ebiten/graphics/opengl/ids.go
2014-10-12 14:07:44 +09:00

181 lines
4.3 KiB
Go

package opengl
// #cgo LDFLAGS: -framework OpenGL
//
// #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/shader"
"image"
"math"
"sync"
)
func glMatrix(matrix [4][4]float64) [16]float32 {
result := [16]float32{}
for j := 0; j < 4; j++ {
for i := 0; i < 4; i++ {
result[i+j*4] = float32(matrix[i][j])
}
}
return result
}
type ids struct {
textures map[graphics.TextureId]*Texture
renderTargets map[graphics.RenderTargetId]*RenderTarget
renderTargetToTexture map[graphics.RenderTargetId]graphics.TextureId
lastId int
currentRenderTargetId graphics.RenderTargetId
sync.RWMutex
}
var idsInstance = &ids{
textures: map[graphics.TextureId]*Texture{},
renderTargets: map[graphics.RenderTargetId]*RenderTarget{},
renderTargetToTexture: map[graphics.RenderTargetId]graphics.TextureId{},
currentRenderTargetId: -1,
}
func CreateRenderTarget(
width, height int,
filter graphics.Filter) (graphics.RenderTargetId, error) {
return idsInstance.createRenderTarget(width, height, filter)
}
func CreateTexture(
img image.Image,
filter graphics.Filter) (graphics.TextureId, error) {
return idsInstance.createTexture(img, filter)
}
func (i *ids) textureAt(id graphics.TextureId) *Texture {
i.RLock()
defer i.RUnlock()
return i.textures[id]
}
func (i *ids) renderTargetAt(id graphics.RenderTargetId) *RenderTarget {
i.RLock()
defer i.RUnlock()
return i.renderTargets[id]
}
func (i *ids) toTexture(id graphics.RenderTargetId) graphics.TextureId {
i.RLock()
defer i.RUnlock()
return i.renderTargetToTexture[id]
}
func (i *ids) createTexture(img image.Image, filter graphics.Filter) (
graphics.TextureId, error) {
texture, err := createTextureFromImage(img, filter)
if err != nil {
return 0, err
}
i.Lock()
defer i.Unlock()
i.lastId++
textureId := graphics.TextureId(i.lastId)
i.textures[textureId] = texture
return textureId, nil
}
func (i *ids) createRenderTarget(width, height int, filter graphics.Filter) (
graphics.RenderTargetId, error) {
texture, err := createTexture(width, height, filter)
if err != nil {
return 0, err
}
framebuffer := createFramebuffer(texture.native)
// The current binded framebuffer can be changed.
i.currentRenderTargetId = -1
renderTarget := &RenderTarget{
framebuffer: framebuffer,
width: texture.width,
height: texture.height,
}
i.Lock()
defer i.Unlock()
i.lastId++
textureId := graphics.TextureId(i.lastId)
i.lastId++
renderTargetId := graphics.RenderTargetId(i.lastId)
i.textures[textureId] = texture
i.renderTargets[renderTargetId] = renderTarget
i.renderTargetToTexture[renderTargetId] = textureId
return renderTargetId, nil
}
// NOTE: renderTarget can't be used as a texture.
func (i *ids) addRenderTarget(renderTarget *RenderTarget) graphics.RenderTargetId {
i.Lock()
defer i.Unlock()
i.lastId++
id := graphics.RenderTargetId(i.lastId)
i.renderTargets[id] = renderTarget
return id
}
func (i *ids) deleteRenderTarget(id graphics.RenderTargetId) {
i.Lock()
defer i.Unlock()
renderTarget := i.renderTargets[id]
textureId := i.renderTargetToTexture[id]
texture := i.textures[textureId]
renderTarget.dispose()
texture.dispose()
delete(i.renderTargets, id)
delete(i.renderTargetToTexture, id)
delete(i.textures, textureId)
}
func (i *ids) fillRenderTarget(id graphics.RenderTargetId, r, g, b uint8) {
i.setViewportIfNeeded(id)
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 (i *ids) drawTexture(
target graphics.RenderTargetId,
id graphics.TextureId,
parts []graphics.TexturePart,
geo matrix.Geometry,
color matrix.Color) {
texture := i.textureAt(id)
i.setViewportIfNeeded(target)
r := i.renderTargetAt(target)
projectionMatrix := r.projectionMatrix()
quads := graphics.TextureQuads(parts, texture.width, texture.height)
shader.DrawTexture(
shader.NativeTexture(texture.native),
glMatrix(projectionMatrix),
quads,
geo,
color)
}
func (i *ids) setViewportIfNeeded(id graphics.RenderTargetId) {
r := i.renderTargetAt(id)
if i.currentRenderTargetId != id {
r.setAsViewport()
i.currentRenderTargetId = id
}
}