ebiten/graphicscontext.go
2014-12-14 17:00:11 +09:00

122 lines
3.0 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 initialize(screenWidth, screenHeight, screenScale int) (*graphicsContext, error) {
gl.Init()
gl.Enable(gl.TEXTURE_2D)
gl.Enable(gl.BLEND)
c := &graphicsContext{
screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
}
// The defualt framebuffer should be 0.
c.defaultID = idsInstance.addRenderTarget(&opengl.RenderTarget{
Width: screenWidth * screenScale,
Height: screenHeight * screenScale,
FlipY: true,
})
var err error
c.screenID, err = idsInstance.createRenderTarget(screenWidth, screenHeight, gl.NEAREST)
if err != nil {
return nil, err
}
// TODO: This is a special stack only for clearing. Can we change this?
c.currentIDs = []RenderTargetID{c.screenID}
c.Clear()
return c, nil
}
type graphicsContext struct {
screenID RenderTargetID
defaultID RenderTargetID
currentIDs []RenderTargetID
screenWidth int
screenHeight int
screenScale int
}
var _ GraphicsContext = new(graphicsContext)
func (c *graphicsContext) dispose() {
// NOTE: Now this method is not used anywhere.
idsInstance.deleteRenderTarget(c.screenID)
}
func (c *graphicsContext) Clear() {
c.Fill(0, 0, 0)
}
func (c *graphicsContext) Fill(r, g, b uint8) {
idsInstance.fillRenderTarget(c.currentIDs[len(c.currentIDs)-1], r, g, b)
}
func (c *graphicsContext) Texture(id TextureID) Drawer {
return &textureWithContext{id, c}
}
func (c *graphicsContext) RenderTarget(id RenderTargetID) Drawer {
return &textureWithContext{idsInstance.toTexture(id), c}
}
func (c *graphicsContext) PushRenderTarget(renderTargetID RenderTargetID) {
c.currentIDs = append(c.currentIDs, renderTargetID)
}
func (c *graphicsContext) PopRenderTarget() {
c.currentIDs = c.currentIDs[:len(c.currentIDs)-1]
}
func (c *graphicsContext) PreUpdate() {
c.currentIDs = []RenderTargetID{c.defaultID}
c.PushRenderTarget(c.screenID)
c.Clear()
}
func (c *graphicsContext) PostUpdate() {
c.PopRenderTarget()
c.Clear()
scale := float64(c.screenScale)
geo := GeometryMatrixI()
geo.Scale(scale, scale)
DrawWhole(c.RenderTarget(c.screenID), c.screenWidth, c.screenHeight, geo, ColorMatrixI())
gl.Flush()
}
type textureWithContext struct {
id TextureID
context *graphicsContext
}
func (t *textureWithContext) Draw(parts []TexturePart, geo GeometryMatrix, color ColorMatrix) {
currentID := t.context.currentIDs[len(t.context.currentIDs)-1]
idsInstance.drawTexture(currentID, t.id, parts, geo, color)
}