ebiten/graphics/opengl/context.go
2013-11-26 23:05:54 +09:00

155 lines
4.2 KiB
Go

package opengl
// #cgo LDFLAGS: -framework OpenGL
//
// #include <stdlib.h>
// #include <OpenGL/gl.h>
import "C"
import (
"github.com/hajimehoshi/go-ebiten/graphics"
"github.com/hajimehoshi/go-ebiten/graphics/matrix"
"github.com/hajimehoshi/go-ebiten/graphics/opengl/rendertarget"
"github.com/hajimehoshi/go-ebiten/graphics/opengl/shader"
"github.com/hajimehoshi/go-ebiten/graphics/opengl/texture"
grendertarget "github.com/hajimehoshi/go-ebiten/graphics/rendertarget"
gtexture "github.com/hajimehoshi/go-ebiten/graphics/texture"
"image"
"math"
)
type Context struct {
screenId graphics.RenderTargetId
screenWidth int
screenHeight int
screenScale int
ids *ids
mainFramebufferTexture *grendertarget.RenderTarget
projectionMatrix [16]float32
}
func newContext(screenWidth, screenHeight, screenScale int) *Context {
context := &Context{
screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
ids: newIds(),
}
// The main framebuffer should be created sooner than any other
// framebuffers!
mainFramebuffer := C.GLint(0)
C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &mainFramebuffer)
var err error
context.mainFramebufferTexture, err = rendertarget.NewWithFramebuffer(
context.screenWidth*context.screenScale,
context.screenHeight*context.screenScale,
rendertarget.Framebuffer(mainFramebuffer))
if err != nil {
panic("creating main framebuffer failed: " + err.Error())
}
context.screenId, err = context.createRenderTarget(
context.screenWidth, context.screenHeight, texture.FilterNearest)
if err != nil {
panic("initializing the offscreen failed: " + err.Error())
}
context.Init()
return context
}
func (context *Context) ToTexture(renderTargetId graphics.RenderTargetId) graphics.TextureId {
return context.ids.ToTexture(renderTargetId)
}
func (context *Context) Clear() {
context.Fill(0, 0, 0)
}
func (context *Context) Fill(r, g, b uint8) {
const max = float64(math.MaxUint8)
C.glClearColor(
C.GLclampf(float64(r)/max),
C.GLclampf(float64(g)/max),
C.GLclampf(float64(b)/max),
1)
C.glClear(C.GL_COLOR_BUFFER_BIT)
}
func (context *Context) DrawTexture(
textureId graphics.TextureId,
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
tex := context.ids.TextureAt(textureId)
tex.Draw(func(native interface{}, quads []gtexture.Quad) {
shader.DrawTexture(native.(texture.Native),
context.projectionMatrix, quads,
geometryMatrix, colorMatrix)
})
}
func (context *Context) DrawTextureParts(
textureId graphics.TextureId, parts []graphics.TexturePart,
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
tex := context.ids.TextureAt(textureId)
tex.DrawParts(parts, func(native interface{}, quads []gtexture.Quad) {
shader.DrawTexture(native.(texture.Native),
context.projectionMatrix, quads,
geometryMatrix, colorMatrix)
})
}
func (context *Context) Init() {
C.glEnable(C.GL_TEXTURE_2D)
C.glEnable(C.GL_BLEND)
}
func (context *Context) ResetOffscreen() {
context.SetOffscreen(context.screenId)
}
func (context *Context) SetOffscreen(renderTargetId graphics.RenderTargetId) {
renderTarget := context.ids.RenderTargetAt(renderTargetId)
context.setOffscreen(renderTarget)
}
func (context *Context) setOffscreen(rt *grendertarget.RenderTarget) {
C.glFlush()
setter := &OffscreenSetter{
context.screenHeight,
context.screenScale,
rt == context.mainFramebufferTexture,
&context.projectionMatrix,
}
rt.SetAsOffscreen(setter)
}
func (context *Context) setMainFramebufferOffscreen() {
context.setOffscreen(context.mainFramebufferTexture)
}
func (context *Context) flush() {
C.glFlush()
}
func (context *Context) createRenderTarget(width, height int, filter texture.Filter) (
graphics.RenderTargetId, error) {
renderTargetId, err := context.ids.CreateRenderTarget(width, height, filter)
if err != nil {
return 0, err
}
return renderTargetId, nil
}
func (context *Context) NewRenderTarget(width, height int) (
graphics.RenderTargetId, error) {
return context.createRenderTarget(width, height, texture.FilterLinear)
}
func (context *Context) NewTextureFromImage(img image.Image) (
graphics.TextureId, error) {
return context.ids.CreateTextureFromImage(img)
}