ebiten/graphics/opengl/context.go
2014-01-11 08:59:38 +09:00

108 lines
2.8 KiB
Go

package opengl
// #cgo LDFLAGS: -framework OpenGL
//
// #include <stdlib.h>
// #include <OpenGL/gl.h>
import "C"
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()
return context
}
func (context *Context) Dispose() {
// TODO: remove main framebuffer?
context.ids.DeleteRenderTarget(context.screenId)
}
func (context *Context) update(draw func(graphics.Context)) {
C.glEnable(C.GL_TEXTURE_2D)
C.glEnable(C.GL_BLEND)
context.ResetOffscreen()
context.Clear()
draw(context)
C.glFlush()
context.SetOffscreen(context.mainId)
context.Clear()
scale := float64(context.screenScale)
geometryMatrix := matrix.IdentityGeometry()
geometryMatrix.Scale(scale, scale)
context.DrawRenderTarget(context.screenId,
geometryMatrix, matrix.IdentityColor())
C.glFlush()
}
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
}