split Canvas into Canvas+GLFrame + add GLPicture
This commit is contained in:
parent
2562f6b754
commit
79f7f4fb42
|
@ -3,7 +3,6 @@ package pixelgl
|
|||
import (
|
||||
"fmt"
|
||||
"image/color"
|
||||
"math"
|
||||
|
||||
"github.com/faiface/glhf"
|
||||
"github.com/faiface/mainthread"
|
||||
|
@ -17,11 +16,8 @@ import (
|
|||
//
|
||||
// It supports TrianglesPosition, TrianglesColor, TrianglesPicture and PictureColor.
|
||||
type Canvas struct {
|
||||
f *glhf.Frame
|
||||
s *glhf.Shader
|
||||
bounds pixel.Rect
|
||||
pixels []uint8
|
||||
dirty bool
|
||||
gf *GLFrame
|
||||
shader *glhf.Shader
|
||||
|
||||
mat mgl32.Mat3
|
||||
col mgl32.Vec4
|
||||
|
@ -32,14 +28,18 @@ type Canvas struct {
|
|||
// set, then stretched Pictures will be smoothed and will not be drawn pixely onto this Canvas.
|
||||
func NewCanvas(bounds pixel.Rect, smooth bool) *Canvas {
|
||||
c := &Canvas{
|
||||
smooth: smooth,
|
||||
gf: NewGLFrame(bounds),
|
||||
mat: mgl32.Ident3(),
|
||||
col: mgl32.Vec4{1, 1, 1, 1},
|
||||
smooth: smooth,
|
||||
}
|
||||
|
||||
c.SetBounds(bounds)
|
||||
|
||||
var shader *glhf.Shader
|
||||
mainthread.Call(func() {
|
||||
var err error
|
||||
c.s, err = glhf.NewShader(
|
||||
shader, err = glhf.NewShader(
|
||||
canvasVertexFormat,
|
||||
canvasUniformFormat,
|
||||
canvasVertexShader,
|
||||
|
@ -49,8 +49,7 @@ func NewCanvas(bounds pixel.Rect, smooth bool) *Canvas {
|
|||
panic(errors.Wrap(err, "failed to create Canvas, there's a bug in the shader"))
|
||||
}
|
||||
})
|
||||
|
||||
c.SetBounds(bounds)
|
||||
c.shader = shader
|
||||
|
||||
return c
|
||||
}
|
||||
|
@ -60,7 +59,7 @@ func NewCanvas(bounds pixel.Rect, smooth bool) *Canvas {
|
|||
// TrianglesPosition, TrianglesColor and TrianglesPicture are supported.
|
||||
func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
|
||||
return &canvasTriangles{
|
||||
GLTriangles: NewGLTriangles(c.s, t),
|
||||
GLTriangles: NewGLTriangles(c.shader, t),
|
||||
dst: c,
|
||||
}
|
||||
}
|
||||
|
@ -69,78 +68,22 @@ func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
|
|||
//
|
||||
// PictureColor is supported.
|
||||
func (c *Canvas) MakePicture(p pixel.Picture) pixel.TargetPicture {
|
||||
// short paths
|
||||
if cp, ok := p.(*canvasPicture); ok {
|
||||
tp := new(canvasPicture)
|
||||
*tp = *cp
|
||||
tp.dst = c
|
||||
return tp
|
||||
}
|
||||
if ccp, ok := p.(*canvasCanvasPicture); ok {
|
||||
tp := new(canvasCanvasPicture)
|
||||
*tp = *ccp
|
||||
tp.dst = c
|
||||
return tp
|
||||
}
|
||||
|
||||
// Canvas special case
|
||||
if canvas, ok := p.(*Canvas); ok {
|
||||
return &canvasCanvasPicture{
|
||||
src: canvas,
|
||||
return &canvasPicture{
|
||||
GLPicture: cp.GLPicture,
|
||||
dst: c,
|
||||
}
|
||||
}
|
||||
|
||||
bounds := p.Bounds()
|
||||
bx, by, bw, bh := intBounds(bounds)
|
||||
|
||||
pixels := make([]uint8, 4*bw*bh)
|
||||
|
||||
