/* 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 ebiten import ( "github.com/go-gl/gl" "github.com/hajimehoshi/ebiten/internal/opengl" "github.com/hajimehoshi/ebiten/internal/opengl/internal/shader" "image" "math" "sync" ) type ids struct { textures map[TextureID]*opengl.Texture renderTargets map[RenderTargetID]*opengl.RenderTarget renderTargetToTexture map[RenderTargetID]TextureID lastId int currentRenderTargetId RenderTargetID sync.RWMutex } var idsInstance = &ids{ textures: map[TextureID]*opengl.Texture{}, renderTargets: map[RenderTargetID]*opengl.RenderTarget{}, renderTargetToTexture: map[RenderTargetID]TextureID{}, currentRenderTargetId: -1, } func (i *ids) textureAt(id TextureID) *opengl.Texture { i.RLock() defer i.RUnlock() return i.textures[id] } func (i *ids) renderTargetAt(id RenderTargetID) *opengl.RenderTarget { i.RLock() defer i.RUnlock() return i.renderTargets[id] } func (i *ids) toTexture(id RenderTargetID) TextureID { i.RLock() defer i.RUnlock() return i.renderTargetToTexture[id] } func (i *ids) createTexture(img image.Image, filter int) (TextureID, error) { texture, err := opengl.CreateTextureFromImage(img, filter) if err != nil { return 0, err } i.Lock() defer i.Unlock() i.lastId++ textureId := TextureID(i.lastId) i.textures[textureId] = texture return textureId, nil } func (i *ids) createRenderTarget(width, height int, filter int) (RenderTargetID, error) { texture, err := opengl.CreateTexture(width, height, filter) if err != nil { return 0, err } // The current binded framebuffer can be changed. i.currentRenderTargetId = -1 r := opengl.NewRenderTargetFromTexture(texture) i.Lock() defer i.Unlock() i.lastId++ textureId := TextureID(i.lastId) i.lastId++ renderTargetId := RenderTargetID(i.lastId) i.textures[textureId] = texture i.renderTargets[renderTargetId] = r i.renderTargetToTexture[renderTargetId] = textureId return renderTargetId, nil } // NOTE: renderTarget can't be used as a texture. func (i *ids) addRenderTarget(renderTarget *opengl.RenderTarget) RenderTargetID { i.Lock() defer i.Unlock() i.lastId++ id := RenderTargetID(i.lastId) i.renderTargets[id] = renderTarget return id } func (i *ids) deleteRenderTarget(id 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 RenderTargetID, r, g, b uint8) { i.setViewportIfNeeded(id) const max = float64(math.MaxUint8) gl.ClearColor(gl.GLclampf(float64(r)/max), gl.GLclampf(float64(g)/max), gl.GLclampf(float64(b)/max), 1) gl.Clear(gl.COLOR_BUFFER_BIT) } func (i *ids) drawTexture(target RenderTargetID, id TextureID, parts []TexturePart, geo GeometryMatrix, color ColorMatrix) { texture := i.textureAt(id) i.setViewportIfNeeded(target) r := i.renderTargetAt(target) projectionMatrix := r.ProjectionMatrix() quads := textureQuads(parts, texture.Width(), texture.Height()) shader.DrawTexture(texture.Native(), projectionMatrix, quads, &geo, &color) } func (i *ids) setViewportIfNeeded(id RenderTargetID) { r := i.renderTargetAt(id) if i.currentRenderTargetId != id { r.SetAsViewport() i.currentRenderTargetId = id } }