/* 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 shader import ( "github.com/go-gl/gl" "github.com/hajimehoshi/ebiten" "sync" ) func glMatrix(ebiten [4][4]float64) [16]float32 { result := [16]float32{} for j := 0; j < 4; j++ { for i := 0; i < 4; i++ { result[i+j*4] = float32(ebiten[i][j]) } } return result } var once sync.Once // TODO: Use VBO func DrawTexture(native gl.Texture, width, height int, projectionMatrix [4][4]float64, parts []ebiten.TexturePart, geo ebiten.GeometryMatrix, color ebiten.ColorMatrix) { once.Do(func() { initialize() }) if len(parts) == 0 { return } quads := textureQuads(parts, width, height) // TODO: Check performance shaderProgram := use(glMatrix(projectionMatrix), geo, color) native.Bind(gl.TEXTURE_2D) defer gl.Texture(0).Bind(gl.TEXTURE_2D) vertexAttrLocation := getAttributeLocation(shaderProgram, "vertex") texCoordAttrLocation := getAttributeLocation(shaderProgram, "tex_coord") gl.EnableClientState(gl.VERTEX_ARRAY) gl.EnableClientState(gl.TEXTURE_COORD_ARRAY) vertexAttrLocation.EnableArray() texCoordAttrLocation.EnableArray() defer func() { texCoordAttrLocation.DisableArray() vertexAttrLocation.DisableArray() gl.DisableClientState(gl.TEXTURE_COORD_ARRAY) gl.DisableClientState(gl.VERTEX_ARRAY) }() vertices := []float32{} texCoords := []float32{} indicies := []uint32{} // TODO: Check len(parts) and gl.MAX_ELEMENTS_INDICES? for i, quad := range quads { x1 := quad.VertexX1 x2 := quad.VertexX2 y1 := quad.VertexY1 y2 := quad.VertexY2 vertices = append(vertices, x1, y1, x2, y1, x1, y2, x2, y2, ) u1 := quad.TextureCoordU1 u2 := quad.TextureCoordU2 v1 := quad.TextureCoordV1 v2 := quad.TextureCoordV2 texCoords = append(texCoords, u1, v1, u2, v1, u1, v2, u2, v2, ) base := uint32(i * 4) indicies = append(indicies, base, base+1, base+2, base+1, base+2, base+3, ) } vertexAttrLocation.AttribPointer(2, gl.FLOAT, false, 0, vertices) texCoordAttrLocation.AttribPointer(2, gl.FLOAT, false, 0, texCoords) gl.DrawElements(gl.TRIANGLES, len(indicies), gl.UNSIGNED_INT, indicies) }