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https://github.com/hajimehoshi/ebiten.git
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Add examples/glut/main.go
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73
examples/glut/main.go
Normal file
73
examples/glut/main.go
Normal file
@ -0,0 +1,73 @@
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package main
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// #cgo LDFLAGS: -framework GLUT -framework OpenGL
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//
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// #include <stdlib.h>
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// #include <GLUT/glut.h>
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//
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// void display(void);
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//
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// static void setDisplayFunc(void) {
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// glutDisplayFunc(display);
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// }
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//
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import "C"
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import (
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"image/color"
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"os"
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"unsafe"
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"github.com/hajimehoshi/go-ebiten/graphics"
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)
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var device *graphics.Device
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type DemoGame struct {
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}
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func (game *DemoGame) Update() {
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}
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func (game *DemoGame) Draw(g *graphics.GraphicsContext, offscreen *graphics.Texture) {
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g.Fill(&color.RGBA{R: 0, G: 0, B: 255, A: 255})
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}
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//export display
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func display() {
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device.Update()
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}
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func main() {
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cargs := []*C.char{}
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for _, arg := range os.Args {
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cargs = append(cargs, C.CString(arg))
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}
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defer func() {
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for _, carg := range cargs {
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C.free(unsafe.Pointer(carg))
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}
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}()
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cargc := C.int(len(cargs))
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screenWidth := 256
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screenHeight := 256
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screenScale := 1
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C.glutInit(&cargc, &cargs[0])
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C.glutInitDisplayMode(C.GLUT_RGBA);
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C.glutInitWindowSize(C.int(screenWidth * screenScale),
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C.int(screenHeight * screenScale))
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title := C.CString("Ebiten Demo")
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defer C.free(unsafe.Pointer(title))
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C.glutCreateWindow(title)
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C.setDisplayFunc()
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game := &DemoGame{}
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device = graphics.NewDevice(screenWidth, screenHeight, screenScale,
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func(g *graphics.GraphicsContext, offscreen *graphics.Texture) {
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game.Draw(g, offscreen)
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})
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C.glutMainLoop()
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}
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@ -6,7 +6,7 @@ package graphics
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// #include <stdlib.h>
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import "C"
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type device struct {
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type Device struct {
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screenWidth int
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screenHeight int
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screenScale int
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@ -15,9 +15,9 @@ type device struct {
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drawFunc func(*GraphicsContext, *Texture)
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}
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// This method should be called on the UI thread??
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func newDevice(screenWidth, screenHeight, screenScale int, drawFunc func(*GraphicsContext, *Texture)) *device {
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return &device{
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func NewDevice(screenWidth, screenHeight, screenScale int,
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drawFunc func(*GraphicsContext, *Texture)) *Device {
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device := &Device{
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screenWidth: screenWidth,
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screenHeight: screenHeight,
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screenScale: screenScale,
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@ -25,29 +25,29 @@ func newDevice(screenWidth, screenHeight, screenScale int, drawFunc func(*Graphi
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offscreenTexture: NewTexture(screenWidth, screenHeight),
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drawFunc: drawFunc,
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}
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return device
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}
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// This method should be called on the UI thread??
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func (d *device) Update() {
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g := d.graphicsContext
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// g.initialize()
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func (device *Device) Update() {
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g := device.graphicsContext
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C.glEnable(C.GL_TEXTURE_2D)
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C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_NEAREST)
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C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_NEAREST)
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g.SetOffscreen(d.offscreenTexture)
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g.SetOffscreen(device.offscreenTexture)
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g.Clear()
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d.drawFunc(g, d.offscreenTexture)
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// TODO: lock this!
