// 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 graphicscommand import ( "github.com/hajimehoshi/ebiten/internal/opengl" ) // framebuffer is a wrapper of OpenGL's framebuffer. type framebuffer struct { native opengl.Framebuffer proMatrix []float32 width int height int } // newFramebufferFromTexture creates a framebuffer from the given texture. func newFramebufferFromTexture(texture *texture, width, height int) (*framebuffer, error) { native, err := opengl.GetContext().NewFramebuffer(opengl.Texture(texture.native)) if err != nil { return nil, err } return &framebuffer{ native: native, width: width, height: height, }, nil } // newScreenFramebuffer creates a framebuffer for the screen. func newScreenFramebuffer(width, height int) *framebuffer { return &framebuffer{ native: opengl.GetContext().ScreenFramebuffer(), width: width, height: height, } } // viewportSize returns the viewport size of the framebuffer. func (f *framebuffer) viewportSize() (int, int) { // On some environments, viewport size must be within the framebuffer size. // e.g. Edge (#71), Chrome on GPD Pocket (#420), macOS Mojave (#691). // Use the same size of the framebuffer here. return f.width, f.height } // setAsViewport sets the framebuffer as the current viewport. func (f *framebuffer) setAsViewport() { w, h := f.viewportSize() opengl.GetContext().SetViewport(f.native, w, h) } // projectionMatrix returns a projection matrix of the framebuffer. // // A projection matrix converts the coodinates on the framebuffer // (0, 0) - (viewport width, viewport height) // to the normalized device coodinates (-1, -1) - (1, 1) with adjustment. func (f *framebuffer) projectionMatrix() []float32 { if f.proMatrix != nil { return f.proMatrix } w, h := f.viewportSize() f.proMatrix = opengl.OrthoProjectionMatrix(0, w, 0, h) return f.proMatrix }