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https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Add graphics.DrawTextures (which I want to rename later)
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a374565e37
commit
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@ -57,7 +57,10 @@ func (game *RotatingImage) Draw(g graphics.GraphicsContext, offscreen graphics.T
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geometryMatrix.Translate(centerX-tx/2, centerY-ty/2)
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geometryMatrix.Translate(centerX-tx/2, centerY-ty/2)
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g.DrawTexture(game.ebitenTexture.ID,
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g.DrawTexture(game.ebitenTexture.ID,
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graphics.Rectangle{0, 0, int(tx), int(ty)},
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graphics.Rectangle{
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graphics.Point{0, 0},
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graphics.Size{int(tx), int(ty)},
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},
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geometryMatrix,
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geometryMatrix,
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matrix.IdentityColor())
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matrix.IdentityColor())
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}
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}
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@ -57,16 +57,6 @@ func (sprite *Sprite) Update() {
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<-sprite.ch
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<-sprite.ch
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}
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}
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func (sprite *Sprite) Draw(g graphics.GraphicsContext) {
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geometryMatrix := matrix.IdentityGeometry()
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geometryMatrix.Translate(float64(sprite.x), float64(sprite.y))
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g.DrawTexture(sprite.texture.ID,
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graphics.Rectangle{0, 0, sprite.texture.Width, sprite.texture.Height},
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geometryMatrix,
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matrix.IdentityColor())
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}
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type Sprites struct {
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type Sprites struct {
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ebitenTexture graphics.Texture
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ebitenTexture graphics.Texture
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sprites []*Sprite
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sprites []*Sprite
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@ -97,7 +87,7 @@ func (game *Sprites) Init(tf graphics.TextureFactory) {
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}
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}
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game.ebitenTexture = tf.NewTextureFromImage(img)
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game.ebitenTexture = tf.NewTextureFromImage(img)
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game.sprites = []*Sprite{}
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game.sprites = []*Sprite{}
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for i := 0; i < 200; i++ {
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for i := 0; i < 1000; i++ {
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sprite := NewSprite(
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sprite := NewSprite(
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game.ScreenWidth(),
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game.ScreenWidth(),
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game.ScreenHeight(),
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game.ScreenHeight(),
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@ -114,9 +104,22 @@ func (game *Sprites) Update() {
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func (game *Sprites) Draw(g graphics.GraphicsContext, offscreen graphics.Texture) {
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func (game *Sprites) 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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g.Fill(&color.RGBA{R: 128, G: 128, B: 255, A: 255})
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// Draw the sprites
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locations := make([]graphics.TextureLocation, 0, len(game.sprites))
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texture := game.ebitenTexture
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for _, sprite := range game.sprites {
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for _, sprite := range game.sprites {
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sprite.Draw(g)
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location := graphics.TextureLocation{
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Location: graphics.Point{sprite.x, sprite.y},
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Source: graphics.Rectangle{
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graphics.Point{0, 0},
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graphics.Size{texture.Width, texture.Height},
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},
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}
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}
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locations = append(locations, location)
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}
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g.DrawTextures(texture.ID, locations,
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matrix.IdentityGeometry(), matrix.IdentityColor())
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}
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}
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func init() {
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func init() {
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@ -11,18 +11,34 @@ type Device interface {
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TextureFactory() TextureFactory
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TextureFactory() TextureFactory
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}
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}
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type Rectangle struct {
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type Point struct {
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X int
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X int
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Y int
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Y int
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}
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type Size struct {
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Width int
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Width int
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Height int
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Height int
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}
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}
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type Rectangle struct {
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Location Point
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Size Size
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}
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type TextureLocation struct {
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Location Point
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Source Rectangle
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}
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type GraphicsContext interface {
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type GraphicsContext interface {
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Clear()
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Clear()
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Fill(color color.Color)
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Fill(color color.Color)