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device.drawFunc(g, device.offscreenTexture)
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g.flush()
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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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g.resetOffscreen()
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g.Clear()
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geometryMatrix := IdentityGeometryMatrix()
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geometryMatrix.SetA(AffineMatrixElement(g.screenScale))
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geometryMatrix.SetD(AffineMatrixElement(g.screenScale))
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g.DrawTexture(d.offscreenTexture,
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0, 0, d.screenWidth, d.screenHeight,
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g.DrawTexture(device.offscreenTexture,
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0, 0, device.screenWidth, device.screenHeight,
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geometryMatrix, IdentityColorMatrix())
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g.flush()
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}
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@ -2,14 +2,13 @@ package graphics
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// #cgo LDFLAGS: -framework OpenGL
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//
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// #include <OpenGL/gl.h>
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// #include <stdlib.h>
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// #include <OpenGL/gl.h>
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import "C"
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import (
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"image/color"
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"math"
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"unsafe"
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"../ui"
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)
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type GraphicsContext struct {
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@ -35,30 +34,30 @@ func newGraphicsContext(screenWidth, screenHeight, screenScale int) *GraphicsCon
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mainFramebuffer := C.GLint(0)
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C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &mainFramebuffer)
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context.mainFramebuffer = C.GLuint(mainFramebuffer)
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initializeShaders()
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return context
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}
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func (context *GraphicsContext) Clear() {
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ui.ExecuteOnUIThread(func() {
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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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})
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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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}
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func (context *GraphicsContext) Fill(color color.Color) {
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r, g, b, a := color.RGBA()
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ui.ExecuteOnUIThread(func() {
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max := 65535.0
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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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C.GLclampf(float64(a) / max))
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C.glClear(C.GL_COLOR_BUFFER_BIT)
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})
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max := 65535.0
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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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C.GLclampf(float64(a) / max))
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C.glClear(C.GL_COLOR_BUFFER_BIT)
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}
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func (context *GraphicsContext) DrawRect(x, y, width, height int, color color.Color) {
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// TODO: implement!
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}
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func (context *GraphicsContext) DrawTexture(texture *Texture,
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@ -67,90 +66,88 @@ func (context *GraphicsContext) DrawTexture(texture *Texture,
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geometryMatrix = geometryMatrix.Clone()
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colorMatrix = colorMatrix.Clone()
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ui.ExecuteOnUIThread(func() {
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context.setShaderProgram(geometryMatrix, colorMatrix)
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C.glBindTexture(C.GL_TEXTURE_2D, texture.id)
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context.setShaderProgram(geometryMatrix, colorMatrix)
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C.glBindTexture(C.GL_TEXTURE_2D, texture.id)
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x1 := float32(0)
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x2 := float32(srcWidth)
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y1 := float32(0)
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y2 := float32(srcHeight)
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vertex := [...]float32{
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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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x1 := float32(0)
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x2 := float32(srcWidth)
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y1 := float32(0)
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y2 := float32(srcHeight)
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vertex := [...]float32{
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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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tu1 := float32(srcX) / float32(texture.TextureWidth)
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tu2 := float32(srcX + srcWidth) / float32(texture.TextureWidth)
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tv1 := float32(srcY) / float32(texture.TextureHeight)
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tv2 := float32(srcY + srcHeight) / float32(texture.TextureHeight)
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texCoord := [...]float32{
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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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}
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tu1 := float32(srcX) / float32(texture.TextureWidth)
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tu2 := float32(srcX + srcWidth) / float32(texture.TextureWidth)
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tv1 := float32(srcY) / float32(texture.TextureHeight)
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tv2 := float32(srcY + srcHeight) / float32(texture.TextureHeight)
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texCoord := [...]float32{
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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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}
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vertexAttrLocation := getAttributeLocation(context.currentShaderProgram, "vertex")
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textureAttrLocation := getAttributeLocation(context.currentShaderProgram, "texture")
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vertexAttrLocation := getAttributeLocation(context.currentShaderProgram, "vertex")
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textureAttrLocation := getAttributeLocation(context.currentShaderProgram, "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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C.glEnableVertexAttribArray(C.GLuint(vertexAttrLocation))
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C.glEnableVertexAttribArray(C.GLuint(textureAttrLocation))
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C.glVertexAttribPointer(C.GLuint(vertexAttrLocation), 2, C.GL_FLOAT, C.GL_FALSE,
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0, unsafe.Pointer(&vertex[0]))
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C.glVertexAttribPointer(C.GLuint(textureAttrLocation), 2, C.GL_FLOAT, C.GL_FALSE,
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0, unsafe.Pointer(&texCoord[0]))
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C.glDrawArrays(C.GL_TRIANGLE_STRIP, 0, 4)
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C.glDisableVertexAttribArray(C.GLuint(textureAttrLocation))
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C.glDisableVertexAttribArray(C.GLuint(vertexAttrLocation))
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C.glDisableClientState(C.GL_TEXTURE_COORD_ARRAY)
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C.glDisableClientState(C.GL_VERTEX_ARRAY)
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})
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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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C.glEnableVertexAttribArray(C.GLuint(vertexAttrLocation))
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C.glEnableVertexAttribArray(C.GLuint(textureAttrLocation))
