package shader // #cgo LDFLAGS: -framework OpenGL // // #include // #include import "C" import ( "github.com/hajimehoshi/ebiten/graphics" "github.com/hajimehoshi/ebiten/graphics/matrix" "sync" "unsafe" ) type NativeTexture C.GLuint var once sync.Once func DrawTexture(native NativeTexture, projectionMatrix [16]float32, quads []graphics.TextureQuad, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) { once.Do(func() { initialize() }) if len(quads) == 0 { return } // TODO: Check performance shaderProgram := use(projectionMatrix, geometryMatrix, colorMatrix) C.glBindTexture(C.GL_TEXTURE_2D, C.GLuint(native)) defer C.glBindTexture(C.GL_TEXTURE_2D, 0) vertexAttrLocation := getAttributeLocation(shaderProgram, "vertex") texCoordAttrLocation := getAttributeLocation(shaderProgram, "tex_coord") C.glEnableClientState(C.GL_VERTEX_ARRAY) C.glEnableClientState(C.GL_TEXTURE_COORD_ARRAY) C.glEnableVertexAttribArray(C.GLuint(vertexAttrLocation)) C.glEnableVertexAttribArray(C.GLuint(texCoordAttrLocation)) defer func() { C.glDisableVertexAttribArray(C.GLuint(texCoordAttrLocation)) C.glDisableVertexAttribArray(C.GLuint(vertexAttrLocation)) C.glDisableClientState(C.GL_TEXTURE_COORD_ARRAY) C.glDisableClientState(C.GL_VERTEX_ARRAY) }() vertices := []float32{} texCoords := []float32{} indicies := []uint32{} // TODO: Check len(parts) and GL_MAX_ELEMENTS_INDICES for i, quad := range quads { x1 := quad.VertexX1 x2 := quad.VertexX2 y1 := quad.VertexY1 y2 := quad.VertexY2 vertices = append(vertices, x1, y1, x2, y1, x1, y2, x2, y2, ) u1 := quad.TextureCoordU1 u2 := quad.TextureCoordU2 v1 := quad.TextureCoordV1 v2 := quad.TextureCoordV2 texCoords = append(texCoords, u1, v1, u2, v1, u1, v2, u2, v2, ) base := uint32(i * 4) indicies = append(indicies, base, base+1, base+2, base+1, base+2, base+3, ) } C.glVertexAttribPointer(C.GLuint(vertexAttrLocation), 2, C.GL_FLOAT, C.GL_FALSE, 0, unsafe.Pointer(&vertices[0])) C.glVertexAttribPointer(C.GLuint(texCoordAttrLocation), 2, C.GL_FLOAT, C.GL_FALSE, 0, unsafe.Pointer(&texCoords[0])) C.glDrawElements(C.GL_TRIANGLES, C.GLsizei(len(indicies)), C.GL_UNSIGNED_INT, unsafe.Pointer(&indicies[0])) }