/* 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" "image/color" ) func newGraphicsContext(screenWidth, screenHeight, screenScale int) (*graphicsContext, error) { r, t, err := opengl.NewZeroRenderTarget(screenWidth*screenScale, screenHeight*screenScale, true) if err != nil { return nil, err } screen, err := idsInstance.createRenderTarget(screenWidth, screenHeight, gl.NEAREST) if err != nil { return nil, err } c := &graphicsContext{ currents: make([]*RenderTarget, 1), defaultR: &RenderTarget{r, &Texture{t}}, screen: screen, screenWidth: screenWidth, screenHeight: screenHeight, screenScale: screenScale, } idsInstance.fillRenderTarget(c.screen, color.RGBA{0, 0, 0, 0}) return c, nil } type graphicsContext struct { screen *RenderTarget defaultR *RenderTarget currents []*RenderTarget screenWidth int screenHeight int screenScale int } var _ GraphicsContext = new(graphicsContext) func (c *graphicsContext) dispose() { // NOTE: Now this method is not used anywhere. glRenderTarget := c.screen.glRenderTarget texture := c.screen.texture glTexture := texture.glTexture glRenderTarget.Dispose() glTexture.Dispose() } func (c *graphicsContext) Clear() error { return c.Fill(color.RGBA{0, 0, 0, 0}) } func (c *graphicsContext) Fill(clr color.Color) error { return idsInstance.fillRenderTarget(c.currents[len(c.currents)-1], clr) } func (c *graphicsContext) DrawTexture(texture *Texture, parts []TexturePart, geo GeometryMatrix, color ColorMatrix) error { current := c.currents[len(c.currents)-1] return idsInstance.drawTexture(current, texture, parts, geo, color) } func (c *graphicsContext) PushRenderTarget(renderTarget *RenderTarget) { c.currents = append(c.currents, renderTarget) } func (c *graphicsContext) PopRenderTarget() { c.currents = c.currents[:len(c.currents)-1] } func (c *graphicsContext) preUpdate() { c.currents = c.currents[0:1] c.currents[0] = c.defaultR c.PushRenderTarget(c.screen) c.Fill(color.RGBA{0, 0, 0, 0xff}) } func (c *graphicsContext) postUpdate() { c.PopRenderTarget() c.Clear() scale := float64(c.screenScale) geo := ScaleGeometry(scale, scale) DrawWholeTexture(c, c.screen.texture, geo, ColorMatrixI()) gl.Flush() }