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https://github.com/hajimehoshi/ebiten.git
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Add Texture.native
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parent
78755c9b09
commit
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@ -15,13 +15,14 @@ import (
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)
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type Context struct {
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screen *Texture
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screen *RenderTarget
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screenWidth int
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screenHeight int
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screenScale int
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textures map[C.GLuint]*Texture
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currentOffscreen *Texture
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mainFramebufferTexture *Texture
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textures map[graphics.TextureID]*Texture
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renderTargets map[graphics.RenderTargetID]*RenderTarget
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currentOffscreen *RenderTarget
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mainFramebufferTexture *RenderTarget
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}
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func newContext(screenWidth, screenHeight, screenScale int) *Context {
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@ -29,7 +30,8 @@ func newContext(screenWidth, screenHeight, screenScale int) *Context {
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screenWidth: screenWidth,
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screenHeight: screenHeight,
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screenScale: screenScale,
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textures: map[C.GLuint]*Texture{},
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textures: map[graphics.TextureID]*Texture{},
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renderTargets: map[graphics.RenderTargetID]*RenderTarget{},
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}
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return context
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}
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@ -49,11 +51,12 @@ func (context *Context) Init() {
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screenID := context.NewRenderTarget(
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context.screenWidth, context.screenHeight)
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context.screen = context.textures[C.GLuint(screenID)]
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context.screen = context.renderTargets[screenID]
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}
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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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renderTarget := context.renderTargets[renderTargetID]
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return renderTarget.texture.ID()
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}
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func (context *Context) Clear() {
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@ -73,8 +76,10 @@ func (context *Context) Fill(r, g, b uint8) {
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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 := context.textures[C.GLuint(textureID)]
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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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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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@ -84,13 +89,14 @@ func (context *Context) DrawTexture(
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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 := context.textures[C.GLuint(textureID)]
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if texture == nil {
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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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shaderProgram := context.setShaderProgram(geometryMatrix, colorMatrix)
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C.glBindTexture(C.GL_TEXTURE_2D, texture.id)
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C.glBindTexture(C.GL_TEXTURE_2D, texture.native)
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vertexAttrLocation := getAttributeLocation(shaderProgram, "vertex")
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textureAttrLocation := getAttributeLocation(shaderProgram, "texture")
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@ -142,11 +148,11 @@ func (context *Context) ResetOffscreen() {
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}
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func (context *Context) SetOffscreen(renderTargetID graphics.RenderTargetID) {
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renderTarget := context.textures[C.GLuint(renderTargetID)]
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renderTarget := context.renderTargets[renderTargetID]
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context.setOffscreen(renderTarget)
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}
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func (context *Context) setOffscreen(renderTarget *Texture) {
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func (context *Context) setOffscreen(renderTarget *RenderTarget) {
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context.currentOffscreen = renderTarget
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C.glFlush()
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@ -161,8 +167,8 @@ func (context *Context) setOffscreen(renderTarget *Texture) {
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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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C.glViewport(0, 0, C.GLsizei(renderTarget.textureWidth),
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C.GLsizei(renderTarget.textureHeight))
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C.glViewport(0, 0, C.GLsizei(renderTarget.texture.textureWidth),
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C.GLsizei(renderTarget.texture.textureHeight))
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}
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func (context *Context) setMainFramebufferOffscreen() {
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@ -174,16 +180,16 @@ func (context *Context) flush() {
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}
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func (context *Context) projectionMatrix() [16]float32 {
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texture := context.currentOffscreen
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texture := context.currentOffscreen.texture
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e11 := float32(2) / float32(texture.textureWidth)
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e22 := float32(2) / float32(texture.textureHeight)
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e41 := float32(-1)
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e42 := float32(-1)
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if texture == context.mainFramebufferTexture {
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if context.currentOffscreen.ID() == context.mainFramebufferTexture.ID() {
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e22 *= -1
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e42 += float32(texture.height)/float32(texture.textureHeight)*2
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e42 += float32(texture.height) / float32(texture.textureHeight) * 2
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}
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return [...]float32{
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@ -258,13 +264,14 @@ func (context *Context) setShaderProgram(
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func (context *Context) NewRenderTarget(width, height int) graphics.RenderTargetID {
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renderTarget := newRenderTarget(width, height)
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context.textures[renderTarget.id] = (*Texture)(renderTarget)
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context.renderTargets[renderTarget.ID()] = renderTarget
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context.textures[renderTarget.texture.ID()] = renderTarget.texture
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context.setOffscreen((*Texture)(renderTarget))
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context.setOffscreen(renderTarget)
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context.Clear()
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context.setMainFramebufferOffscreen()
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return graphics.RenderTargetID(renderTarget.id)
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return renderTarget.ID()
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}
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func (context *Context) NewTextureFromImage(img image.Image) (
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@ -273,6 +280,6 @@ func (context *Context) NewTextureFromImage(img image.Image) (
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if err != nil {
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return 0, err
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}
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context.textures[texture.id] = texture
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context.textures[texture.ID()] = texture
