package graphics // #cgo LDFLAGS: -framework OpenGL // // #include import "C" import ( "image" "unsafe" "../ui" ) func Clp2(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 { id C.GLuint Width int Height int TextureWidth int TextureHeight int } func createTexture(width, height int, pixels []uint8) *Texture{ textureWidth := int(Clp2(uint64(width))) textureHeight := int(Clp2(uint64(height))) if width != textureWidth { panic("sorry, but width should be power of 2") } if height != textureHeight { panic("sorry, but height should be power of 2") } texture := &Texture{ id: 0, Width: width, Height: height, TextureWidth: textureWidth, TextureHeight: textureHeight, } ch := make(chan C.GLuint) ui.ExecuteOnUIThread(func() { textureID := C.GLuint(0) C.glGenTextures(1, (*C.GLuint)(&textureID)) C.glPixelStorei(C.GL_UNPACK_ALIGNMENT, 4) C.glBindTexture(C.GL_TEXTURE_2D, C.GLuint(textureID)) if textureID != 0 { panic("glBindTexture failed") } ptr := unsafe.Pointer(nil) if pixels != nil { ptr = unsafe.Pointer(&pixels[0]) } C.glTexImage2D(C.GL_TEXTURE_2D, 0, C.GL_RGBA, C.GLsizei(textureWidth), C.GLsizei(textureHeight), 0, C.GL_RGBA, C.GL_UNSIGNED_BYTE, ptr) 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) ch<- textureID close(ch) }) // TODO: should wait? go func() { texture.id = <-ch }() return texture } func NewTexture(width, height int) *Texture { return createTexture(width, height, nil) } func NewTextureFromRGBA(image *image.RGBA) *Texture { return createTexture(image.Rect.Size().X, image.Rect.Size().Y, image.Pix) } func (texture *Texture) IsAvailable() bool { return texture.id != 0 } func init() { // TODO: Initialize OpenGL here? }