ebiten/image.go
2014-12-22 11:10:08 +09:00

137 lines
3.6 KiB
Go

/*
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 ebiten
import (
"github.com/go-gl/gl"
"github.com/hajimehoshi/ebiten/internal"
"github.com/hajimehoshi/ebiten/internal/opengl"
"github.com/hajimehoshi/ebiten/internal/opengl/internal/shader"
"image/color"
)
type innerImage struct {
// TODO: Rename them later.
glRenderTarget *opengl.Image
glTexture *opengl.Texture
}
func newInnerImage(glTexture *opengl.Texture, filter int) (*innerImage, error) {
glRenderTarget, err := opengl.NewRenderTargetFromTexture(glTexture)
if err != nil {
return nil, err
}
return &innerImage{glRenderTarget, glTexture}, nil
}
func (r *innerImage) size() (width, height int) {
return r.glRenderTarget.Size()
}
func (r *innerImage) Clear() error {
return r.Fill(color.Transparent)
}
func (r *innerImage) Fill(clr color.Color) error {
if err := r.glRenderTarget.SetAsViewport(); err != nil {
return err
}
rf, gf, bf, af := internal.RGBA(clr)
gl.ClearColor(gl.GLclampf(rf), gl.GLclampf(gf), gl.GLclampf(bf), gl.GLclampf(af))
gl.Clear(gl.COLOR_BUFFER_BIT)
return nil
}
func (r *innerImage) drawImage(image *innerImage, parts []ImagePart, geo GeometryMatrix, color ColorMatrix) error {
if err := r.glRenderTarget.SetAsViewport(); err != nil {
return err
}
w, h := image.glTexture.Size()
quads := textureQuads(parts, w, h)
targetNativeTexture := gl.Texture(0)
if r.glTexture != nil {
targetNativeTexture = r.glTexture.Native()
}
w2, h2 := r.size()
projectionMatrix := r.glRenderTarget.ProjectionMatrix()
shader.DrawTexture(image.glTexture.Native(), targetNativeTexture, w2, h2, projectionMatrix, quads, &geo, &color)
return nil
}
func u(x float64, width int) float32 {
return float32(x) / float32(internal.NextPowerOf2Int(width))
}
func v(y float64, height int) float32 {
return float32(y) / float32(internal.NextPowerOf2Int(height))
}
func textureQuads(parts []ImagePart, width, height int) []shader.TextureQuad {
quads := make([]shader.TextureQuad, 0, len(parts))
for _, part := range parts {
x1 := float32(part.Dst.X)
x2 := float32(part.Dst.X + part.Dst.Width)
y1 := float32(part.Dst.Y)
y2 := float32(part.Dst.Y + part.Dst.Height)
u1 := u(part.Src.X, width)
u2 := u(part.Src.X+part.Src.Width, width)
v1 := v(part.Src.Y, height)
v2 := v(part.Src.Y+part.Src.Height, height)
quad := shader.TextureQuad{x1, x2, y1, y2, u1, u2, v1, v2}
quads = append(quads, quad)
}
return quads
}
type syncer interface {
Sync(func())
}
type Image struct {
syncer syncer
inner *innerImage
}
func (r *Image) Size() (width, height int) {
return r.inner.size()
}
func (r *Image) Clear() (err error) {
r.syncer.Sync(func() {
err = r.inner.Clear()
})
return
}
func (r *Image) Fill(clr color.Color) (err error) {
r.syncer.Sync(func() {
err = r.inner.Fill(clr)
})
return
}
func (r *Image) DrawImage(image *Image, parts []ImagePart, geo GeometryMatrix, color ColorMatrix) (err error) {
return r.drawImage(image.inner, parts, geo, color)
}
func (r *Image) drawImage(image *innerImage, parts []ImagePart, geo GeometryMatrix, color ColorMatrix) (err error) {
r.syncer.Sync(func() {
err = r.inner.drawImage(image, parts, geo, color)
})
return
}