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DrawTexture(textureId TextureID,
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DrawTexture(textureId TextureID,
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src Rectangle,
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source Rectangle,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color)
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DrawTextures(textureId TextureID,
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locations []TextureLocation,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color)
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color)
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SetOffscreen(textureId TextureID)
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SetOffscreen(textureId TextureID)
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}
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}
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@ -56,7 +56,10 @@ func (device *Device) Update() {
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},
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},
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}
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}
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g.DrawTexture(device.offscreenTexture.ID,
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g.DrawTexture(device.offscreenTexture.ID,
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graphics.Rectangle{0, 0, device.screenWidth, device.screenHeight},
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graphics.Rectangle{
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graphics.Point{0, 0},
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graphics.Size{device.screenWidth, device.screenHeight},
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},
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geometryMatrix, matrix.IdentityColor())
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geometryMatrix, matrix.IdentityColor())
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g.flush()
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g.flush()
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}
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}
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@ -66,7 +66,20 @@ func (context *GraphicsContext) DrawRect(x, y, width, height int, clr color.Colo
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}
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}
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func (context *GraphicsContext) DrawTexture(
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func (context *GraphicsContext) DrawTexture(
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textureID graphics.TextureID, src graphics.Rectangle,
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textureID graphics.TextureID, source graphics.Rectangle,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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locations := []graphics.TextureLocation{
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{
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graphics.Point{0, 0},
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source,
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},
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}
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context.DrawTextures(textureID, locations,
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geometryMatrix, colorMatrix)
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}
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func (context *GraphicsContext) DrawTextures(
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textureID graphics.TextureID, locations []graphics.TextureLocation,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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texture := context.textures[textureID]
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texture := context.textures[textureID]
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@ -74,27 +87,6 @@ func (context *GraphicsContext) DrawTexture(
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context.setShaderProgram(geometryMatrix, colorMatrix)
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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.id)
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x1 := float32(0)
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x2 := float32(src.Width)
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y1 := float32(0)
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y2 := float32(src.Height)
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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(src.X) / float32(texture.textureWidth)
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tu2 := float32(src.X+src.Width) / float32(texture.textureWidth)
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tv1 := float32(src.Y) / float32(texture.textureHeight)
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tv2 := float32(src.Y+src.Height) / 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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vertexAttrLocation := getAttributeLocation(context.currentShaderProgram, "vertex")
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textureAttrLocation := getAttributeLocation(context.currentShaderProgram, "texture")
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textureAttrLocation := getAttributeLocation(context.currentShaderProgram, "texture")
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@ -103,11 +95,35 @@ func (context *GraphicsContext) DrawTexture(
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C.glEnableClientState(C.GL_TEXTURE_COORD_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(vertexAttrLocation))
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C.glEnableVertexAttribArray(C.GLuint(textureAttrLocation))
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C.glEnableVertexAttribArray(C.GLuint(textureAttrLocation))
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for _, location := range locations {
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x1 := float32(location.Location.X)
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x2 := float32(location.Location.X + location.Source.Size.Width)
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y1 := float32(location.Location.Y)
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y2 := float32(location.Location.Y + location.Source.Size.Height)
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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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src := location.Source
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tu1 := float32(src.Location.X) / float32(texture.textureWidth)
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tu2 := float32(src.Location.X+src.Size.Width) / float32(texture.textureWidth)
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tv1 := float32(src.Location.Y) / float32(texture.textureHeight)
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tv2 := float32(src.Location.Y+src.Size.Height) / 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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C.glVertexAttribPointer(C.GLuint(vertexAttrLocation), 2, C.GL_FLOAT, C.GL_FALSE,
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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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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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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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0, unsafe.Pointer(&texCoord[0]))
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C.glDrawArrays(C.GL_TRIANGLE_STRIP, 0, 4)
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C.glDrawArrays(C.GL_TRIANGLE_STRIP, 0, 4)
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}
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C.glDisableVertexAttribArray(C.GLuint(textureAttrLocation))
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C.glDisableVertexAttribArray(C.GLuint(textureAttrLocation))
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C.glDisableVertexAttribArray(C.GLuint(vertexAttrLocation))
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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_TEXTURE_COORD_ARRAY)
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