mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 04:08:53 +01:00
92 lines
2.5 KiB
Go
92 lines
2.5 KiB
Go
// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package graphics
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import (
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"errors"
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"fmt"
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"github.com/hajimehoshi/ebiten/internal/graphics/opengl"
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)
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func glMatrix(m *[4][4]float64) []float32 {
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return []float32{
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float32(m[0][0]), float32(m[1][0]), float32(m[2][0]), float32(m[3][0]),
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float32(m[0][1]), float32(m[1][1]), float32(m[2][1]), float32(m[3][1]),
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float32(m[0][2]), float32(m[1][2]), float32(m[2][2]), float32(m[3][2]),
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float32(m[0][3]), float32(m[1][3]), float32(m[2][3]), float32(m[3][3]),
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}
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}
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type Matrix interface {
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Element(i, j int) float64
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}
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var vertices = make([]int16, 0, 4*8*quadsMaxNum)
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var shadersInitialized = false
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func drawTexture(c *opengl.Context, texture opengl.Texture, projectionMatrix *[4][4]float64, quads TextureQuads, geo Matrix, color Matrix) error {
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// NOTE: WebGL doesn't seem to have Check gl.MAX_ELEMENTS_VERTICES or gl.MAX_ELEMENTS_INDICES so far.
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// Let's use them to compare to len(quads) in the future.
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if !shadersInitialized {
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if err := initialize(c); err != nil {
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return err
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}
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shadersInitialized = true
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}
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if quads.Len() == 0 {
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return nil
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}
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if quadsMaxNum < quads.Len() {
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return errors.New(fmt.Sprintf("len(quads) must be equal to or less than %d", quadsMaxNum))
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}
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p := programContext{
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program: programTexture,
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context: c,
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projectionMatrix: glMatrix(projectionMatrix),
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texture: texture,
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geoM: geo,
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colorM: color,
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}
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p.begin()
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defer p.end()
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vertices := vertices[0:0]
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num := 0
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for i := 0; i < quads.Len(); i++ {
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x0, y0, x1, y1 := quads.Vertex(i)
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u0, v0, u1, v1 := quads.Texture(i)
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if x0 == x1 || y0 == y1 || u0 == u1 || v0 == v1 {
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continue
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}
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vertices = append(vertices,
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int16(x0), int16(y0), int16(u0), int16(v0),
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int16(x1), int16(y0), int16(u1), int16(v0),
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int16(x0), int16(y1), int16(u0), int16(v1),
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int16(x1), int16(y1), int16(u1), int16(v1),
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)
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num++
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}
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if len(vertices) == 0 {
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return nil
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}
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c.BufferSubData(c.ArrayBuffer, vertices)
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c.DrawElements(c.Triangles, 6*num)
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return nil
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}
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