125 lines
2.7 KiB
Go
125 lines
2.7 KiB
Go
package platform
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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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sdlGlContext sdl.GLContext
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scene Scene
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}
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func newWindow(title string, width, height int, scene Scene) (*Window, error) {
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sdlWindow, err := sdl.CreateWindow(
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title,
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sdl.WINDOWPOS_CENTERED,
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sdl.WINDOWPOS_CENTERED,
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int32(width),
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int32(height),
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sdl.WINDOW_OPENGL,
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)
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if err != nil {
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return nil, err
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}
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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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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 w, nil
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}
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func (w *Window) Destroy() error {
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if w.sdlWindow == nil {
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return nil
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}
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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 []math.Color4b, size math.Vec2i) (*Texture, error) {
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return newTextureFromRgba(colors, size)
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}
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func (w *Window) CreateTextureRgb(colors []math.Color3b, size math.Vec2i) (*Texture, error) {
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return newTextureFromRgb(colors, size)
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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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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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func (w *Window) displaySize() math.Vec2i {
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width, height := w.sdlWindow.GetSize()
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return math.Vec2i{X: int(width), Y: int(height)}
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}
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func (w *Window) bufferSize() math.Vec2i {
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width, height := w.sdlWindow.GLGetDrawableSize()
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return math.Vec2i{X: int(width), Y: int(height)}
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}
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