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synced 2024-12-25 11:18:54 +01:00
Refactoring
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b60db9c2f6
commit
cd6db439e4
@ -9,7 +9,6 @@ import (
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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/rendertarget"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/shader"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/texture"
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)
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@ -33,7 +32,7 @@ func New(screenWidth, screenHeight, screenScale int) *Offscreen {
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offscreen.mainFramebufferTexture, err = rendertarget.CreateWithFramebuffer(
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screenWidth*screenScale,
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screenHeight*screenScale,
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rendertarget.Framebuffer(mainFramebuffer))
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texture.Framebuffer(mainFramebuffer))
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if err != nil {
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panic("creating main framebuffer failed: " + err.Error())
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}
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@ -55,20 +54,14 @@ func (o *Offscreen) SetMainFramebuffer() {
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func (o *Offscreen) DrawTexture(texture *texture.Texture,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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projectionMatrix := o.projectionMatrix()
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quad := graphics.TextureQuadForTexture(texture.Width, texture.Height)
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shader.DrawTexture(texture.Native,
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projectionMatrix, []graphics.TextureQuad{quad},
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geometryMatrix, colorMatrix)
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texture.Draw(projectionMatrix, geometryMatrix, colorMatrix)
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}
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func (o *Offscreen) DrawTextureParts(texture *texture.Texture,
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parts []graphics.TexturePart,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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projectionMatrix := o.projectionMatrix()
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quads := graphics.TextureQuadsForTextureParts(parts, texture.Width, texture.Height)
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shader.DrawTexture(texture.Native,
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projectionMatrix, quads,
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geometryMatrix, colorMatrix)
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texture.DrawParts(parts, projectionMatrix, geometryMatrix, colorMatrix)
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}
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func (o *Offscreen) projectionMatrix() [16]float32 {
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@ -10,37 +10,10 @@ import (
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/texture"
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)
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type Framebuffer C.GLuint
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type RenderTarget struct {
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framebuffer Framebuffer
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width int
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height int
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}
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func createFramebuffer(nativeTexture C.GLuint) Framebuffer {
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framebuffer := C.GLuint(0)
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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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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.GL_TEXTURE_2D, nativeTexture, 0)
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if C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER) !=
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C.GL_FRAMEBUFFER_COMPLETE {
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panic("creating framebuffer failed")
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}
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// Set this framebuffer opaque because alpha values on a target might be
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// confusing.
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C.glClearColor(0, 0, 0, 1)
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C.glClear(C.GL_COLOR_BUFFER_BIT)
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return Framebuffer(framebuffer)
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framebuffer texture.Framebuffer
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width int
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height int
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}
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func Create(width, height int, filter graphics.Filter) (
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@ -49,11 +22,11 @@ func Create(width, height int, filter graphics.Filter) (
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if err != nil {
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return nil, nil, err
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}
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framebuffer := createFramebuffer(C.GLuint(tex.Native))
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return &RenderTarget{framebuffer, tex.Width, tex.Height}, tex, nil
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framebuffer := tex.CreateFramebuffer()
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return &RenderTarget{framebuffer, width, height}, tex, nil
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}
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func CreateWithFramebuffer(width, height int, framebuffer Framebuffer) (
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func CreateWithFramebuffer(width, height int, framebuffer texture.Framebuffer) (
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*RenderTarget, error) {
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return &RenderTarget{framebuffer, width, height}, nil
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}
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@ -8,14 +8,16 @@ import "C"
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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/matrix"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/texture"
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"sync"
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"unsafe"
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)
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type NativeTexture C.GLuint
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var once sync.Once
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func DrawTexture(native texture.Native, projectionMatrix [16]float32, quads []graphics.TextureQuad, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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func DrawTexture(native NativeTexture, projectionMatrix [16]float32,
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quads []graphics.TextureQuad, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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once.Do(func() {
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initialize()
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})
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@ -6,20 +6,22 @@ package texture
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import "C"
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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/matrix"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/shader"
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"image"
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"unsafe"
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)
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type Native C.GLuint
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type Framebuffer C.GLuint
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type Texture struct {
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Native
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Width int
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Height int
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native shader.NativeTexture
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width int
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height int
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}
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func createNativeTexture(textureWidth, textureHeight int, pixels []uint8,
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filter graphics.Filter) Native {
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filter graphics.Filter) shader.NativeTexture {
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nativeTexture := C.GLuint(0)
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C.glGenTextures(1, (*C.GLuint)(&nativeTexture))
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@ -50,7 +52,7 @@ func createNativeTexture(textureWidth, textureHeight int, pixels []uint8,
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C.GLsizei(textureWidth), C.GLsizei(textureHeight),
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0, C.GL_RGBA, C.GL_UNSIGNED_BYTE, ptr)
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return Native(nativeTexture)
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return shader.NativeTexture(nativeTexture)
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}
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func Create(width, height int, filter graphics.Filter) (*Texture, error) {
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@ -66,3 +68,47 @@ func CreateFromImage(img image.Image, filter graphics.Filter) (*Texture, error)
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native := createNativeTexture(size.X, size.Y, adjustedImage.Pix, filter)
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return &Texture{native, size.X, size.Y}, nil
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}
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func createFramebuffer(nativeTexture C.GLuint) Framebuffer {
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framebuffer := C.GLuint(0)
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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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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.GL_TEXTURE_2D, nativeTexture, 0)
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if C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER) !=
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C.GL_FRAMEBUFFER_COMPLETE {
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panic("creating framebuffer failed")
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}
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// Set this framebuffer opaque because alpha values on a target might be
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// confusing.
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C.glClearColor(0, 0, 0, 1)
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C.glClear(C.GL_COLOR_BUFFER_BIT)
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return Framebuffer(framebuffer)
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}
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func (t *Texture) CreateFramebuffer() Framebuffer {
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return createFramebuffer(C.GLuint(t.native))
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}
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func (t *Texture) Draw(projectionMatrix [16]float32, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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quad := graphics.TextureQuadForTexture(t.width, t.height)
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shader.DrawTexture(t.native,
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projectionMatrix, []graphics.TextureQuad{quad},
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geometryMatrix, colorMatrix)
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}
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func (t *Texture) DrawParts(parts []graphics.TexturePart, projectionMatrix [16]float32,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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quads := graphics.TextureQuadsForTextureParts(parts, t.width, t.height)
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shader.DrawTexture(t.native,
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projectionMatrix, quads,
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geometryMatrix, colorMatrix)
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}
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