviewMatrix := [...]float32{
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a, c, 0, 0,
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b, d, 0, 0,
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0, 0, 1, 0,
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tx, ty, 0, 1,
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}
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C.glUniformMatrix4fv(C.GLint(getUniformLocation(program, "modelview_matrix")),
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1, C.GL_FALSE,
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(*C.GLfloat)(&glModelviewMatrix[0]))
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C.glUniform1i(C.GLint(getUniformLocation(program, "texture")), 0)
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if program != ProgramColorMatrix {
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return program
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}
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e := [4][5]float32{}
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for i := 0; i < 4; i++ {
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for j := 0; j < 5; j++ {
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e[i][j] = float32(colorMatrix.Elements[i][j])
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}
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}
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glColorMatrix := [...]float32{
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e[0][0], e[1][0], e[2][0], e[3][0],
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e[0][1], e[1][1], e[2][1], e[3][1],
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e[0][2], e[1][2], e[2][2], e[3][2],
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e[0][3], e[1][3], e[2][3], e[3][3],
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}
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C.glUniformMatrix4fv(C.GLint(getUniformLocation(program, "color_matrix")),
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1, C.GL_FALSE, (*C.GLfloat)(&glColorMatrix[0]))
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glColorMatrixTranslation := [...]float32{
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e[0][4], e[1][4], e[2][4], e[3][4],
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}
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C.glUniform4fv(C.GLint(getUniformLocation(program, "color_matrix_translation")),
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1, (*C.GLfloat)(&glColorMatrixTranslation[0]))
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return program
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}
|
@ -5,22 +5,12 @@ package opengl
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// #include <OpenGL/gl.h>
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import "C"
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import (
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"github.com/hajimehoshi/go-ebiten/graphics/rendertarget"
|
||||
"github.com/hajimehoshi/go-ebiten/graphics/texture"
|
||||
"image"
|
||||
"unsafe"
|
||||
)
|
||||
|
||||
type RenderTarget struct {
|
||||
texture *texture.Texture
|
||||
framebuffer C.GLuint
|
||||
}
|
||||
|
||||
func (renderTarget *RenderTarget) SetAsViewport(setter interface{
|
||||
SetViewport(x, y, width, height int)
|
||||
}) {
|
||||
renderTarget.texture.SetAsViewport(0, 0, setter)
|
||||
}
|
||||
|
||||
func createNativeTexture(textureWidth, textureHeight int, pixels []uint8) C.GLuint {
|
||||
nativeTexture := C.GLuint(0)
|
||||
|
||||
@ -57,27 +47,21 @@ func (creator *NativeTextureCreator) CreateFromImage(img *image.NRGBA) (interfac
|
||||
return createNativeTexture(size.X, size.Y, img.Pix), nil
|
||||
}
|
||||
|
||||
func newRenderTarget(width, height int) (*RenderTarget, error) {
|
||||
func newRenderTarget(width, height int) (*rendertarget.RenderTarget, error) {
|
||||
texture, err := texture.New(width, height, &NativeTextureCreator{})
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
framebuffer := createFramebuffer(texture.Native().(C.GLuint))
|
||||
return &RenderTarget{
|
||||
texture: texture,
|
||||
framebuffer: framebuffer,
|
||||
}, nil
|
||||
return rendertarget.NewWithFramebuffer(texture, framebuffer), nil
|
||||
}
|
||||
|
||||
func newRenderTargetWithFramebuffer(width, height int, framebuffer C.GLuint) (*RenderTarget, error) {
|
||||
func newRenderTargetWithFramebuffer(width, height int, framebuffer C.GLuint) (*rendertarget.RenderTarget, error) {
|
||||
texture, err := texture.New(width, height, &NativeTextureCreator{})
