switch all rendering to opengl
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caf1aac6e6
commit
9eac33ef79
@ -20,6 +20,8 @@ var state struct {
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windows []*Window
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}
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type Handle uint32
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type Scene interface {
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Init(window *Window) error
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Advance(window *Window) error
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@ -4,47 +4,44 @@ import (
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"image/color"
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"unsafe"
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"github.com/veandco/go-sdl2/sdl"
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"github.com/FooSoft/lazarus/math"
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"github.com/go-gl/gl/v2.1/gl"
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)
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type Texture struct {
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sdlTexture *sdl.Texture
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size math.Vec2i
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glHandle uint32
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}
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func newTextureFromRgba(renderer *sdl.Renderer, colors []color.RGBA, width, height int) (*Texture, error) {
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surface, err := sdl.CreateRGBSurfaceFrom(
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unsafe.Pointer(&colors[0]),
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int32(width),
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int32(height),
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32,
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width*4,
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0x000000ff,
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0x0000ff00,
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0x00ff0000,
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0xff000000,
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)
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func newTextureFromRgba(colors []color.RGBA, width, height int) (*Texture, error) {
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var glHandleLast int32
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gl.GetIntegerv(gl.TEXTURE_BINDING_2D, &glHandleLast)
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if err != nil {
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return nil, nil
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var glHandle uint32
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gl.GenTextures(1, &glHandle)
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gl.BindTexture(gl.TEXTURE_2D, glHandle)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&colors[0]))
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gl.BindTexture(gl.TEXTURE_2D, uint32(glHandleLast))
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return &Texture{math.Vec2i{width, height}, glHandle}, nil
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}
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sdlTexture, err := renderer.CreateTextureFromSurface(surface)
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if err != nil {
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surface.Free()
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func (t *Texture) Handle() Handle {
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return Handle(t.glHandle)
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}
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return &Texture{sdlTexture}, nil
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func (t *Texture) Size() math.Vec2i {
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return t.size
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}
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func (t *Texture) Destroy() error {
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if t == nil {
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return nil
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if t.glHandle != 0 {
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gl.DeleteTextures(1, &t.glHandle)
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t.glHandle = 0
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}
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if err := t.sdlTexture.Destroy(); err != nil {
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return err
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}
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t.sdlTexture = nil
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return nil
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}
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@ -6,12 +6,13 @@ import (
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imgui "github.com/FooSoft/imgui-go"
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"github.com/FooSoft/lazarus/math"
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"github.com/FooSoft/lazarus/platform/imgui_backend"
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"github.com/go-gl/gl/v2.1/gl"
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"github.com/veandco/go-sdl2/sdl"
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)
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type Window struct {
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sdlWindow *sdl.Window
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sdlRenderer *sdl.Renderer
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sdlGlContext sdl.GLContext
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scene Scene
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}
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@ -28,18 +29,23 @@ func newWindow(title string, width, height int, scene Scene) (*Window, error) {
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return nil, err
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}
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sdlRenderer, err := sdl.CreateRenderer(sdlWindow, -1, sdl.RENDERER_ACCELERATED)
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sdlGlContext, err := sdlWindow.GLCreateContext()
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if err != nil {
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sdlWindow.Destroy()
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return nil, err
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}
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window := &Window{sdlWindow, sdlRenderer, scene}
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if err := scene.Init(window); err != nil {
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sdl.GLSetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 2)
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sdl.GLSetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 1)
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sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
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w := &Window{sdlWindow, sdlGlContext, scene}
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if err := scene.Init(w); err != nil {
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w.Destroy()
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return nil, err
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}
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return window, nil
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return w, nil
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}
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func (w *Window) Destroy() error {
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@ -50,36 +56,58 @@ func (w *Window) Destroy() error {
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if err := w.scene.Shutdown(w); err != nil {
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return err
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}
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w.scene = nil
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sdl.GLDeleteContext(w.sdlGlContext)
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w.sdlGlContext = nil
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if err := w.sdlWindow.Destroy(); err != nil {
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return err
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}
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w.sdlWindow = nil
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return nil
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}
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func (w *Window) CreateTextureRgba(colors []color.RGBA, width, height int) (*Texture, error) {
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return newTextureFromRgba(w.sdlRenderer, colors, width, height)
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return newTextureFromRgba(colors, width, height)
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}
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func (w *Window) RenderTexture(texture *Texture, srcRect, dstRect math.Rect4i) {
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w.sdlRenderer.Copy(
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texture.sdlTexture,
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&sdl.Rect{X: int32(srcRect.X), Y: int32(srcRect.Y), W: int32(srcRect.W), H: int32(srcRect.H)},
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&sdl.Rect{X: int32(dstRect.X), Y: int32(dstRect.Y), W: int32(dstRect.W), H: int32(dstRect.H)},
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)
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func (w *Window) RenderTexture(texture *Texture, position math.Vec2i) {
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size := texture.Size()
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gl.Enable(gl.TEXTURE_2D)
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gl.BindTexture(gl.TEXTURE_2D, uint32(texture.Handle()))
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gl.Begin(gl.QUADS)
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gl.TexCoord2f(0, 0)
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gl.Vertex2f(0, 0)
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gl.TexCoord2f(0, 1)
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gl.Vertex2f(0, float32(size.Y))
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gl.TexCoord2f(1, 1)
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gl.Vertex2f(float32(size.X), float32(size.Y))
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gl.TexCoord2f(1, 0)
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gl.Vertex2f(float32(size.X), 0)
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gl.End()
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}
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func (w *Window) advance() {
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imgui_backend.NewFrame(w.displaySize())
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w.sdlRenderer.Clear()
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size := w.displaySize()
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imgui_backend.NewFrame(size)
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gl.Viewport(0, 0, int32(size.X), int32(size.Y))
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gl.Clear(gl.COLOR_BUFFER_BIT)
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gl.MatrixMode(gl.PROJECTION)
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gl.LoadIdentity()
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gl.Ortho(0, float64(size.X), float64(size.Y), 0, -1, 1)
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gl.MatrixMode(gl.MODELVIEW)
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gl.LoadIdentity()
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w.scene.Advance(w)
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imgui.Render()
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imgui_backend.Render(w.displaySize(), w.bufferSize(), imgui.RenderedDrawData())
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w.sdlWindow.GLSwap()
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}
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@ -66,7 +66,6 @@ func (s *scene) Advance(window *platform.Window) error {
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}
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frame := direction.Frames[frameIndex]
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imgui.SliderInt("Frame", &frameIndex, 0, int32(len(direction.Frames))-1)
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imgui.Text(fmt.Sprintf("Height: %d", frame.Height))
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imgui.Text(fmt.Sprintf("Width: %d", frame.Width))
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imgui.Text(fmt.Sprintf("OffsetX: %d", frame.OffsetX))
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@ -87,11 +86,7 @@ func (s *scene) Advance(window *platform.Window) error {
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}
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}
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window.RenderTexture(
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s.texture,
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math.Rect4i{X: 0, Y: 0, W: 256, H: 256},
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math.Rect4i{X: 0, Y: 0, W: 256, H: 256},
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)
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window.RenderTexture(s.texture, math.Vec2i{X: 0, Y: 0})
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s.directionIndex = directionIndex
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s.frameIndex = frameIndex
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