// Copyright 2014 Hajime Hoshi // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package graphics import ( "errors" "fmt" "github.com/hajimehoshi/ebiten/internal/graphics/internal/opengl" ) func glMatrix(m *[4][4]float64) []float32 { return []float32{ float32(m[0][0]), float32(m[1][0]), float32(m[2][0]), float32(m[3][0]), float32(m[0][1]), float32(m[1][1]), float32(m[2][1]), float32(m[3][1]), float32(m[0][2]), float32(m[1][2]), float32(m[2][2]), float32(m[3][2]), float32(m[0][3]), float32(m[1][3]), float32(m[2][3]), float32(m[3][3]), } } type Matrix interface { Element(i, j int) float64 } var vertices = make([]int16, 0, 4*8*quadsMaxNum) var shadersInitialized = false func drawTexture(c *opengl.Context, texture opengl.Texture, projectionMatrix *[4][4]float64, quads TextureQuads, geo Matrix, color Matrix) error { // NOTE: WebGL doesn't seem to have Check gl.MAX_ELEMENTS_VERTICES or gl.MAX_ELEMENTS_INDICES so far. // Let's use them to compare to len(quads) in the future. if !shadersInitialized { if err := initialize(c); err != nil { return err } shadersInitialized = true } if quads.Len() == 0 { return nil } if quadsMaxNum < quads.Len() { return errors.New(fmt.Sprintf("len(quads) must be equal to or less than %d", quadsMaxNum)) } f := useProgramForTexture(c, glMatrix(projectionMatrix), texture, geo, color) defer f.FinishProgram() vertices := vertices[0:0] num := 0 for i := 0; i < quads.Len(); i++ { x0, y0, x1, y1 := quads.Vertex(i) u0, v0, u1, v1 := quads.Texture(i) if x0 == x1 || y0 == y1 || u0 == u1 || v0 == v1 { continue } vertices = append(vertices, int16(x0), int16(y0), int16(u0), int16(v0), int16(x1), int16(y0), int16(u1), int16(v0), int16(x0), int16(y1), int16(u0), int16(v1), int16(x1), int16(y1), int16(u1), int16(v1), ) num++ } if len(vertices) == 0 { return nil } c.BufferSubData(c.ArrayBuffer, vertices) c.DrawElements(c.Triangles, 6*num) return nil } func drawLines(c *opengl.Context, projectionMatrix *[4][4]float64, lines Lines) error { if !shadersInitialized { if err := initialize(c); err != nil { return err } shadersInitialized = true } if lines.Len() == 0 { return nil } f := useProgramForLines(c, glMatrix(projectionMatrix)) defer f.FinishProgram() vertices := vertices[0:0] num := 0 for i := 0; i < lines.Len(); i++ { x0, y0, x1, y1 := lines.Points(i) if x0 == x1 && y0 == y1 { continue } r, g, b, a := lines.Color(i).RGBA() vertices = append(vertices, int16(x0), int16(y0), int16(r), int16(g), int16(b), int16(a), int16(x1), int16(y1), int16(r), int16(g), int16(b), int16(a), ) num++ } if len(vertices) == 0 { return nil } c.BufferSubData(c.ArrayBuffer, vertices) c.DrawElements(c.Lines, 2*num) return nil } func drawFilledRects(c *opengl.Context, projectionMatrix *[4][4]float64, rects Rects) error { if !shadersInitialized { if err := initialize(c); err != nil { return err } shadersInitialized = true } if rects.Len() == 0 { return nil } f := useProgramForRects(c, glMatrix(projectionMatrix)) defer f.FinishProgram() vertices := vertices[0:0] num := 0 for i := 0; i < rects.Len(); i++ { x, y, w, h := rects.Rect(i) if w == 0 || h == 0 { continue } x0, y0, x1, y1 := x, y, x+w, y+h r, g, b, a := rects.Color(i).RGBA() vertices = append(vertices, int16(x0), int16(y0), int16(r), int16(g), int16(b), int16(a), int16(x1), int16(y0), int16(r), int16(g), int16(b), int16(a), int16(x0), int16(y1), int16(r), int16(g), int16(b), int16(a), int16(x1), int16(y1), int16(r), int16(g), int16(b), int16(a), ) num++ } if len(vertices) == 0 { return nil } c.BufferSubData(c.ArrayBuffer, vertices) c.DrawElements(c.Triangles, 6*num) return nil }