package opengl // #cgo LDFLAGS: -framework OpenGL // // #include import "C" import ( "image" "image/draw" "unsafe" ) func nextPowerOf2(x uint64) uint64 { x -= 1 x |= (x >> 1) x |= (x >> 2) x |= (x >> 4) x |= (x >> 8) x |= (x >> 16) x |= (x >> 32) return x + 1 } type Texture struct { native interface{} width int height int } func (texture *Texture) Native() interface{} { return texture.native } func (texture *Texture) textureWidth() int { return int(nextPowerOf2(uint64(texture.width))) } func (texture *Texture) textureHeight() int { return int(nextPowerOf2(uint64(texture.height))) } func (texture *Texture) U(x int) float64 { return float64(x) / float64(texture.textureWidth()) } func (texture *Texture) V(y int) float64 { return float64(y) / float64(texture.textureHeight()) } type RenderTarget struct { texture *Texture framebuffer C.GLuint } func (renderTarget *RenderTarget) SetAsViewport(setter interface{ SetViewport(x, y, width, height int) }) { texture := renderTarget.texture x, y, width, height := 0, 0, texture.textureWidth(), texture.textureHeight() setter.SetViewport(x, y, width, height) } func createNativeTexture(textureWidth, textureHeight int, pixels unsafe.Pointer) C.GLuint { nativeTexture := C.GLuint(0) C.glGenTextures(1, (*C.GLuint)(&nativeTexture)) if nativeTexture < 0 { panic("glGenTexture failed") } C.glPixelStorei(C.GL_UNPACK_ALIGNMENT, 4) C.glBindTexture(C.GL_TEXTURE_2D, C.GLuint(nativeTexture)) C.glTexImage2D(C.GL_TEXTURE_2D, 0, C.GL_RGBA, C.GLsizei(textureWidth), C.GLsizei(textureHeight), 0, C.GL_RGBA, C.GL_UNSIGNED_BYTE, pixels) C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_LINEAR) C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_LINEAR) C.glBindTexture(C.GL_TEXTURE_2D, 0) return nativeTexture } func createTexture(width, height int) *Texture { texture := &Texture{ width: width, height: height, } texture.native = createNativeTexture(texture.textureWidth(), texture.textureHeight(), nil) return texture } func newRenderTarget(width, height int) (*RenderTarget, error) { texture := createTexture(width, height) framebuffer := createFramebuffer(texture.Native().(C.GLuint)) return &RenderTarget{ texture: texture, framebuffer: framebuffer, }, nil } func newTextureFromImage(img image.Image) (*Texture, error) { size := img.Bounds().Size() width, height := size.X, size.Y texture := &Texture{ width: width, height: height, } adjustedImageBound := image.Rectangle{ image.ZP, image.Point{texture.textureWidth(), texture.textureHeight()}, } adjustedImage := image.NewNRGBA(adjustedImageBound) dstBound := image.Rectangle{ image.ZP, img.Bounds().Size(), } draw.Draw(adjustedImage, dstBound, img, image.ZP, draw.Src) pixelsPtr := unsafe.Pointer(&adjustedImage.Pix[0]) texture.native = createNativeTexture( texture.textureWidth(), texture.textureHeight(), pixelsPtr) return texture, nil } func newRenderTargetWithFramebuffer(width, height int, framebuffer C.GLuint) *RenderTarget { texture := &Texture{ width: width, height: height, } return &RenderTarget{ texture: texture, framebuffer: framebuffer, } } func createFramebuffer(nativeTexture C.GLuint) C.GLuint { framebuffer := C.GLuint(0) C.glGenFramebuffers(1, &framebuffer) origFramebuffer := C.GLint(0) C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &origFramebuffer) C.glBindFramebuffer(C.GL_FRAMEBUFFER, framebuffer) C.glFramebufferTexture2D(C.GL_FRAMEBUFFER, C.GL_COLOR_ATTACHMENT0, C.GL_TEXTURE_2D, nativeTexture, 0) C.glBindFramebuffer(C.GL_FRAMEBUFFER, C.GLuint(origFramebuffer)) if C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER) != C.GL_FRAMEBUFFER_COMPLETE { panic("creating framebuffer failed") } return framebuffer }