package opengl // #cgo LDFLAGS: -framework OpenGL // // #include // #include import "C" import ( "github.com/hajimehoshi/go.ebiten/graphics" "github.com/hajimehoshi/go.ebiten/graphics/matrix" ) type Device struct { screenWidth int screenHeight int screenScale int graphicsContext *GraphicsContext offscreenTexture graphics.Texture deviceUpdate chan<- bool commandSet <-chan chan func(graphics.GraphicsContext) } func NewDevice(screenWidth, screenHeight, screenScale int, deviceUpdate chan<- bool, commandSet <-chan chan func(graphics.GraphicsContext)) *Device { graphicsContext := newGraphicsContext(screenWidth, screenHeight, screenScale) device := &Device{ screenWidth: screenWidth, screenHeight: screenHeight, screenScale: screenScale, deviceUpdate: deviceUpdate, commandSet: commandSet, graphicsContext: graphicsContext, } device.offscreenTexture = device.graphicsContext.NewTexture(screenWidth, screenHeight) return device } func (device *Device) OffscreenTexture() graphics.Texture { return device.offscreenTexture } func (device *Device) Update() { g := device.graphicsContext C.glEnable(C.GL_TEXTURE_2D) C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_NEAREST) C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_NEAREST) g.SetOffscreen(device.offscreenTexture.ID) g.Clear() device.deviceUpdate <- true commands := <-device.commandSet for command := range commands { command(g) } g.flush() C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_LINEAR) C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_LINEAR) g.resetOffscreen() g.Clear() scale := float64(g.screenScale) geometryMatrix := matrix.Geometry{ [2][3]float64{ {scale, 0, 0}, {0, scale, 0}, }, } g.DrawTexture(device.offscreenTexture.ID, geometryMatrix, matrix.IdentityColor()) g.flush() } func (device *Device) TextureFactory() graphics.TextureFactory { return device.graphicsContext }