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return &RenderTarget{
|
||||
texture: texture,
|
||||
framebuffer: framebuffer,
|
||||
}, nil
|
||||
return rendertarget.NewWithFramebuffer(texture, framebuffer), nil
|
||||
}
|
||||
|
||||
func createFramebuffer(nativeTexture C.GLuint) C.GLuint {
|
||||
|
31
graphics/rendertarget/render_target.go
Normal file
31
graphics/rendertarget/render_target.go
Normal file
@ -0,0 +1,31 @@
|
||||
package rendertarget
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/go-ebiten/graphics/texture"
|
||||
)
|
||||
|
||||
type RenderTarget struct {
|
||||
texture *texture.Texture
|
||||
framebuffer interface{}
|
||||
}
|
||||
|
||||
func NewWithFramebuffer(texture *texture.Texture, framebuffer interface{}) *RenderTarget {
|
||||
return &RenderTarget{
|
||||
texture: texture,
|
||||
framebuffer: framebuffer,
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Remove this
|
||||
func (renderTarget *RenderTarget) Texture() *texture.Texture {
|
||||
return renderTarget.texture
|
||||
}
|
||||
|
||||
// TODO: Remove this
|
||||
func (renderTarget *RenderTarget) Framebuffer() interface{} {
|
||||
return renderTarget.framebuffer
|
||||
}
|
||||
|
||||
func (renderTarget *RenderTarget) SetAsViewport(setter func(x, y, width, height int)) {
|
||||
renderTarget.texture.SetAsViewport(setter)
|
||||
}
|
@ -1,3 +1,3 @@
|
||||
package opengl
|
||||
package texture
|
||||
|
||||
var NextPowerOf2 = nextPowerOf2
|
@ -1,6 +1,7 @@
|
||||
package texture
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/go-ebiten/graphics"
|
||||
"image"
|
||||
"image/draw"
|
||||
)
|
||||
@ -64,14 +65,6 @@ func NewFromImage(img image.Image, creator interface {
|
||||
return texture, nil
|
||||
}
|
||||
|
||||
func (texture *Texture) Width() int {
|
||||
return texture.width
|
||||
}
|
||||
|
||||
func (texture *Texture) Height() int {
|
||||
return texture.height
|
||||
}
|
||||
|
||||
func (texture *Texture) textureWidth() int {
|
||||
return int(nextPowerOf2(uint64(texture.width)))
|
||||
}
|
||||
@ -80,20 +73,60 @@ func (texture *Texture) textureHeight() int {
|
||||
return int(nextPowerOf2(uint64(texture.height)))
|
||||
}
|
||||
|
||||
// TODO: Remove this
|
||||
func (texture *Texture) Native() interface{} {
|
||||
return texture.native
|
||||
}
|
||||
|
||||
func (texture *Texture) U(x int) float64 {
|
||||
return float64(x) / float64(texture.textureWidth())
|
||||
func (texture *Texture) u(x int) float32 {
|
||||
return float32(x) / float32(texture.textureWidth())
|
||||
}
|
||||
|
||||
func (texture *Texture) V(y int) float64 {
|
||||
return float64(y) / float64(texture.textureHeight())
|
||||
func (texture *Texture) v(y int) float32 {
|
||||
return float32(y) / float32(texture.textureHeight())
|
||||
}
|
||||
|
||||
func (texture *Texture) SetAsViewport(x, y int, setter interface{
|
||||
SetViewport(x, y, width, height int)
|
||||
}) {
|
||||
setter.SetViewport(x, y, texture.textureWidth(), texture.textureHeight())
|
||||
func (texture *Texture) SetAsViewport(setter func(x, y, width, height int)) {
|
||||
setter(0, 0, texture.textureWidth(), texture.textureHeight())
|
||||
}
|
||||
|
||||
type Quad struct {
|
||||
VertexX1 float32
|
||||
VertexX2 float32
|
||||
VertexY1 float32
|
||||
VertexY2 float32
|
||||
TextureCoordU1 float32
|
||||
TextureCoordU2 float32
|
||||
TextureCoordV1 float32
|
||||
TextureCoordV2 float32
|
||||
}
|
||||
|
||||
func (texture *Texture) Draw(draw func(native interface{}, quads []Quad)) {
|
||||
x1 := float32(0)
|
||||
x2 := float32(texture.width)
|
||||
y1 := float32(0)
|
||||
y2 := float32(texture.height)
|
||||
u1 := texture.u(0)
|
||||
u2 := texture.u(texture.width)
|
||||
v1 := texture.v(0)
|
||||
v2 := texture.v(texture.height)
|
||||
quad := Quad{x1, x2, y1, y2, u1, u2, v1, v2}
|
||||
draw(texture.native, []Quad{quad})
|
||||
}
|
||||
|
||||
func (texture *Texture) DrawParts(parts []graphics.TexturePart, draw func(native interface{}, quads []Quad)) {
|
||||
quads := []Quad{}
|
||||
for _, part := range parts {
|
||||
x1 := float32(part.LocationX)
|
||||
x2 := float32(part.LocationX + part.Source.Width)
|
||||
y1 := float32(part.LocationY)
|
||||
y2 := float32(part.LocationY + part.Source.Height)
|
||||
u1 := texture.u(part.Source.X)
|
||||
u2 := texture.u(part.Source.X + part.Source.Width)
|
||||
v1 := texture.v(part.Source.Y)
|
||||
v2 := texture.v(part.Source.Y + part.Source.Height)
|
||||
quad := Quad{x1, x2, y1, y2, u1, u2, v1, v2}
|
||||
quads = append(quads, quad)
|
||||
}
|
||||
draw(texture.native, quads)
|
||||
}
|
||||
|
@ -1,4 +1,4 @@
|
||||
package opengl_test
|
||||
package texture_test
|
||||
|
||||
import (
|
||||
. "."
|
Loading…
Reference in New Issue
Block a user