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return texture.ID(), nil
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}
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@ -53,7 +53,7 @@ func (device *Device) Update(draw func(graphics.Context)) {
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{0, scale, 0},
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},
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}
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context.DrawTexture(graphics.TextureID(context.screen.id),
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context.DrawTexture(context.ToTexture(context.screen.ID()),
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geometryMatrix, matrix.IdentityColor())
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context.flush()
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}
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@ -38,24 +38,22 @@ func adjustPixels(width, height int, pixels []uint8) []uint8 {
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}
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type Texture struct {
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id C.GLuint
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id graphics.TextureID
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native C.GLuint
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width int
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height int
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textureWidth int
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textureHeight int
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}
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type RenderTarget struct {
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id graphics.RenderTargetID
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texture *Texture
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framebuffer C.GLuint
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}
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func (texture *Texture) ID() graphics.TextureID {
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return graphics.TextureID(texture.id)
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}
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func (texture *Texture) Width() int {
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return texture.width
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}
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func (texture *Texture) Height() int {
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return texture.height
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return texture.id
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}
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func createTexture(width, height int, pixels []uint8) *Texture {
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@ -72,13 +70,13 @@ func createTexture(width, height int, pixels []uint8) *Texture {
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textureHeight: textureHeight,
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}
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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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nativeTexture := C.GLuint(0)
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C.glGenTextures(1, (*C.GLuint)(&nativeTexture))
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if nativeTexture < 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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C.glBindTexture(C.GL_TEXTURE_2D, C.GLuint(nativeTexture))
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ptr := unsafe.Pointer(nil)
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if pixels != nil {
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@ -92,23 +90,37 @@ func createTexture(width, height int, pixels []uint8) *Texture {
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C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_LINEAR)
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C.glBindTexture(C.GL_TEXTURE_2D, 0)
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texture.id = textureID
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texture.native = nativeTexture
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texture.id = graphics.TextureID(<-newID)
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return texture
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}
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func newRenderTarget(width, height int) *RenderTarget {
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texture := createTexture(width, height, nil)
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framebuffer := createFramebuffer(texture.native)
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return &RenderTarget{
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id: graphics.RenderTargetID(<-newID),
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texture: texture,
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framebuffer: framebuffer,
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}
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}
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func (renderTarget *RenderTarget) ID() graphics.RenderTargetID {
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return renderTarget.id
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}
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func (renderTarget *RenderTarget) Texture() *Texture {
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return renderTarget.texture
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}
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type textureError string
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func (err textureError) Error() string {
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return "Texture Error: " + string(err)
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}
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func newRenderTarget(width, height int) *Texture {
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texture := createTexture(width, height, nil)
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texture.framebuffer = createFramebuffer(texture.id)
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return texture
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}
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func newTextureFromImage(img image.Image) (*Texture, error) {
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var pix []uint8
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switch img.(type) {
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@ -124,18 +136,21 @@ func newTextureFromImage(img image.Image) (*Texture, error) {
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}
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func newRenderTargetWithFramebuffer(width, height int,
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framebuffer C.GLuint) *Texture {
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return &Texture{
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id: 0,
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framebuffer C.GLuint) *RenderTarget {
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texture := &Texture{
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id: graphics.TextureID(<-newID),
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width: width,
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height: height,
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textureWidth: int(nextPowerOf2(uint64(width))),
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textureHeight: int(nextPowerOf2(uint64(height))),
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}
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return &RenderTarget{
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texture: texture,
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framebuffer: framebuffer,
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}
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}
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func createFramebuffer(textureID 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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C.glGenFramebuffers(1, &framebuffer)
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@ -143,7 +158,7 @@ func createFramebuffer(textureID C.GLuint) C.GLuint {
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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.glFramebufferTexture2D(C.GL_FRAMEBUFFER, C.GL_COLOR_ATTACHMENT0,
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C.GL_TEXTURE_2D, textureID, 0)
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C.GL_TEXTURE_2D, nativeTexture, 0)
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C.glBindFramebuffer(C.GL_FRAMEBUFFER, C.GLuint(origFramebuffer))
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if C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER) !=
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C.GL_FRAMEBUFFER_COMPLETE {
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@ -152,3 +167,14 @@ func createFramebuffer(textureID C.GLuint) C.GLuint {
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return framebuffer
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}
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var newID chan int
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func init() {
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newID = make(chan int)
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go func() {
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for i := 0; ; i++ {
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newID <- i
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}
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}()
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}
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