package offscreen // #cgo LDFLAGS: -framework OpenGL // // #include // #include import "C" import ( "github.com/hajimehoshi/go-ebiten/graphics" "github.com/hajimehoshi/go-ebiten/graphics/matrix" "github.com/hajimehoshi/go-ebiten/graphics/opengl/rendertarget" "github.com/hajimehoshi/go-ebiten/graphics/opengl/shader" "github.com/hajimehoshi/go-ebiten/graphics/opengl/texture" ) type Offscreen struct { screenHeight int screenScale int currentRenderTarget *rendertarget.RenderTarget mainFramebufferTexture *rendertarget.RenderTarget } func New(screenWidth, screenHeight, screenScale int) *Offscreen { offscreen := &Offscreen{ screenHeight: screenHeight, screenScale: screenScale, } mainFramebuffer := C.GLint(0) C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &mainFramebuffer) var err error offscreen.mainFramebufferTexture, err = rendertarget.CreateWithFramebuffer( screenWidth*screenScale, screenHeight*screenScale, rendertarget.Framebuffer(mainFramebuffer)) if err != nil { panic("creating main framebuffer failed: " + err.Error()) } offscreen.currentRenderTarget = offscreen.mainFramebufferTexture return offscreen } func (o *Offscreen) Set(rt *rendertarget.RenderTarget) { C.glFlush() o.currentRenderTarget = rt rt.SetAsViewport() } func (o *Offscreen) SetMainFramebuffer() { o.Set(o.mainFramebufferTexture) } func (o *Offscreen) DrawTexture(texture *texture.Texture, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) { projectionMatrix := o.projectionMatrix() quad := graphics.TextureQuadForTexture(texture.Width, texture.Height) shader.DrawTexture(texture.Native, projectionMatrix, []graphics.TextureQuad{quad}, geometryMatrix, colorMatrix) } func (o *Offscreen) DrawTextureParts(texture *texture.Texture, parts []graphics.TexturePart, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) { projectionMatrix := o.projectionMatrix() quads := graphics.TextureQuadsForTextureParts(parts, texture.Width, texture.Height) shader.DrawTexture(texture.Native, projectionMatrix, quads, geometryMatrix, colorMatrix) } func (o *Offscreen) projectionMatrix() [16]float32 { matrix := o.currentRenderTarget.ProjectionMatrix() if o.currentRenderTarget == o.mainFramebufferTexture { actualScreenHeight := o.screenHeight * o.screenScale // Flip Y and move to fit with the top of the window. matrix[1][1] *= -1 matrix[1][3] += float64(actualScreenHeight) / float64(graphics.AdjustSizeForTexture(actualScreenHeight)) * 2 } projectionMatrix := [16]float32{} for j := 0; j < 4; j++ { for i := 0; i < 4; i++ { projectionMatrix[i+j*4] = float32(matrix[i][j]) } } return projectionMatrix }