package opengl import ( "github.com/go-gl/gl" "github.com/hajimehoshi/ebiten/graphics" "github.com/hajimehoshi/ebiten/graphics/matrix" "github.com/hajimehoshi/ebiten/graphics/opengl/internal/shader" "image" "math" "sync" ) type ids struct { textures map[graphics.TextureID]*texture renderTargets map[graphics.RenderTargetID]*renderTarget renderTargetToTexture map[graphics.RenderTargetID]graphics.TextureID lastId int currentRenderTargetId graphics.RenderTargetID sync.RWMutex } var idsInstance = &ids{ textures: map[graphics.TextureID]*texture{}, renderTargets: map[graphics.RenderTargetID]*renderTarget{}, renderTargetToTexture: map[graphics.RenderTargetID]graphics.TextureID{}, currentRenderTargetId: -1, } func NewRenderTargetID(width, height int, filter graphics.Filter) (graphics.RenderTargetID, error) { return idsInstance.createRenderTarget(width, height, filter) } func NewTextureID(img image.Image, filter graphics.Filter) (graphics.TextureID, error) { return idsInstance.createTexture(img, filter) } func (i *ids) textureAt(id graphics.TextureID) *texture { i.RLock() defer i.RUnlock() return i.textures[id] } func (i *ids) renderTargetAt(id graphics.RenderTargetID) *renderTarget { i.RLock() defer i.RUnlock() return i.renderTargets[id] } func (i *ids) toTexture(id graphics.RenderTargetID) graphics.TextureID { i.RLock() defer i.RUnlock() return i.renderTargetToTexture[id] } func (i *ids) createTexture(img image.Image, filter graphics.Filter) (graphics.TextureID, error) { texture, err := createTextureFromImage(img, filter) if err != nil { return 0, err } i.Lock() defer i.Unlock() i.lastId++ textureId := graphics.TextureID(i.lastId) i.textures[textureId] = texture return textureId, nil } func (i *ids) createRenderTarget(width, height int, filter graphics.Filter) (graphics.RenderTargetID, error) { texture, err := createTexture(width, height, filter) if err != nil { return 0, err } framebuffer := createFramebuffer(gl.Texture(texture.native)) // The current binded framebuffer can be changed. i.currentRenderTargetId = -1 r := &renderTarget{ framebuffer: framebuffer, width: texture.width, height: texture.height, } i.Lock() defer i.Unlock() i.lastId++ textureId := graphics.TextureID(i.lastId) i.lastId++ renderTargetId := graphics.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 *renderTarget) graphics.RenderTargetID { i.Lock() defer i.Unlock() i.lastId++ id := graphics.RenderTargetID(i.lastId) i.renderTargets[id] = renderTarget return id } func (i *ids) deleteRenderTarget(id graphics.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 graphics.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 graphics.RenderTargetID, id graphics.TextureID, parts []graphics.TexturePart, geo matrix.Geometry, color matrix.Color) { texture := i.textureAt(id) i.setViewportIfNeeded(target) r := i.renderTargetAt(target) projectionMatrix := r.projectionMatrix() quads := shader.TextureQuads(parts, texture.width, texture.height) shader.DrawTexture(texture.native, projectionMatrix, quads, geo, color) } func (i *ids) setViewportIfNeeded(id graphics.RenderTargetID) { r := i.renderTargetAt(id) if i.currentRenderTargetId != id { r.setAsViewport() i.currentRenderTargetId = id } }