mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 03:38:55 +01:00
83 lines
2.4 KiB
Go
83 lines
2.4 KiB
Go
/*
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Copyright 2014 Hajime Hoshi
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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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http://www.apache.org/licenses/LICENSE-2.0
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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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*/
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package ebiten
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import (
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"github.com/go-gl/gl"
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"github.com/hajimehoshi/ebiten/internal/opengl"
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"github.com/hajimehoshi/ebiten/internal/opengl/internal/shader"
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"math"
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)
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// ids manages the current render target to be used.
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// TODO: Change this name. `ids` is not appropriate for now.
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type ids struct {
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currentRenderTarget *RenderTarget
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}
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var idsInstance = &ids{}
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func (i *ids) createRenderTarget(width, height int, filter int) (*RenderTarget, error) {
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glTexture, err := opengl.NewTexture(width, height, filter)
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if err != nil {
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return nil, err
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}
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// The current binded framebuffer can be changed.
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i.currentRenderTarget = nil
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glRenderTarget, err := opengl.NewRenderTargetFromTexture(glTexture)
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if err != nil {
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return nil, err
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}
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texture := &Texture{glTexture}
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renderTarget := &RenderTarget{glRenderTarget, texture}
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return renderTarget, nil
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}
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func (i *ids) fillRenderTarget(renderTarget *RenderTarget, r, g, b uint8) error {
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if err := i.setViewportIfNeeded(renderTarget); err != nil {
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return err
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}
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const max = float64(math.MaxUint8)
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gl.ClearColor(gl.GLclampf(float64(r)/max), gl.GLclampf(float64(g)/max), gl.GLclampf(float64(b)/max), 1)
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gl.Clear(gl.COLOR_BUFFER_BIT)
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return nil
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}
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func (i *ids) drawTexture(target *RenderTarget, texture *Texture, parts []TexturePart, geo GeometryMatrix, color ColorMatrix) error {
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glTexture := texture.glTexture
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if err := i.setViewportIfNeeded(target); err != nil {
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return err
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}
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projectionMatrix := target.glRenderTarget.ProjectionMatrix()
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quads := textureQuads(parts, glTexture.Width(), glTexture.Height())
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shader.DrawTexture(glTexture.Native(), projectionMatrix, quads, &geo, &color)
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return nil
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}
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func (i *ids) setViewportIfNeeded(renderTarget *RenderTarget) error {
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if i.currentRenderTarget != renderTarget {
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if err := renderTarget.glRenderTarget.SetAsViewport(); err != nil {
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return err
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}
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i.currentRenderTarget = renderTarget
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}
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return nil
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}
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