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https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Add graphics.Texture
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parent
532b52d389
commit
eda572d03e
@ -8,7 +8,7 @@ import (
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type Game interface {
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Update()
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Draw(g graphics.GraphicsContext, offscreen graphics.Texture)
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Draw(g graphics.GraphicsContext, offscreen *graphics.Texture)
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}
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type UI interface {
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@ -22,7 +22,7 @@ func OpenGLRun(game Game, ui UI) {
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ch := make(chan bool, 1)
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device := opengl.NewDevice(
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ui.ScreenWidth(), ui.ScreenHeight(), ui.ScreenScale(),
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func(g graphics.GraphicsContext, offscreen graphics.Texture) {
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func(g graphics.GraphicsContext, offscreen *graphics.Texture) {
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ticket := <-ch
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game.Draw(g, offscreen)
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ch<- ticket
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@ -91,7 +91,7 @@ func (ui *GlutUI) Run(device graphics.Device) {
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}
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type DemoGame struct {
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ebitenTexture graphics.Texture
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ebitenTexture *graphics.Texture
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x int
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}
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@ -108,13 +108,12 @@ func (game *DemoGame) Update() {
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panic(err)
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}
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// TODO: It looks strange to get a texture from the device.
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game.ebitenTexture = currentUI.device.NewTextureFromImage(img)
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game.ebitenTexture = graphics.NewTextureFromImage(img)
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}
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game.x++
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}
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func (game *DemoGame) Draw(g graphics.GraphicsContext, offscreen graphics.Texture) {
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func (game *DemoGame) Draw(g graphics.GraphicsContext, offscreen *graphics.Texture) {
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g.Fill(&color.RGBA{R: 128, G: 128, B: 255, A: 255})
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if game.ebitenTexture == nil {
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return
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@ -123,7 +122,7 @@ func (game *DemoGame) Draw(g graphics.GraphicsContext, offscreen graphics.Textur
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geometryMatrix.SetTx(float64(game.x))
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geometryMatrix.SetTy(float64(game.x))
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g.DrawTexture(game.ebitenTexture,
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0, 0, game.ebitenTexture.Width(), game.ebitenTexture.Height(),
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0, 0, game.ebitenTexture.Width, game.ebitenTexture.Height,
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geometryMatrix,
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graphics.IdentityColorMatrix())
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}
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@ -7,23 +7,28 @@ import (
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type Device interface {
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Update()
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// TODO: Move somewhere
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NewTexture(width, height int) Texture
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NewTextureFromImage(img image.Image) Texture
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}
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type GraphicsContext interface {
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Clear()
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Fill(color color.Color)
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DrawTexture(texture Texture,
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DrawTexture(texture *Texture,
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srcX, srcY, srcWidth, srcHeight int,
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geometryMatrix *GeometryMatrix, colorMatrix *ColorMatrix)
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SetOffscreen(texture Texture)
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SetOffscreen(texture *Texture)
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}
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type Texture interface {
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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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type Texture struct {
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Width int
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Height int
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Image image.Image
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}
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func NewTexture(width, height int) *Texture {
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return &Texture{width, height, nil}
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}
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func NewTextureFromImage(img image.Image) *Texture {
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size := img.Bounds().Size()
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return &Texture{size.X, size.Y, img}
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}
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@ -6,7 +6,6 @@ package opengl
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// #include <stdlib.h>
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import "C"
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import (
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"image"
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"github.com/hajimehoshi/go-ebiten/graphics"
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)
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@ -15,13 +14,13 @@ type Device struct {
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screenHeight int
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screenScale int
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graphicsContext *GraphicsContext
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offscreenTexture *Texture
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drawFunc func(graphics.GraphicsContext, graphics.Texture)
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offscreenTexture *graphics.Texture
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drawFunc func(graphics.GraphicsContext, *graphics.Texture)
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funcs []func()
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}
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func NewDevice(screenWidth, screenHeight, screenScale int,
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drawFunc func(graphics.GraphicsContext, graphics.Texture)) *Device {
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drawFunc func(graphics.GraphicsContext, *graphics.Texture)) *Device {
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device := &Device{
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screenWidth: screenWidth,
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screenHeight: screenHeight,
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@ -30,16 +29,11 @@ func NewDevice(screenWidth, screenHeight, screenScale int,
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drawFunc: drawFunc,
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funcs: []func(){},
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}
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device.offscreenTexture = device.NewTexture(screenWidth, screenHeight).(*Texture)
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device.offscreenTexture = graphics.NewTexture(screenWidth, screenHeight)
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return device
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}
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func (device *Device) Update() {
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for _, f := range device.funcs {
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f()
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}
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device.funcs = []func(){}
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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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@ -61,25 +55,3 @@ func (device *Device) Update() {
