package texture // #cgo LDFLAGS: -framework OpenGL // // #include import "C" import ( "github.com/hajimehoshi/go-ebiten/graphics" "github.com/hajimehoshi/go-ebiten/graphics/matrix" "github.com/hajimehoshi/go-ebiten/graphics/opengl/rendertarget" "github.com/hajimehoshi/go-ebiten/graphics/opengl/shader" "image" "unsafe" ) type Texture struct { native C.GLuint width int height int } func glMatrix(matrix [4][4]float64) [16]float32 { result := [16]float32{} for j := 0; j < 4; j++ { for i := 0; i < 4; i++ { result[i+j*4] = float32(matrix[i][j]) } } return result } func createNativeTexture(textureWidth, textureHeight int, pixels []uint8, filter graphics.Filter) C.GLuint { nativeTexture := C.GLuint(0) C.glGenTextures(1, &nativeTexture) if nativeTexture < 0 { panic("glGenTexture failed") } C.glPixelStorei(C.GL_UNPACK_ALIGNMENT, 4) C.glBindTexture(C.GL_TEXTURE_2D, C.GLuint(nativeTexture)) defer C.glBindTexture(C.GL_TEXTURE_2D, 0) glFilter := C.GLint(0) switch filter { case graphics.FilterLinear: glFilter = C.GL_LINEAR case graphics.FilterNearest: glFilter = C.GL_NEAREST default: panic("not reached") } C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, glFilter) C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, glFilter) ptr := unsafe.Pointer(nil) if pixels != nil { ptr = unsafe.Pointer(&pixels[0]) } C.glTexImage2D(C.GL_TEXTURE_2D, 0, C.GL_RGBA, C.GLsizei(textureWidth), C.GLsizei(textureHeight), 0, C.GL_RGBA, C.GL_UNSIGNED_BYTE, ptr) return nativeTexture } func Create(width, height int, filter graphics.Filter) (*Texture, error) { native := createNativeTexture( graphics.AdjustSizeForTexture(width), graphics.AdjustSizeForTexture(height), nil, filter) return &Texture{native, width, height}, nil } func CreateFromImage(img image.Image, filter graphics.Filter) (*Texture, error) { adjustedImage := graphics.AdjustImageForTexture(img) size := adjustedImage.Bounds().Size() native := createNativeTexture(size.X, size.Y, adjustedImage.Pix, filter) return &Texture{native, size.X, size.Y}, nil } func (t *Texture) CreateRenderTarget() *rendertarget.RenderTarget { return rendertarget.CreateFromTexture( rendertarget.NativeTexture(t.native), t.width, t.height) } func (t *Texture) Draw(projectionMatrix [4][4]float64, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) { quad := graphics.TextureQuadForTexture(t.width, t.height) shader.DrawTexture(shader.NativeTexture(t.native), glMatrix(projectionMatrix), []graphics.TextureQuad{quad}, geometryMatrix, colorMatrix) } func (t *Texture) DrawParts(parts []graphics.TexturePart, projectionMatrix [4][4]float64, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) { quads := graphics.TextureQuadsForTextureParts(parts, t.width, t.height) shader.DrawTexture(shader.NativeTexture(t.native), glMatrix(projectionMatrix), quads, geometryMatrix, colorMatrix) } func (t *Texture) Dispose() { C.glDeleteTextures(1, &t.native) }