package opengl import ( "github.com/go-gl/gl" "github.com/hajimehoshi/ebiten/graphics" "github.com/hajimehoshi/ebiten/graphics/matrix" "sync" ) func flush() { gl.Flush() } var onceInit sync.Once type Context struct { screenId graphics.RenderTargetId defaultId graphics.RenderTargetId currentId graphics.RenderTargetId screenWidth int screenHeight int screenScale int } func NewContext(screenWidth, screenHeight, screenScale int) *Context { onceInit.Do(func() { gl.Init() gl.Enable(gl.TEXTURE_2D) gl.Enable(gl.BLEND) }) context := &Context{ screenWidth: screenWidth, screenHeight: screenHeight, screenScale: screenScale, } defaultRenderTarget := &RenderTarget{ width: screenWidth * screenScale, height: screenHeight * screenScale, flipY: true, } context.defaultId = idsInstance.addRenderTarget(defaultRenderTarget) var err error context.screenId, err = idsInstance.createRenderTarget(screenWidth, screenHeight, graphics.FilterNearest) if err != nil { panic("initializing the offscreen failed: " + err.Error()) } context.ResetOffscreen() context.Clear() return context } func (c *Context) Dispose() { // TODO: remove the default framebuffer? idsInstance.deleteRenderTarget(c.screenId) } // TODO: This interface is confusing: Can we change this? func (c *Context) Update(draw func(graphics.Context)) { c.ResetOffscreen() c.Clear() draw(c) c.SetOffscreen(c.defaultId) c.Clear() scale := float64(c.screenScale) geo := matrix.GeometryI() geo.Scale(scale, scale) graphics.DrawWhole(c.RenderTarget(c.screenId), c.screenWidth, c.screenHeight, geo, matrix.ColorI()) flush() } func (c *Context) Clear() { c.Fill(0, 0, 0) } func (c *Context) Fill(r, g, b uint8) { idsInstance.fillRenderTarget(c.currentId, r, g, b) } func (c *Context) Texture(id graphics.TextureId) graphics.Drawer { return &textureWithContext{id, c} } func (c *Context) RenderTarget(id graphics.RenderTargetId) graphics.Drawer { return &textureWithContext{idsInstance.toTexture(id), c} } func (c *Context) ResetOffscreen() { c.currentId = c.screenId } func (c *Context) SetOffscreen(renderTargetId graphics.RenderTargetId) { c.currentId = renderTargetId } type textureWithContext struct { id graphics.TextureId context *Context } func (t *textureWithContext) Draw(parts []graphics.TexturePart, geo matrix.Geometry, color matrix.Color) { idsInstance.drawTexture(t.context.currentId, t.id, parts, geo, color) }