if pd, ok := p.(*pixel.PictureData); ok {
|
||||
// PictureData short path
|
||||
for y := 0; y < bh; y++ {
|
||||
for x := 0; x < bw; x++ {
|
||||
nrgba := pd.Pix[y*pd.Stride+x]
|
||||
off := (y*bw + x) * 4
|
||||
pixels[off+0] = nrgba.R
|
||||
pixels[off+1] = nrgba.G
|
||||
pixels[off+2] = nrgba.B
|
||||
pixels[off+3] = nrgba.A
|
||||
}
|
||||
}
|
||||
} else if p, ok := p.(pixel.PictureColor); ok {
|
||||
for y := 0; y < bh; y++ {
|
||||
for x := 0; x < bw; x++ {
|
||||
at := pixel.V(
|
||||
math.Max(float64(bx+x), bounds.Min.X()),
|
||||
math.Max(float64(by+y), bounds.Min.Y()),
|
||||
)
|
||||
color := p.Color(at)
|
||||
off := (y*bw + x) * 4
|
||||
pixels[off+0] = uint8(color.R * 255)
|
||||
pixels[off+1] = uint8(color.G * 255)
|
||||
pixels[off+2] = uint8(color.B * 255)
|
||||
pixels[off+3] = uint8(color.A * 255)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var tex *glhf.Texture
|
||||
mainthread.Call(func() {
|
||||
tex = glhf.NewTexture(bw, bh, c.smooth, pixels)
|
||||
})
|
||||
|
||||
cp := &canvasPicture{
|
||||
tex: tex,
|
||||
pixels: pixels,
|
||||
bounds: pixel.R(
|
||||
float64(bx), float64(by),
|
||||
float64(bw), float64(bh),
|
||||
),
|
||||
if gp, ok := p.(GLPicture); ok {
|
||||
return &canvasPicture{
|
||||
GLPicture: gp,
|
||||
dst: c,
|
||||
}
|
||||
}
|
||||
return &canvasPicture{
|
||||
GLPicture: NewGLPicture(p),
|
||||
dst: c,
|
||||
}
|
||||
cp.orig = cp
|
||||
return cp
|
||||
}
|
||||
|
||||
// SetMatrix sets a Matrix that every point will be projected by.
|
||||
|
@ -166,31 +109,12 @@ func (c *Canvas) SetColorMask(col color.Color) {
|
|||
|
||||
// SetBounds resizes the Canvas to the new bounds. Old content will be preserved.
|
||||
func (c *Canvas) SetBounds(bounds pixel.Rect) {
|
||||
mainthread.Call(func() {
|
||||
oldF := c.f
|
||||
|
||||
_, _, w, h := intBounds(bounds)
|
||||
c.f = glhf.NewFrame(w, h, c.smooth)
|
||||
|
||||
// preserve old content
|
||||
if oldF != nil {
|
||||
ox, oy, ow, oh := intBounds(bounds)
|
||||
oldF.Blit(
|
||||
c.f,
|
||||
ox, oy, ox+ow, oy+oh,
|
||||
ox, oy, ox+ow, oy+oh,
|
||||
)
|
||||
}
|
||||
})
|
||||
|
||||
c.bounds = bounds
|
||||
c.pixels = nil
|
||||
c.dirty = true
|
||||
c.gf.SetBounds(bounds)
|
||||
}
|
||||
|
||||
// Bounds returns the rectangular bounds of the Canvas.
|
||||
func (c *Canvas) Bounds() pixel.Rect {
|
||||
return c.bounds
|
||||
return c.gf.Bounds()
|
||||
}
|
||||
|
||||
// SetSmooth sets whether stretched Pictures drawn onto this Canvas should be drawn smooth or
|
||||
|
@ -207,13 +131,13 @@ func (c *Canvas) Smooth() bool {
|
|||
|
||||
// must be manually called inside mainthread
|
||||
func (c *Canvas) setGlhfBounds() {
|
||||
bx, by, bw, bh := intBounds(c.bounds)
|
||||
bx, by, bw, bh := intBounds(c.gf.Bounds())
|
||||
glhf.Bounds(bx, by, bw, bh)
|
||||
}
|
||||
|
||||
// Clear fills the whole Canvas with a single color.
