split Canvas into Canvas+GLFrame + add GLPicture
This commit is contained in:
parent
2562f6b754
commit
79f7f4fb42
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@ -3,7 +3,6 @@ package pixelgl
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import (
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"fmt"
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"image/color"
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"math"
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"github.com/faiface/glhf"
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"github.com/faiface/mainthread"
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@ -17,11 +16,8 @@ import (
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//
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// It supports TrianglesPosition, TrianglesColor, TrianglesPicture and PictureColor.
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type Canvas struct {
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f *glhf.Frame
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s *glhf.Shader
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bounds pixel.Rect
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pixels []uint8
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dirty bool
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gf *GLFrame
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shader *glhf.Shader
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mat mgl32.Mat3
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col mgl32.Vec4
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@ -32,14 +28,18 @@ type Canvas struct {
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// set, then stretched Pictures will be smoothed and will not be drawn pixely onto this Canvas.
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func NewCanvas(bounds pixel.Rect, smooth bool) *Canvas {
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c := &Canvas{
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smooth: smooth,
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gf: NewGLFrame(bounds),
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mat: mgl32.Ident3(),
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col: mgl32.Vec4{1, 1, 1, 1},
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smooth: smooth,
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}
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c.SetBounds(bounds)
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var shader *glhf.Shader
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mainthread.Call(func() {
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var err error
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c.s, err = glhf.NewShader(
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shader, err = glhf.NewShader(
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canvasVertexFormat,
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canvasUniformFormat,
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canvasVertexShader,
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@ -49,8 +49,7 @@ func NewCanvas(bounds pixel.Rect, smooth bool) *Canvas {
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panic(errors.Wrap(err, "failed to create Canvas, there's a bug in the shader"))
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}
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})
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c.SetBounds(bounds)
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c.shader = shader
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return c
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}
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@ -60,7 +59,7 @@ func NewCanvas(bounds pixel.Rect, smooth bool) *Canvas {
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// TrianglesPosition, TrianglesColor and TrianglesPicture are supported.
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func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
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return &canvasTriangles{
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GLTriangles: NewGLTriangles(c.s, t),
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GLTriangles: NewGLTriangles(c.shader, t),
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dst: c,
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}
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}
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@ -69,78 +68,22 @@ func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
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//
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// PictureColor is supported.
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func (c *Canvas) MakePicture(p pixel.Picture) pixel.TargetPicture {
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// short paths
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if cp, ok := p.(*canvasPicture); ok {
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tp := new(canvasPicture)
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*tp = *cp
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tp.dst = c
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return tp
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}
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if ccp, ok := p.(*canvasCanvasPicture); ok {
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tp := new(canvasCanvasPicture)
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*tp = *ccp
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tp.dst = c
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return tp
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}
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// Canvas special case
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if canvas, ok := p.(*Canvas); ok {
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return &canvasCanvasPicture{
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src: canvas,
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dst: c,
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return &canvasPicture{
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GLPicture: cp.GLPicture,
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dst: c,
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}
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}
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bounds := p.Bounds()
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bx, by, bw, bh := intBounds(bounds)
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pixels := make([]uint8, 4*bw*bh)
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if pd, ok := p.(*pixel.PictureData); ok {
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// PictureData short path
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for y := 0; y < bh; y++ {
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for x := 0; x < bw; x++ {
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nrgba := pd.Pix[y*pd.Stride+x]
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off := (y*bw + x) * 4
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pixels[off+0] = nrgba.R
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pixels[off+1] = nrgba.G
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pixels[off+2] = nrgba.B
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pixels[off+3] = nrgba.A
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}
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}
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} else if p, ok := p.(pixel.PictureColor); ok {
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for y := 0; y < bh; y++ {
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for x := 0; x < bw; x++ {
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at := pixel.V(
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math.Max(float64(bx+x), bounds.Min.X()),
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math.Max(float64(by+y), bounds.Min.Y()),
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)
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color := p.Color(at)
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off := (y*bw + x) * 4
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pixels[off+0] = uint8(color.R * 255)
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pixels[off+1] = uint8(color.G * 255)
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pixels[off+2] = uint8(color.B * 255)
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pixels[off+3] = uint8(color.A * 255)
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}
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if gp, ok := p.(GLPicture); ok {
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return &canvasPicture{
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GLPicture: gp,
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dst: c,
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}
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}
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var tex *glhf.Texture
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mainthread.Call(func() {
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tex = glhf.NewTexture(bw, bh, c.smooth, pixels)
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})
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cp := &canvasPicture{
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tex: tex,
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pixels: pixels,
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bounds: pixel.R(
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float64(bx), float64(by),
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float64(bw), float64(bh),
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),
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dst: c,
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return &canvasPicture{
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GLPicture: NewGLPicture(p),
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dst: c,
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}
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cp.orig = cp
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return cp
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}
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// SetMatrix sets a Matrix that every point will be projected by.
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@ -166,31 +109,12 @@ func (c *Canvas) SetColorMask(col color.Color) {
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// SetBounds resizes the Canvas to the new bounds. Old content will be preserved.
