package opengl import ( "github.com/hajimehoshi/go-ebiten/graphics" "github.com/hajimehoshi/go-ebiten/graphics/matrix" "image" "sync" ) var idsInstance *ids = newIds() func NewContext(screenWidth, screenHeight, screenScale int) *Context { return newContext(idsInstance, screenWidth, screenHeight, screenScale) } func CreateRenderTarget( width, height int, filter graphics.Filter) (graphics.RenderTargetId, error) { return idsInstance.createRenderTarget(width, height, filter) } func CreateTexture( img image.Image, filter graphics.Filter) (graphics.TextureId, error) { return idsInstance.createTexture(img, filter) } type ids struct { textures map[graphics.TextureId]*Texture renderTargets map[graphics.RenderTargetId]*RenderTarget renderTargetToTexture map[graphics.RenderTargetId]graphics.TextureId counts chan int sync.RWMutex } func newIds() *ids { ids := &ids{ textures: map[graphics.TextureId]*Texture{}, renderTargets: map[graphics.RenderTargetId]*RenderTarget{}, renderTargetToTexture: map[graphics.RenderTargetId]graphics.TextureId{}, counts: make(chan int), } go func() { for i := 1; ; i++ { ids.counts <- i } }() return ids } func (i *ids) textureAt(id graphics.TextureId) *Texture { i.RLock() defer i.RUnlock() return i.textures[id] } func (i *ids) renderTargetAt(id graphics.RenderTargetId) *RenderTarget { i.RLock() defer i.RUnlock() return i.renderTargets[id] } func (i *ids) toTexture(id graphics.RenderTargetId) graphics.TextureId { i.RLock() defer i.RUnlock() return i.renderTargetToTexture[id] } func (i *ids) createTexture(img image.Image, filter graphics.Filter) ( graphics.TextureId, error) { texture, err := createTextureFromImage(img, filter) if err != nil { return 0, err } textureId := graphics.TextureId(<-i.counts) i.Lock() defer i.Unlock() i.textures[textureId] = texture return textureId, nil } func (i *ids) createRenderTarget(width, height int, filter graphics.Filter) ( graphics.RenderTargetId, error) { texture, err := createTexture(width, height, filter) if err != nil { return 0, err } framebuffer := createFramebuffer(texture.native) renderTarget := &RenderTarget{framebuffer, texture.width, texture.height, false} textureId := graphics.TextureId(<-i.counts) renderTargetId := graphics.RenderTargetId(<-i.counts) i.Lock() defer i.Unlock() i.textures[textureId] = texture i.renderTargets[renderTargetId] = renderTarget i.renderTargetToTexture[renderTargetId] = textureId return renderTargetId, nil } // NOTE: renderTarget can't be used as a texture. func (i *ids) addRenderTarget(renderTarget *RenderTarget) graphics.RenderTargetId { id := graphics.RenderTargetId(<-i.counts) i.Lock() defer i.Unlock() i.renderTargets[id] = renderTarget return id } func (i *ids) deleteRenderTarget(id graphics.RenderTargetId) { i.Lock() defer i.Unlock() renderTarget := i.renderTargets[id] textureId := i.renderTargetToTexture[id] texture := i.textures[textureId] renderTarget.dispose() texture.dispose() delete(i.renderTargets, id) delete(i.renderTargetToTexture, id) delete(i.textures, textureId) } func (i *ids) fillRenderTarget(id graphics.RenderTargetId, r, g, b uint8) { i.renderTargetAt(id).fill(r, g, b) } func (i *ids) drawTexture( target graphics.RenderTargetId, id graphics.TextureId, parts []graphics.TexturePart, geo matrix.Geometry, color matrix.Color) { texture := i.textureAt(id) i.renderTargetAt(target).drawTexture(texture, parts, geo, color) }