|
||||
func (c *Canvas) Clear(color color.Color) {
|
||||
c.dirty = true
|
||||
c.gf.Dirty()
|
||||
|
||||
nrgba := pixel.ToNRGBA(color)
|
||||
|
||||
|
@ -227,50 +151,36 @@ func (c *Canvas) Clear(color color.Color) {
|
|||
|
||||
mainthread.CallNonBlock(func() {
|
||||
c.setGlhfBounds()
|
||||
c.f.Begin()
|
||||
c.gf.Frame().Begin()
|
||||
glhf.Clear(
|
||||
float32(nrgba.R),
|
||||
float32(nrgba.G),
|
||||
float32(nrgba.B),
|
||||
float32(nrgba.A),
|
||||
)
|
||||
c.f.End()
|
||||
c.gf.Frame().End()
|
||||
})
|
||||
}
|
||||
|
||||
// Color returns the color of the pixel over the given position inside the Canvas.
|
||||
func (c *Canvas) Color(at pixel.Vec) pixel.NRGBA {
|
||||
if c.dirty {
|
||||
mainthread.Call(func() {
|
||||
tex := c.f.Texture()
|
||||
tex.Begin()
|
||||
c.pixels = tex.Pixels(0, 0, tex.Width(), tex.Height())
|
||||
tex.End()
|
||||
})
|
||||
c.dirty = false
|
||||
}
|
||||
if !c.bounds.Contains(at) {
|
||||
return pixel.NRGBA{}
|
||||
}
|
||||
bx, by, bw, _ := intBounds(c.bounds)
|
||||
x, y := int(at.X())-bx, int(at.Y())-by
|
||||
off := y*bw + x
|
||||
return pixel.NRGBA{
|
||||
R: float64(c.pixels[off*4+0]) / 255,
|
||||
G: float64(c.pixels[off*4+1]) / 255,
|
||||
B: float64(c.pixels[off*4+2]) / 255,
|
||||
A: float64(c.pixels[off*4+3]) / 255,
|
||||
return c.gf.Color(at)
|
||||
}
|
||||
|
||||
// Texture returns the underlying OpenGL Texture of this Canvas.
|
||||
//
|
||||
// Implements GLPicture interface.
|
||||
func (c *Canvas) Texture() *glhf.Texture {
|
||||
return c.gf.Texture()
|
||||
}
|
||||
|
||||
type canvasTriangles struct {
|
||||
*GLTriangles
|
||||
|
||||
dst *Canvas
|
||||
}
|
||||
|
||||
func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
|
||||
ct.dst.dirty = true
|
||||
ct.dst.gf.Dirty()
|
||||
|
||||
// save the current state vars to avoid race condition
|
||||
mat := ct.dst.mat
|
||||
|
@ -278,17 +188,22 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
|
|||
|
||||
mainthread.CallNonBlock(func() {
|
||||
ct.dst.setGlhfBounds()
|
||||
ct.dst.f.Begin()
|
||||
ct.dst.s.Begin()
|
||||
|
||||
ct.dst.s.SetUniformAttr(canvasBounds, mgl32.Vec4{
|
||||
float32(ct.dst.bounds.Min.X()),
|
||||
float32(ct.dst.bounds.Min.Y()),
|
||||
float32(ct.dst.bounds.W()),
|
||||
float32(ct.dst.bounds.H()),
|
||||
frame := ct.dst.gf.Frame()
|
||||
shader := ct.dst.shader
|
||||
|
||||
frame.Begin()
|
||||
shader.Begin()
|
||||
|
||||
dstBounds := ct.dst.Bounds()
|
||||
shader.SetUniformAttr(canvasBounds, mgl32.Vec4{
|
||||
float32(dstBounds.Min.X()),
|
||||
float32(dstBounds.Min.Y()),
|
||||
float32(dstBounds.W()),
|
||||
float32(dstBounds.H()),
|
||||
})
|
||||
ct.dst.s.SetUniformAttr(canvasTransform, mat)
|
||||
ct.dst.s.SetUniformAttr(canvasColorMask, col)
|
||||
shader.SetUniformAttr(canvasTransform, mat)
|
||||
shader.SetUniformAttr(canvasColorMask, col)
|
||||
|
||||
if tex == nil {
|
||||
ct.vs.Begin()
|
||||
|
@ -297,11 +212,12 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
|
|||
} else {
|
||||
tex.Begin()
|
||||
|
||||
ct.dst.s.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
