add forgotten gltriangles.go
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3524644d3d
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37baaee464
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package pixel
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import (
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"github.com/faiface/mainthread"
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"github.com/faiface/pixel/pixelgl"
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)
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// NewGLTriangles returns OpenGL triangles implemented using pixelgl.VertexSlice. A few notes.
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//
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// Triangles returned from this function support TrianglesPosition, TrianglesColor and
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// TrianglesTexture. If you need to support more, you can "override" Update and Append method.
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//
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// Draw method simply draws the underlying pixelgl.VertexSlice. It needs to be called in the main
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// thread manually. Also, you need to take care of additional Target initialization or setting of
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// uniform attributes.
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func NewGLTriangles(shader *pixelgl.Shader, t Triangles) Triangles {
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var gt *glTriangles
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mainthread.Call(func() {
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gt = &glTriangles{
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vs: pixelgl.MakeVertexSlice(shader, 0, t.Len()),
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shader: shader,
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}
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})
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gt.Update(t)
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return gt
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}
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type glTriangles struct {
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vs *pixelgl.VertexSlice
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data []float32
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shader *pixelgl.Shader
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}
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func (gt *glTriangles) Len() int {
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return len(gt.data) / gt.vs.Stride()
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}
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func (gt *glTriangles) Draw() {
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gt.vs.Begin()
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gt.vs.Draw()
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gt.vs.End()
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}
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func (gt *glTriangles) resize(len int) {
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if len > gt.Len() {
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needAppend := len - gt.Len()
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for i := 0; i < needAppend; i++ {
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gt.data = append(gt.data,
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0, 0,
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1, 1, 1, 1,
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-1, -1,
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)
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}
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}
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if len < gt.Len() {
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gt.data = gt.data[:len]
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}
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}
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func (gt *glTriangles) updateData(offset int, t Triangles) {
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if t, ok := t.(TrianglesPosition); ok {
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for i := offset; i < offset+t.Len(); i++ {
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px, py := t.Position(i).XY()
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gt.data[i*gt.vs.Stride()+0] = float32(px)
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gt.data[i*gt.vs.Stride()+1] = float32(py)
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}
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}
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if t, ok := t.(TrianglesColor); ok {
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for i := offset; i < offset+t.Len(); i++ {
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col := t.Color(i)
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gt.data[i*gt.vs.Stride()+2] = float32(col.R)
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gt.data[i*gt.vs.Stride()+3] = float32(col.G)
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gt.data[i*gt.vs.Stride()+4] = float32(col.B)
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gt.data[i*gt.vs.Stride()+5] = float32(col.A)
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}
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}
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if t, ok := t.(TrianglesTexture); ok {
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for i := offset; i < offset+t.Len(); i++ {
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tx, ty := t.Texture(i).XY()
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gt.data[i*gt.vs.Stride()+6] = float32(tx)
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gt.data[i*gt.vs.Stride()+7] = float32(ty)
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}
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}
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}
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func (gt *glTriangles) submitData() {
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data := gt.data // avoid race condition
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mainthread.CallNonBlock(func() {
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gt.vs.Begin()
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dataLen := len(data) / gt.vs.Stride()
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if dataLen > gt.vs.Len() {
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gt.vs.Append(make([]float32, (dataLen-gt.vs.Len())*gt.vs.Stride()))
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}
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if dataLen < gt.vs.Len() {
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gt.vs = gt.vs.Slice(0, dataLen)
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}
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gt.vs.SetVertexData(gt.data)
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gt.vs.End()
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})
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}
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func (gt *glTriangles) Update(t Triangles) {
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gt.resize(t.Len())
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gt.updateData(0, t)
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gt.submitData()
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}
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func (gt *glTriangles) Append(t Triangles) {
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gt.resize(gt.Len() + t.Len())
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gt.updateData(gt.Len()-t.Len(), t)
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gt.submitData()
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}
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func (gt *glTriangles) Copy() Triangles {
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return NewGLTriangles(gt.shader, gt)
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}
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func (gt *glTriangles) Position(i int) Vec {
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px := gt.data[i*gt.vs.Stride()+0]
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py := gt.data[i*gt.vs.Stride()+1]
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return V(float64(px), float64(py))
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}
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func (gt *glTriangles) Color(i int) NRGBA {
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r := gt.data[i*gt.vs.Stride()+2]
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g := gt.data[i*gt.vs.Stride()+3]
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b := gt.data[i*gt.vs.Stride()+4]
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a := gt.data[i*gt.vs.Stride()+5]
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return NRGBA{
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R: float64(r),
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G: float64(g),
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B: float64(b),
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A: float64(a),
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}
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}
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func (gt *glTriangles) Texture(i int) Vec {
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tx := gt.data[i*gt.vs.Stride()+6]
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ty := gt.data[i*gt.vs.Stride()+7]
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return V(float64(tx), float64(ty))
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}
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