package opengl // #cgo LDFLAGS: -framework OpenGL // // #include // #include import "C" import ( "github.com/hajimehoshi/go-ebiten/graphics" "github.com/hajimehoshi/go-ebiten/graphics/matrix" "runtime" ) type Device struct { screenScale int context *Context } func NewDevice(screenWidth, screenHeight, screenScale int) *Device { graphicsContext := newContext(screenWidth, screenHeight, screenScale) device := &Device{ screenScale: screenScale, context: graphicsContext, } return device } func (device *Device) Init() { device.context.Init() } func (device *Device) Update(draw func(graphics.Context)) { context := device.context C.glEnable(C.GL_TEXTURE_2D) C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_NEAREST) C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_NEAREST) context.ResetOffscreen() context.Clear() draw(context) context.flush() C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_LINEAR) C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_LINEAR) // TODO: The name is not good. context.resetOffscreen() context.Clear() scale := float64(context.screenScale) geometryMatrix := matrix.Geometry{ [2][3]float64{ {scale, 0, 0}, {0, scale, 0}, }, } context.DrawTexture(graphics.TextureID(context.screen.id), geometryMatrix, matrix.IdentityColor()) context.flush() } func (device *Device) TextureFactory() graphics.TextureFactory { return device.context } func init() { runtime.LockOSThread() }