// 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/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, 16*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)) } p := programContext{ program: programTexture, context: c, projectionMatrix: glMatrix(projectionMatrix), texture: texture, geoM: geo, colorM: color, } p.begin() defer p.end() for i := 0; i < quads.Len(); i++ { x0, y0, x1, y1 := quads.Vertex(i) u0, v0, u1, v1 := quads.Texture(i) vertices[16*i] = int16(x0) vertices[16*i+1] = int16(y0) vertices[16*i+2] = int16(u0) vertices[16*i+3] = int16(v0) vertices[16*i+4] = int16(x1) vertices[16*i+5] = int16(y0) vertices[16*i+6] = int16(u1) vertices[16*i+7] = int16(v0) vertices[16*i+8] = int16(x0) vertices[16*i+9] = int16(y1) vertices[16*i+10] = int16(u0) vertices[16*i+11] = int16(v1) vertices[16*i+12] = int16(x1) vertices[16*i+13] = int16(y1) vertices[16*i+14] = int16(u1) vertices[16*i+15] = int16(v1) } if len(vertices) == 0 { return nil } c.BufferSubData(c.ArrayBuffer, vertices[:16*quads.Len()]) c.DrawElements(c.Triangles, 6*quads.Len()) return nil }