|
||||
float32(bounds.Min.X()),
|
||||
float32(bounds.Min.Y()),
|
||||
float32(bounds.W()),
|
||||
float32(bounds.H()),
|
||||
bx, by, bw, bh := intBounds(bounds)
|
||||
shader.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
|
||||
float32(bx),
|
||||
float32(by),
|
||||
float32(bw),
|
||||
float32(bh),
|
||||
})
|
||||
|
||||
if tex.Smooth() != ct.dst.smooth {
|
||||
|
@ -315,8 +231,8 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
|
|||
tex.End()
|
||||
}
|
||||
|
||||
ct.dst.s.End()
|
||||
ct.dst.f.End()
|
||||
shader.End()
|
||||
frame.End()
|
||||
})
|
||||
}
|
||||
|
||||
|
@ -325,62 +241,16 @@ func (ct *canvasTriangles) Draw() {
|
|||
}
|
||||
|
||||
type canvasPicture struct {
|
||||
tex *glhf.Texture
|
||||
pixels []uint8
|
||||
bounds pixel.Rect
|
||||
|
||||
orig *canvasPicture
|
||||
GLPicture
|
||||
dst *Canvas
|
||||
}
|
||||
|
||||
func (cp *canvasPicture) Bounds() pixel.Rect {
|
||||
return cp.bounds
|
||||
}
|
||||
|
||||
func (cp *canvasPicture) Color(at pixel.Vec) pixel.NRGBA {
|
||||
if !cp.bounds.Contains(at) {
|
||||
return pixel.NRGBA{}
|
||||
}
|
||||
bx, by, bw, _ := intBounds(cp.bounds)
|
||||
x, y := int(at.X())-bx, int(at.Y())-by
|
||||
off := y*bw + x
|
||||
return pixel.NRGBA{
|
||||
R: float64(cp.pixels[off*4+0]) / 255,
|
||||
G: float64(cp.pixels[off*4+1]) / 255,
|
||||
B: float64(cp.pixels[off*4+2]) / 255,
|
||||
A: float64(cp.pixels[off*4+3]) / 255,
|
||||
}
|
||||
}
|
||||
|
||||
func (cp *canvasPicture) Draw(t pixel.TargetTriangles) {
|
||||
ct := t.(*canvasTriangles)
|
||||
if cp.dst != ct.dst {
|
||||
panic(fmt.Errorf("(%T).Draw: TargetTriangles generated by different Canvas", cp))
|
||||
}
|
||||
ct.draw(cp.tex, cp.bounds)
|
||||
}
|
||||
|
||||
type canvasCanvasPicture struct {
|
||||
src, dst *Canvas
|
||||
}
|
||||
|
||||
func (ccp *canvasCanvasPicture) Bounds() pixel.Rect {
|
||||
return ccp.src.Bounds()
|
||||
}
|
||||
|
||||
func (ccp *canvasCanvasPicture) Color(at pixel.Vec) pixel.NRGBA {
|
||||
if !ccp.Bounds().Contains(at) {
|
||||
return pixel.NRGBA{}
|
||||
}
|
||||
return ccp.src.Color(at)
|
||||
}
|
||||
|
||||
func (ccp *canvasCanvasPicture) Draw(t pixel.TargetTriangles) {
|
||||
ct := t.(*canvasTriangles)
|
||||
if ccp.dst != ct.dst {
|
||||
panic(fmt.Errorf("(%T).Draw: TargetTriangles generated by different Canvas", ccp))
|
||||
}
|
||||
ct.draw(ccp.src.f.Texture(), ccp.Bounds())
|
||||
ct.draw(cp.GLPicture.Texture(), cp.GLPicture.Bounds())
|
||||
}
|
||||
|
||||
const (
|
||||
|
|
|
@ -0,0 +1,95 @@
|
|||
package pixelgl
|
||||
|
||||
import (
|
||||
"github.com/faiface/glhf"
|
||||
"github.com/faiface/mainthread"
|
||||
"github.com/faiface/pixel"
|
||||
)
|
||||
|
||||
// GLFrame is a type that helps implementing OpenGL Targets. It implements most common methods to
|
||||
// avoid code redundancy. It contains an glhf.Frame that you can draw on.
|
||||
type GLFrame struct {
|
||||
frame *glhf.Frame
|
||||
bounds pixel.Rect
|
||||
pixels []uint8
|
||||
dirty bool
|
||||
}
|
||||
|
||||
// NewGLFrame creates a new GLFrame with the given bounds.
