package opengl import ( "github.com/hajimehoshi/go-ebiten/graphics" "github.com/hajimehoshi/go-ebiten/graphics/matrix" "github.com/hajimehoshi/go-ebiten/graphics/opengl/rendertarget" ) type Context struct { screenId graphics.RenderTargetId mainId graphics.RenderTargetId currentId graphics.RenderTargetId ids *ids screenScale int } func newContext(ids *ids, screenWidth, screenHeight, screenScale int) *Context { mainFramebuffer := rendertarget.NewWithCurrentFramebuffer( screenWidth*screenScale, screenHeight*screenScale) context := &Context{ ids: ids, screenScale: screenScale, } context.mainId = context.ids.AddRenderTarget(mainFramebuffer) var err error context.screenId, err = ids.CreateRenderTarget( screenWidth, screenHeight, graphics.FilterNearest) if err != nil { panic("initializing the offscreen failed: " + err.Error()) } context.ResetOffscreen() context.Clear() enableAlphaBlending() return context } func (context *Context) Dispose() { // TODO: remove main framebuffer? context.ids.DeleteRenderTarget(context.screenId) } func (context *Context) Update(draw func(graphics.Context)) { context.ResetOffscreen() context.Clear() draw(context) context.SetOffscreen(context.mainId) context.Clear() scale := float64(context.screenScale) geometryMatrix := matrix.IdentityGeometry() geometryMatrix.Scale(scale, scale) context.DrawRenderTarget(context.screenId, geometryMatrix, matrix.IdentityColor()) flush() } func (context *Context) Clear() { context.Fill(0, 0, 0) } func (context *Context) Fill(r, g, b uint8) { context.ids.FillRenderTarget(context.currentId, r, g, b) } func (context *Context) DrawTexture( id graphics.TextureId, geo matrix.Geometry, color matrix.Color) { context.ids.DrawTexture(context.currentId, id, geo, color) } func (context *Context) DrawRenderTarget( id graphics.RenderTargetId, geo matrix.Geometry, color matrix.Color) { context.ids.DrawRenderTarget(context.currentId, id, geo, color) } func (context *Context) DrawTextureParts( id graphics.TextureId, parts []graphics.TexturePart, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) { context.ids.DrawTextureParts(context.currentId, id, parts, geometryMatrix, colorMatrix) } func (context *Context) DrawRenderTargetParts( id graphics.RenderTargetId, parts []graphics.TexturePart, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) { context.ids.DrawRenderTargetParts(context.currentId, id, parts, geometryMatrix, colorMatrix) } func (context *Context) ResetOffscreen() { context.currentId = context.screenId } func (context *Context) SetOffscreen(renderTargetId graphics.RenderTargetId) { context.currentId = renderTargetId }