mirror of
https://github.com/hajimehoshi/ebiten.git
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109 lines
2.8 KiB
Go
109 lines
2.8 KiB
Go
package opengl
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// #cgo LDFLAGS: -framework OpenGL
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//
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// #include <stdlib.h>
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// #include <OpenGL/gl.h>
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import "C"
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import (
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"github.com/hajimehoshi/go-ebiten/graphics"
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"github.com/hajimehoshi/go-ebiten/graphics/matrix"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/offscreen"
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"math"
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)
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type Context struct {
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screenId graphics.RenderTargetId
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ids *ids
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offscreen *offscreen.Offscreen
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screenScale int
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}
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func newContext(ids *ids, screenWidth, screenHeight, screenScale int) *Context {
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context := &Context{
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ids: ids,
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offscreen: offscreen.New(screenWidth, screenHeight, screenScale),
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screenScale: screenScale,
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}
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var err error
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context.screenId, err = ids.CreateRenderTarget(
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screenWidth, screenHeight, graphics.FilterNearest)
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if err != nil {
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panic("initializing the offscreen failed: " + err.Error())
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}
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context.Clear()
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return context
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}
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func (context *Context) update(draw func(graphics.Context)) {
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C.glEnable(C.GL_TEXTURE_2D)
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C.glEnable(C.GL_BLEND)
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context.ResetOffscreen()
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context.Clear()
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draw(context)
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C.glFlush()
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context.offscreen.SetMainFramebuffer()
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context.Clear()
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scale := float64(context.screenScale)
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geometryMatrix := matrix.IdentityGeometry()
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geometryMatrix.Scale(scale, scale)
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context.DrawRenderTarget(context.screenId,
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geometryMatrix, matrix.IdentityColor())
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C.glFlush()
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}
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func (context *Context) Clear() {
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context.Fill(0, 0, 0)
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}
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func (context *Context) Fill(r, g, b uint8) {
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const max = float64(math.MaxUint8)
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C.glClearColor(
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C.GLclampf(float64(r)/max),
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C.GLclampf(float64(g)/max),
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C.GLclampf(float64(b)/max),
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1)
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C.glClear(C.GL_COLOR_BUFFER_BIT)
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}
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func (context *Context) DrawTexture(
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id graphics.TextureId,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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tex := context.ids.TextureAt(id)
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context.offscreen.DrawTexture(tex, geometryMatrix, colorMatrix)
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}
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func (context *Context) DrawRenderTarget(
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id graphics.RenderTargetId,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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context.DrawTexture(context.ids.ToTexture(id), geometryMatrix, colorMatrix)
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}
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func (context *Context) DrawTextureParts(
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id graphics.TextureId, parts []graphics.TexturePart,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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tex := context.ids.TextureAt(id)
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context.offscreen.DrawTextureParts(tex, parts, geometryMatrix, colorMatrix)
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}
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func (context *Context) DrawRenderTargetParts(
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id graphics.RenderTargetId, parts []graphics.TexturePart,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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context.DrawTextureParts(context.ids.ToTexture(id), parts, geometryMatrix, colorMatrix)
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}
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func (context *Context) ResetOffscreen() {
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context.SetOffscreen(context.screenId)
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}
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func (context *Context) SetOffscreen(renderTargetId graphics.RenderTargetId) {
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renderTarget := context.ids.RenderTargetAt(renderTargetId)
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context.offscreen.Set(renderTarget)
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}
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