|
||||
func NewGLFrame(bounds pixel.Rect) *GLFrame {
|
||||
gf := new(GLFrame)
|
||||
gf.SetBounds(bounds)
|
||||
return gf
|
||||
}
|
||||
|
||||
// SetBounds resizes the GLFrame to the new bounds.
|
||||
func (gf *GLFrame) SetBounds(bounds pixel.Rect) {
|
||||
mainthread.Call(func() {
|
||||
oldF := gf.frame
|
||||
|
||||
_, _, w, h := intBounds(bounds)
|
||||
gf.frame = glhf.NewFrame(w, h, false)
|
||||
|
||||
// preserve old content
|
||||
if oldF != nil {
|
||||
ox, oy, ow, oh := intBounds(bounds)
|
||||
oldF.Blit(
|
||||
gf.frame,
|
||||
ox, oy, ox+ow, oy+oh,
|
||||
ox, oy, ox+ow, oy+oh,
|
||||
)
|
||||
}
|
||||
})
|
||||
|
||||
gf.bounds = bounds
|
||||
gf.pixels = nil
|
||||
gf.dirty = true
|
||||
}
|
||||
|
||||
// Bounds returns the current GLFrame's bounds.
|
||||
func (gf *GLFrame) Bounds() pixel.Rect {
|
||||
return gf.bounds
|
||||
}
|
||||
|
||||
// Color returns the color of the pixel under the specified position.
|
||||
func (gf *GLFrame) Color(at pixel.Vec) pixel.NRGBA {
|
||||
if gf.dirty {
|
||||
mainthread.Call(func() {
|
||||
tex := gf.frame.Texture()
|
||||
tex.Begin()
|
||||
gf.pixels = tex.Pixels(0, 0, tex.Width(), tex.Height())
|
||||
tex.End()
|
||||
})
|
||||
gf.dirty = false
|
||||
}
|
||||
if !gf.bounds.Contains(at) {
|
||||
return pixel.NRGBA{}
|
||||
}
|
||||
bx, by, bw, _ := intBounds(gf.bounds)
|
||||
x, y := int(at.X())-bx, int(at.Y())-by
|
||||
off := y*bw + x
|
||||
return pixel.NRGBA{
|
||||
R: float64(gf.pixels[off*4+0]) / 255,
|
||||
G: float64(gf.pixels[off*4+1]) / 255,
|
||||
B: float64(gf.pixels[off*4+2]) / 255,
|
||||
A: float64(gf.pixels[off*4+3]) / 255,
|
||||
}
|
||||
}
|
||||
|
||||
// Frame returns the GLFrame's Frame that you can draw on.
|
||||
func (gf *GLFrame) Frame() *glhf.Frame {
|
||||
return gf.frame
|
||||
}
|
||||
|
||||
// Texture returns the underlying Texture of the GLFrame's Frame.
|
||||
//
|
||||
// Implements GLPicture interface.
|
||||
func (gf *GLFrame) Texture() *glhf.Texture {
|
||||
return gf.frame.Texture()
|
||||
}
|
||||
|
||||
// Dirty marks the GLFrame as changed. Always call this method when you draw onto the GLFrame's
|
||||
// Frame.
|
||||
func (gf *GLFrame) Dirty() {
|
||||
gf.dirty = true
|
||||
}
|
|
@ -0,0 +1,98 @@
|
|||
package pixelgl
|
||||
|
||||
import (
|
||||
"math"
|
||||
|
||||
"github.com/faiface/glhf"
|
||||
"github.com/faiface/mainthread"
|
||||
"github.com/faiface/pixel"
|
||||
)
|
||||
|
||||
// GLPicture is a pixel.PictureColor with a Texture. All OpenGL Targets should implement and accept
|
||||
// this interface, because it enables seamless drawing of one to another.
|
||||
//
|
||||
// Implementing this interface on an OpenGL Target enables other OpenGL Targets to efficiently draw
|
||||
// that Target onto them.
|
||||
type GLPicture interface {
|
||||
pixel.PictureColor
|
||||
Texture() *glhf.Texture
|
||||
}
|
||||
|
||||
// NewGLPicture creates a new GLPicture with it's own static OpenGL texture. This function always
|
||||
// allocates a new texture that cannot (shouldn't) be further modified.