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C.glVertexAttribPointer(C.GLuint(vertexAttrLocation), 2, C.GL_FLOAT, C.GL_FALSE,
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0, unsafe.Pointer(&vertex[0]))
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C.glVertexAttribPointer(C.GLuint(textureAttrLocation), 2, C.GL_FLOAT, C.GL_FALSE,
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0, unsafe.Pointer(&texCoord[0]))
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C.glDrawArrays(C.GL_TRIANGLE_STRIP, 0, 4)
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C.glDisableVertexAttribArray(C.GLuint(textureAttrLocation))
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C.glDisableVertexAttribArray(C.GLuint(vertexAttrLocation))
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C.glDisableClientState(C.GL_TEXTURE_COORD_ARRAY)
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C.glDisableClientState(C.GL_VERTEX_ARRAY)
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}
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func (context *GraphicsContext) SetOffscreen(texture *Texture) {
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ui.ExecuteOnUIThread(func() {
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framebuffer := C.GLuint(0)
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if texture != nil {
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framebuffer = context.getFramebuffer(texture)
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} else {
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framebuffer = context.mainFramebuffer
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}
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C.glBindFramebuffer(C.GL_FRAMEBUFFER, framebuffer)
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// TODO: assert glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE
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C.glEnable(C.GL_BLEND)
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C.glBlendFunc(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA)
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framebuffer := C.GLuint(0)
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if texture != nil {
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framebuffer = context.getFramebuffer(texture)
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} else {
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framebuffer = context.mainFramebuffer
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}
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C.glBindFramebuffer(C.GL_FRAMEBUFFER, framebuffer)
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if C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER) != C.GL_FRAMEBUFFER_COMPLETE {
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panic("glBindFramebuffer failed")
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}
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C.glEnable(C.GL_BLEND)
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C.glBlendFunc(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA)
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width, height, tx, ty := 0, 0, 0, 0
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if framebuffer != context.mainFramebuffer {
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width = texture.TextureWidth
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height = texture.TextureHeight
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tx = -1
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ty = -1
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} else {
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width = context.screenWidth * context.screenScale
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height = -1 * context.screenHeight * context.screenScale
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tx = -1
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ty = 1
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}
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C.glViewport(0, 0,
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C.GLsizei(math.Abs(float64(width))),
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C.GLsizei(math.Abs(float64(height))))
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e11 := float32(2.0 / width)
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e22 := float32(2.0 / height)
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e41 := float32(tx)
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e42 := float32(ty)
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context.projectionMatrix = [...]float32{
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e11, 0, 0, 0,
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0, e22, 0, 0,
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0, 0, 1, 0,
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e41, e42, 0, 1,
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}
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})
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width, height, tx, ty := 0, 0, 0, 0
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if framebuffer != context.mainFramebuffer {
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width = texture.TextureWidth
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height = texture.TextureHeight
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tx = -1
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ty = -1
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} else {
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width = context.screenWidth * context.screenScale
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height = -1 * context.screenHeight * context.screenScale
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tx = -1
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ty = 1
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}
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C.glViewport(0, 0,
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C.GLsizei(math.Abs(float64(width))),
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C.GLsizei(math.Abs(float64(height))))
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e11 := float32(2.0) / float32(width)
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e22 := float32(2.0) / float32(height)
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e41 := float32(tx)
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e42 := float32(ty)
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context.projectionMatrix = [...]float32{
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e11, 0, 0, 0,
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0, e22, 0, 0,
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0, 0, 1, 0,
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e41, e42, 0, 1,
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}
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}
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func (context *GraphicsContext) resetOffscreen() {
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@ -7,7 +7,7 @@ import "C"
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import (
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"image"
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"unsafe"
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"../ui"
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"github.com/hajimehoshi/go-ebiten/ui"
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)
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func Clp2(x uint64) uint64 {
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@ -47,14 +47,18 @@ func createTexture(width, height int, pixels []uint8) *Texture{
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}
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ch := make(chan C.GLuint)
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// TODO: should wait?
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go func() {
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texture.id = <-ch
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}()
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ui.ExecuteOnUIThread(func() {
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textureID := C.GLuint(0)
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C.glGenTextures(1, (*C.GLuint)(&textureID))
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if textureID == 0 {
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panic("glGenTexture failed")
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}
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C.glPixelStorei(C.GL_UNPACK_ALIGNMENT, 4)
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C.glBindTexture(C.GL_TEXTURE_2D, C.GLuint(textureID))
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if textureID != 0 {
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panic("glBindTexture failed")
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}
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ptr := unsafe.Pointer(nil)
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if pixels != nil {
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@ -71,10 +75,6 @@ func createTexture(width, height int, pixels []uint8) *Texture{
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ch<- textureID
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close(ch)
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})
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// TODO: should wait?
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go func() {
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texture.id = <-ch
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}()
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return texture
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}
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