ebiten/graphics/opengl/device.go
2013-06-27 01:46:13 +09:00

90 lines
2.1 KiB
Go

package opengl
// #cgo LDFLAGS: -framework OpenGL
//
// #include <OpenGL/gl.h>
// #include <stdlib.h>
import "C"
import (
"github.com/hajimehoshi/go.ebiten/graphics"
"github.com/hajimehoshi/go.ebiten/graphics/matrix"
)
type Device struct {
screenWidth int
screenHeight int
screenScale int
graphicsContext *GraphicsContext
offscreenTexture graphics.Texture
deviceUpdate chan chan graphics.Drawable
updating chan chan func()
}
func NewDevice(screenWidth, screenHeight, screenScale int, updating chan chan func()) *Device {
graphicsContext := newGraphicsContext(screenWidth, screenHeight, screenScale)
device := &Device{
screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
deviceUpdate: make(chan chan graphics.Drawable),
graphicsContext: graphicsContext,
updating: updating,
}
device.offscreenTexture =
device.graphicsContext.NewTexture(screenWidth, screenHeight)
go func() {
for {
ch := <-device.updating
ch <- device.Update
}
}()
return device
}
func (device *Device) Drawing() <-chan chan graphics.Drawable {
return device.deviceUpdate
}
func (device *Device) OffscreenTexture() graphics.Texture {
return device.offscreenTexture
}
func (device *Device) Update() {
g := device.graphicsContext
C.glEnable(C.GL_TEXTURE_2D)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_NEAREST)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_NEAREST)
g.SetOffscreen(device.offscreenTexture.ID)
g.Clear()
ch := make(chan graphics.Drawable)
device.deviceUpdate <- ch
drawable := <-ch
drawable.Draw(g, device.offscreenTexture)
g.flush()
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_LINEAR)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_LINEAR)
g.resetOffscreen()
g.Clear()
scale := float64(g.screenScale)
geometryMatrix := matrix.Geometry{
[2][3]float64{
{scale, 0, 0},
{0, scale, 0},
},
}
g.DrawTexture(device.offscreenTexture.ID,
geometryMatrix, matrix.IdentityColor())
g.flush()
}
func (device *Device) TextureFactory() graphics.TextureFactory {
return device.graphicsContext
}