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8fd377f1e3
This is a preparation to introduce shaders. Shader programs require images as uniform variables, but the current way would make API complex unnecessarily.
125 lines
3.2 KiB
Go
125 lines
3.2 KiB
Go
// Copyright 2018 The Ebiten Authors
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//
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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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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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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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package opengl
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import (
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"github.com/hajimehoshi/ebiten/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/graphics"
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)
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type Image struct {
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id driver.ImageID
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graphics *Graphics
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textureNative textureNative
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framebuffer *framebuffer
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pbo buffer
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width int
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height int
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screen bool
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}
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func (i *Image) ID() driver.ImageID {
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return i.id
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}
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func (i *Image) IsInvalidated() bool {
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return !i.graphics.context.isTexture(i.textureNative)
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}
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func (i *Image) Dispose() {
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if !i.pbo.equal(*new(buffer)) {
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i.graphics.context.deleteBuffer(i.pbo)
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}
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if i.framebuffer != nil {
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i.framebuffer.delete(&i.graphics.context)
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}
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if !i.textureNative.equal(*new(textureNative)) {
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i.graphics.context.deleteTexture(i.textureNative)
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}
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i.graphics.removeImage(i)
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}
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func (i *Image) setViewport() error {
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if err := i.ensureFramebuffer(); err != nil {
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return err
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}
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i.graphics.context.setViewport(i.framebuffer)
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return nil
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}
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func (i *Image) Pixels() ([]byte, error) {
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if err := i.ensureFramebuffer(); err != nil {
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return nil, err
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}
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p, err := i.graphics.context.framebufferPixels(i.framebuffer, i.width, i.height)
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if err != nil {
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return nil, err
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}
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return p, nil
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}
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func (i *Image) ensureFramebuffer() error {
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if i.framebuffer != nil {
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return nil
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}
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if i.screen {
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// The (default) framebuffer size can't be converted to a power of 2.
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// On browsers, c.width and c.height are used as viewport size and
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// Edge can't treat a bigger viewport than the drawing area (#71).
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i.framebuffer = newScreenFramebuffer(&i.graphics.context, i.width, i.height)
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return nil
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}
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w, h := graphics.InternalImageSize(i.width), graphics.InternalImageSize(i.height)
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f, err := newFramebufferFromTexture(&i.graphics.context, i.textureNative, w, h)
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if err != nil {
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return err
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}
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i.framebuffer = f
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return nil
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}
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func (i *Image) ReplacePixels(args []*driver.ReplacePixelsArgs) {
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if i.screen {
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panic("opengl: ReplacePixels cannot be called on the screen, that doesn't have a texture")
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}
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if len(args) == 0 {
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return
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}
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// glFlush is necessary on Android.
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// glTexSubImage2D didn't work without this hack at least on Nexus 5x and NuAns NEO [Reloaded] (#211).
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if i.graphics.drawCalled {
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i.graphics.context.flush()
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}
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i.graphics.drawCalled = false
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w, h := i.width, i.height
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if !i.graphics.context.canUsePBO() {
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i.graphics.context.texSubImage2D(i.textureNative, w, h, args)
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return
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}
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if i.pbo.equal(*new(buffer)) {
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i.pbo = i.graphics.context.newPixelBufferObject(w, h)
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}
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if i.pbo.equal(*new(buffer)) {
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panic("opengl: newPixelBufferObject failed")
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}
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i.graphics.context.replacePixelsWithPBO(i.pbo, i.textureNative, w, h, args)
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}
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