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synced 2025-01-27 03:02:49 +01:00
Rename Context.TextureID -> ToTexture
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@ -91,12 +91,12 @@ func (game *Rects) Draw(g graphics.Context) {
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g.Fill(0, 0, 0)
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game.offscreenInited = true
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}
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g.DrawTexture(g.TextureID(game.rectTextureID),
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g.DrawTexture(g.ToTexture(game.rectTextureID),
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game.rectGeometryMatrix(),
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game.rectColorMatrix())
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g.ResetOffscreen()
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g.DrawTexture(g.TextureID(game.offscreenID),
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g.DrawTexture(g.ToTexture(game.offscreenID),
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matrix.IdentityGeometry(),
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matrix.IdentityColor())
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}
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@ -19,19 +19,19 @@ type TexturePart struct {
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}
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type Context interface {
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TextureID(renderTargetID RenderTargetID) TextureID
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ToTexture(renderTargetID RenderTargetID) TextureID
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Clear()
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Fill(r, g, b uint8)
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DrawTexture(textureID TextureID,
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DrawTexture(id TextureID,
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geometryMatrix matrix.Geometry,
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colorMatrix matrix.Color)
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DrawTextureParts(textureID TextureID,
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DrawTextureParts(id TextureID,
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parts []TexturePart,
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geometryMatrix matrix.Geometry,
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colorMatrix matrix.Color)
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ResetOffscreen()
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SetOffscreen(renderTargetID RenderTargetID)
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SetOffscreen(id RenderTargetID)
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}
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type TextureFactory interface {
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@ -52,7 +52,7 @@ func (context *Context) Init() {
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context.screen = context.textures[C.GLuint(screenID)]
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}
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func (context *Context) TextureID(renderTargetID graphics.RenderTargetID) graphics.TextureID {
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func (context *Context) ToTexture(renderTargetID graphics.RenderTargetID) graphics.TextureID {
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return graphics.TextureID(renderTargetID)
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}
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@ -172,7 +172,7 @@ func (context *Context) setOffscreen(renderTarget *Texture) {
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C.GLsizei(abs(renderTarget.textureHeight)))
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}
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func (context *Context) resetOffscreen() {
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func (context *Context) setMainFramebufferOffscreen() {
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context.setOffscreen(context.mainFramebufferTexture)
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}
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@ -273,7 +273,7 @@ func (context *Context) NewRenderTarget(width, height int) graphics.RenderTarget
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context.setOffscreen((*Texture)(renderTarget))
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context.Clear()
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context.resetOffscreen()
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context.setMainFramebufferOffscreen()
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return graphics.RenderTargetID(renderTarget.id)
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}
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@ -43,8 +43,7 @@ func (device *Device) Update(draw func(graphics.Context)) {
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C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_LINEAR)
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C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_LINEAR)
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// TODO: The name is not good.
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context.resetOffscreen()
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context.setMainFramebufferOffscreen()
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context.Clear()
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scale := float64(context.screenScale)
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