mirror of
https://github.com/hajimehoshi/ebiten.git
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85 lines
2.4 KiB
Go
85 lines
2.4 KiB
Go
package offscreen
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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/rendertarget"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/texture"
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)
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type Offscreen struct {
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screenHeight int
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screenScale int
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currentRenderTarget *rendertarget.RenderTarget
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mainFramebufferTexture *rendertarget.RenderTarget
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}
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func New(screenWidth, screenHeight, screenScale int) *Offscreen {
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offscreen := &Offscreen{
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screenHeight: screenHeight,
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screenScale: screenScale,
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}
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mainFramebuffer := C.GLint(0)
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C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &mainFramebuffer)
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var err error
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offscreen.mainFramebufferTexture, err = rendertarget.CreateWithFramebuffer(
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screenWidth*screenScale,
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screenHeight*screenScale,
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texture.Framebuffer(mainFramebuffer))
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if err != nil {
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panic("creating main framebuffer failed: " + err.Error())
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}
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offscreen.currentRenderTarget = offscreen.mainFramebufferTexture
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return offscreen
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}
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func (o *Offscreen) Set(rt *rendertarget.RenderTarget) {
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C.glFlush()
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o.currentRenderTarget = rt
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rt.SetAsViewport()
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}
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func (o *Offscreen) SetMainFramebuffer() {
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o.Set(o.mainFramebufferTexture)
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}
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func (o *Offscreen) DrawTexture(texture *texture.Texture,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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projectionMatrix := o.projectionMatrix()
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texture.Draw(projectionMatrix, geometryMatrix, colorMatrix)
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}
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func (o *Offscreen) DrawTextureParts(texture *texture.Texture,
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parts []graphics.TexturePart,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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projectionMatrix := o.projectionMatrix()
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texture.DrawParts(parts, projectionMatrix, geometryMatrix, colorMatrix)
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}
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func (o *Offscreen) projectionMatrix() [16]float32 {
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matrix := o.currentRenderTarget.ProjectionMatrix()
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if o.currentRenderTarget == o.mainFramebufferTexture {
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actualScreenHeight := o.screenHeight * o.screenScale
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// Flip Y and move to fit with the top of the window.
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matrix[1][1] *= -1
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matrix[1][3] += float64(actualScreenHeight) /
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float64(graphics.AdjustSizeForTexture(actualScreenHeight)) * 2
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}
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projectionMatrix := [16]float32{}
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for j := 0; j < 4; j++ {
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for i := 0; i < 4; i++ {
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projectionMatrix[i+j*4] = float32(matrix[i][j])
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}
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}
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return projectionMatrix
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}
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