|
||||
func NewGLPicture(p pixel.Picture) GLPicture {
|
||||
bounds := p.Bounds()
|
||||
bx, by, bw, bh := intBounds(bounds)
|
||||
|
||||
pixels := make([]uint8, 4*bw*bh)
|
||||
|
||||
if pd, ok := p.(*pixel.PictureData); ok {
|
||||
// PictureData short path
|
||||
for y := 0; y < bh; y++ {
|
||||
for x := 0; x < bw; x++ {
|
||||
nrgba := pd.Pix[y*pd.Stride+x]
|
||||
off := (y*bw + x) * 4
|
||||
pixels[off+0] = nrgba.R
|
||||
pixels[off+1] = nrgba.G
|
||||
pixels[off+2] = nrgba.B
|
||||
pixels[off+3] = nrgba.A
|
||||
}
|
||||
}
|
||||
} else if p, ok := p.(pixel.PictureColor); ok {
|
||||
for y := 0; y < bh; y++ {
|
||||
for x := 0; x < bw; x++ {
|
||||
at := pixel.V(
|
||||
math.Max(float64(bx+x), bounds.Min.X()),
|
||||
math.Max(float64(by+y), bounds.Min.Y()),
|
||||
)
|
||||
color := p.Color(at)
|
||||
off := (y*bw + x) * 4
|
||||
pixels[off+0] = uint8(color.R * 255)
|
||||
pixels[off+1] = uint8(color.G * 255)
|
||||
pixels[off+2] = uint8(color.B * 255)
|
||||
pixels[off+3] = uint8(color.A * 255)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var tex *glhf.Texture
|
||||
mainthread.Call(func() {
|
||||
tex = glhf.NewTexture(bw, bh, false, pixels)
|
||||
})
|
||||
|
||||
gp := &glPicture{
|
||||
bounds: bounds,
|
||||
tex: tex,
|
||||
pixels: pixels,
|
||||
}
|
||||
return gp
|
||||
}
|
||||
|
||||
type glPicture struct {
|
||||
bounds pixel.Rect
|
||||
tex *glhf.Texture
|
||||
pixels []uint8
|
||||
}
|
||||
|
||||
func (gp *glPicture) Bounds() pixel.Rect {
|
||||
return gp.bounds
|
||||
}
|
||||
|
||||
func (gp *glPicture) Texture() *glhf.Texture {
|
||||
return gp.tex
|
||||
}
|
||||
|
||||
func (gp *glPicture) Color(at pixel.Vec) pixel.NRGBA {
|
||||
if !gp.bounds.Contains(at) {
|
||||
return pixel.NRGBA{}
|
||||
}
|
||||
bx, by, bw, _ := intBounds(gp.bounds)
|
||||
x, y := int(at.X())-bx, int(at.Y())-by
|
||||
off := y*bw + x
|
||||
return pixel.NRGBA{
|
||||
R: float64(gp.pixels[off*4+0]) / 255,
|
||||
G: float64(gp.pixels[off*4+1]) / 255,
|
||||
B: float64(gp.pixels[off*4+2]) / 255,
|
||||
A: float64(gp.pixels[off*4+3]) / 255,
|
||||
}
|
||||
}
|
|
@ -156,16 +156,16 @@ func (w *Window) Update() {
|
|||
mainthread.Call(func() {
|
||||
w.begin()
|
||||
|
||||
glhf.Bounds(0, 0, w.canvas.f.Texture().Width(), w.canvas.f.Texture().Height())
|
||||
glhf.Bounds(0, 0, w.canvas.Texture().Width(), w.canvas.Texture().Height())
|
||||
|
||||
glhf.Clear(0, 0, 0, 0)
|
||||
w.canvas.f.Begin()
|
||||
w.canvas.f.Blit(
|
||||
w.canvas.gf.Frame().Begin()
|
||||
w.canvas.gf.Frame().Blit(
|
||||
nil,
|
||||
0, 0, w.canvas.f.Texture().Width(), w.canvas.f.Texture().Height(),
|
||||
0, 0, w.canvas.f.Texture().Width(), w.canvas.f.Texture().Height(),
|
||||
0, 0, w.canvas.Texture().Width(), w.canvas.Texture().Height(),
|
||||
0, 0, w.canvas.Texture().Width(), w.canvas.Texture().Height(),
|
||||
)
|
||||
w.canvas.f.End()
|
||||
w.canvas.gf.Frame().End()
|
||||
|
||||
if w.vsync {
|
||||
glfw.SwapInterval(1)
|
||||
|
|
Loading…
Reference in New Issue