ebiten/internal/graphics/draw.go
2016-02-16 01:49:27 +09:00

96 lines
2.7 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 graphics
import (
"errors"
"fmt"
"github.com/hajimehoshi/ebiten/internal/graphics/opengl"
)
func glMatrix(m *[4][4]float64) []float32 {
return []float32{
float32(m[0][0]), float32(m[1][0]), float32(m[2][0]), float32(m[3][0]),
float32(m[0][1]), float32(m[1][1]), float32(m[2][1]), float32(m[3][1]),
float32(m[0][2]), float32(m[1][2]), float32(m[2][2]), float32(m[3][2]),
float32(m[0][3]), float32(m[1][3]), float32(m[2][3]), float32(m[3][3]),
}
}
type Matrix interface {
Element(i, j int) float64
}
var vertices = make([]int16, 16*quadsMaxNum)
var shadersInitialized = false
func drawTexture(c *opengl.Context, texture opengl.Texture, projectionMatrix *[4][4]float64, quads TextureQuads, geo Matrix, color Matrix) error {
// NOTE: WebGL doesn't seem to have Check gl.MAX_ELEMENTS_VERTICES or gl.MAX_ELEMENTS_INDICES so far.
// Let's use them to compare to len(quads) in the future.
if !shadersInitialized {
if err := initialize(c); err != nil {
return err
}
shadersInitialized = true
}
if quads.Len() == 0 {
return nil
}
if quadsMaxNum < quads.Len() {
return errors.New(fmt.Sprintf("len(quads) must be equal to or less than %d", quadsMaxNum))
}
p := programContext{
program: programTexture,
context: c,
projectionMatrix: glMatrix(projectionMatrix),
texture: texture,
geoM: geo,
colorM: color,
}
p.begin()
defer p.end()
for i := 0; i < quads.Len(); i++ {
x0, y0, x1, y1 := quads.Vertex(i)
u0, v0, u1, v1 := quads.Texture(i)
vertices[16*i] = int16(x0)
vertices[16*i+1] = int16(y0)
vertices[16*i+2] = int16(u0)
vertices[16*i+3] = int16(v0)
vertices[16*i+4] = int16(x1)
vertices[16*i+5] = int16(y0)
vertices[16*i+6] = int16(u1)
vertices[16*i+7] = int16(v0)
vertices[16*i+8] = int16(x0)
vertices[16*i+9] = int16(y1)
vertices[16*i+10] = int16(u0)
vertices[16*i+11] = int16(v1)
vertices[16*i+12] = int16(x1)
vertices[16*i+13] = int16(y1)
vertices[16*i+14] = int16(u1)
vertices[16*i+15] = int16(v1)
}
if len(vertices) == 0 {
return nil
}
c.BufferSubData(c.ArrayBuffer, vertices[:16*quads.Len()])
c.DrawElements(c.Triangles, 6*quads.Len())
return nil
}