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geometryMatrix, graphics.IdentityColorMatrix())
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g.flush()
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}
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func (device *Device) NewTexture(width, height int) graphics.Texture {
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return createTexture(device, width, height, nil)
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}
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func (device *Device) NewTextureFromImage(img image.Image) graphics.Texture {
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var pix []uint8
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switch img.(type) {
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case *image.RGBA:
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pix = img.(*image.RGBA).Pix
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case *image.NRGBA:
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pix = img.(*image.NRGBA).Pix
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default:
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panic("image should be RGBA or NRGBA")
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}
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size := img.Bounds().Size()
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return createTexture(device, size.X, size.Y, pix)
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}
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func (device *Device) executeWhenDrawing(f func()) {
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device.funcs = append(device.funcs, f)
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}
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@ -41,6 +41,23 @@ func newGraphicsContext(screenWidth, screenHeight, screenScale int) *GraphicsCon
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return context
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}
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var glTextureCache = map[*graphics.Texture]*Texture{}
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func glTexture(tex *graphics.Texture) *Texture {
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if glTex, ok := glTextureCache[tex]; ok {
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return glTex
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}
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var glTex *Texture = nil
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if tex.Image != nil {
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glTex = newTextureFromImage(tex.Image)
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} else {
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glTex = newTexture(tex.Width, tex.Height)
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}
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glTextureCache[tex] = glTex
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return glTex
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}
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func (context *GraphicsContext) Clear() {
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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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@ -61,13 +78,13 @@ func (context *GraphicsContext) DrawRect(x, y, width, height int, clr color.Colo
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// TODO: implement!
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}
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func (context *GraphicsContext) DrawTexture(tex graphics.Texture,
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func (context *GraphicsContext) DrawTexture(tex *graphics.Texture,
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srcX, srcY, srcWidth, srcHeight int,
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geometryMatrix *graphics.GeometryMatrix, colorMatrix *graphics.ColorMatrix) {
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geometryMatrix = geometryMatrix.Clone()
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colorMatrix = colorMatrix.Clone()
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texture := tex.(*Texture)
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texture := glTexture(tex)
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context.setShaderProgram(geometryMatrix, colorMatrix)
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C.glBindTexture(C.GL_TEXTURE_2D, texture.id)
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@ -119,12 +136,12 @@ func abs(x int) int {
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return x
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}
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func (context *GraphicsContext) SetOffscreen(tex graphics.Texture) {
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func (context *GraphicsContext) SetOffscreen(tex *graphics.Texture) {
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C.glFlush()
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var texture *Texture = nil
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if tex != nil {
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texture = tex.(*Texture)
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texture = glTexture(tex)
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}
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framebuffer := C.GLuint(0)
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if texture != nil {
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@ -5,6 +5,7 @@ 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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"image"
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"unsafe"
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)
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@ -27,7 +28,7 @@ type Texture struct {
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textureHeight int
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}
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func createTexture(device *Device, width, height int, pixels []uint8) *Texture{
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func createTexture(width, height int, pixels []uint8) *Texture {
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textureWidth := int(Clp2(uint64(width)))
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textureHeight := int(Clp2(uint64(height)))
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if pixels != nil {
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@ -46,7 +47,6 @@ func createTexture(device *Device, width, height int, pixels []uint8) *Texture{
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textureHeight: textureHeight,
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}
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device.executeWhenDrawing(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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@ -69,27 +69,24 @@ func createTexture(device *Device, width, height int, pixels []uint8) *Texture{
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// TODO: lock?
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texture.id = textureID
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})
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return texture
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}
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func (texture *Texture) Width() int {
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return texture.width
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func newTexture(width, height int) *Texture {
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return createTexture(width, height, nil)
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}
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func (texture *Texture) Height() int {
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return texture.height
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}
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func (texture *Texture) TextureWidth() int {
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return texture.textureWidth
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}
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func (texture *Texture) TextureHeight() int {
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return texture.textureHeight
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}
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func (texture *Texture) IsAvailable() bool {
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return texture.id != 0
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func newTextureFromImage(img image.Image) *Texture {
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var pix []uint8
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switch img.(type) {
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case *image.RGBA:
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pix = img.(*image.RGBA).Pix
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case *image.NRGBA:
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pix = img.(*image.NRGBA).Pix
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default:
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panic("image should be RGBA or NRGBA")
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}
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size := img.Bounds().Size()
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return createTexture(size.X, size.Y, pix)
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}
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