ebiten/graphicscontext.go
2014-12-20 05:57:18 +09:00

109 lines
2.8 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/opengl"
)
func newGraphicsContext(screenWidth, screenHeight, screenScale int) (*graphicsContext, error) {
r, t, err := opengl.NewZeroRenderTarget(screenWidth*screenScale, screenHeight*screenScale, true)
if err != nil {
return nil, err
}
screen, err := idsInstance.createRenderTarget(screenWidth, screenHeight, gl.NEAREST)
if err != nil {
return nil, err
}
c := &graphicsContext{
currents: make([]*RenderTarget, 1),
defaultR: &RenderTarget{r, &Texture{t}},
screen: screen,
screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
}
idsInstance.fillRenderTarget(c.screen, 0, 0, 0)
return c, nil
}
type graphicsContext struct {
screen *RenderTarget
defaultR *RenderTarget
currents []*RenderTarget
screenWidth int
screenHeight int
screenScale int
}
var _ GraphicsContext = new(graphicsContext)
func (c *graphicsContext) dispose() {
// NOTE: Now this method is not used anywhere.
glRenderTarget := c.screen.glRenderTarget
texture := c.screen.texture
glTexture := texture.glTexture
glRenderTarget.Dispose()
glTexture.Dispose()
}
func (c *graphicsContext) Clear() error {
return c.Fill(0, 0, 0)
}
func (c *graphicsContext) Fill(r, g, b uint8) error {
return idsInstance.fillRenderTarget(c.currents[len(c.currents)-1], r, g, b)
}
func (c *graphicsContext) DrawTexture(texture *Texture, parts []TexturePart, geo GeometryMatrix, color ColorMatrix) error {
current := c.currents[len(c.currents)-1]
return idsInstance.drawTexture(current, texture, parts, geo, color)
}
func (c *graphicsContext) PushRenderTarget(renderTarget *RenderTarget) {
c.currents = append(c.currents, renderTarget)
}
func (c *graphicsContext) PopRenderTarget() {
c.currents = c.currents[:len(c.currents)-1]
}
func (c *graphicsContext) preUpdate() {
c.currents = c.currents[0:1]
c.currents[0] = c.defaultR
c.PushRenderTarget(c.screen)
c.Clear()
}
func (c *graphicsContext) postUpdate() {
c.PopRenderTarget()
c.Clear()
scale := float64(c.screenScale)
geo := GeometryMatrixI()
geo.Concat(ScaleGeometry(scale, scale))
DrawWholeTexture(c, c.screen.texture, geo, ColorMatrixI())
gl.Flush()
}