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func (c *Canvas) SetBounds(bounds pixel.Rect) {
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mainthread.Call(func() {
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oldF := c.f
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_, _, w, h := intBounds(bounds)
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c.f = glhf.NewFrame(w, h, c.smooth)
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// preserve old content
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if oldF != nil {
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ox, oy, ow, oh := intBounds(bounds)
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oldF.Blit(
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c.f,
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ox, oy, ox+ow, oy+oh,
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ox, oy, ox+ow, oy+oh,
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)
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}
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})
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c.bounds = bounds
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c.pixels = nil
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c.dirty = true
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c.gf.SetBounds(bounds)
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}
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// Bounds returns the rectangular bounds of the Canvas.
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func (c *Canvas) Bounds() pixel.Rect {
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return c.bounds
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return c.gf.Bounds()
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}
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// SetSmooth sets whether stretched Pictures drawn onto this Canvas should be drawn smooth or
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@ -207,13 +131,13 @@ func (c *Canvas) Smooth() bool {
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// must be manually called inside mainthread
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func (c *Canvas) setGlhfBounds() {
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bx, by, bw, bh := intBounds(c.bounds)
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bx, by, bw, bh := intBounds(c.gf.Bounds())
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glhf.Bounds(bx, by, bw, bh)
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}
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// Clear fills the whole Canvas with a single color.
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func (c *Canvas) Clear(color color.Color) {
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c.dirty = true
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c.gf.Dirty()
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nrgba := pixel.ToNRGBA(color)
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@ -227,50 +151,36 @@ func (c *Canvas) Clear(color color.Color) {
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mainthread.CallNonBlock(func() {
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c.setGlhfBounds()
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c.f.Begin()
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c.gf.Frame().Begin()
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glhf.Clear(
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float32(nrgba.R),
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float32(nrgba.G),
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float32(nrgba.B),
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float32(nrgba.A),
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)
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c.f.End()
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c.gf.Frame().End()
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})
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}
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// Color returns the color of the pixel over the given position inside the Canvas.
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func (c *Canvas) Color(at pixel.Vec) pixel.NRGBA {
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if c.dirty {
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mainthread.Call(func() {
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tex := c.f.Texture()
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tex.Begin()
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c.pixels = tex.Pixels(0, 0, tex.Width(), tex.Height())
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tex.End()
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})
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c.dirty = false
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}
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if !c.bounds.Contains(at) {
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return pixel.NRGBA{}
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}
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bx, by, bw, _ := intBounds(c.bounds)
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x, y := int(at.X())-bx, int(at.Y())-by
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off := y*bw + x
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return pixel.NRGBA{
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R: float64(c.pixels[off*4+0]) / 255,
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G: float64(c.pixels[off*4+1]) / 255,
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B: float64(c.pixels[off*4+2]) / 255,
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A: float64(c.pixels[off*4+3]) / 255,
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}
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return c.gf.Color(at)
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}
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// Texture returns the underlying OpenGL Texture of this Canvas.
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//
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// Implements GLPicture interface.
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func (c *Canvas) Texture() *glhf.Texture {
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return c.gf.Texture()
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}
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type canvasTriangles struct {
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*GLTriangles
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dst *Canvas
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}
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func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
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ct.dst.dirty = true
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ct.dst.gf.Dirty()
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// save the current state vars to avoid race condition
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mat := ct.dst.mat
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@ -278,17 +188,22 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
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mainthread.CallNonBlock(func() {
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ct.dst.setGlhfBounds()
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ct.dst.f.Begin()
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ct.dst.s.Begin()
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ct.dst.s.SetUniformAttr(canvasBounds, mgl32.Vec4{
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float32(ct.dst.bounds.Min.X()),
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float32(ct.dst.bounds.Min.Y()),
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float32(ct.dst.bounds.W()),
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float32(ct.dst.bounds.H()),
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frame := ct.dst.gf.Frame()
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shader := ct.dst.shader
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frame.Begin()
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shader.Begin()
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dstBounds := ct.dst.Bounds()
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shader.SetUniformAttr(canvasBounds, mgl32.Vec4{
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float32(dstBounds.Min.X()),
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float32(dstBounds.Min.Y()),
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float32(dstBounds.W()),
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float32(dstBounds.H()),
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})
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ct.dst.s.SetUniformAttr(canvasTransform, mat)
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ct.dst.s.SetUniformAttr(canvasColorMask, col)
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shader.SetUniformAttr(canvasTransform, mat)
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shader.SetUniformAttr(canvasColorMask, col)
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if tex == nil {
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ct.vs.Begin()
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@ -297,11 +212,12 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
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} else {
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tex.Begin()
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ct.dst.s.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
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float32(bounds.Min.X()),
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float32(bounds.Min.Y()),
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float32(bounds.W()),
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float32(bounds.H()),
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bx, by, bw, bh := intBounds(bounds)
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shader.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
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float32(bx),
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float32(by),
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float32(bw),
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float32(bh),
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})
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if tex.Smooth() != ct.dst.smooth {
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@ -315,8 +231,8 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
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tex.End()
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}
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ct.dst.s.End()
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ct.dst.f.End()
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shader.End()
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frame.End()
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})
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}
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@ -325,31 +241,8 @@ func (ct *canvasTriangles) Draw() {
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}
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type canvasPicture struct {
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tex *glhf.Texture
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pixels []uint8
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bounds pixel.Rect
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orig *canvasPicture
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dst *Canvas
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}
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func (cp *canvasPicture) Bounds() pixel.Rect {
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return cp.bounds
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}
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func (cp *canvasPicture) Color(at pixel.Vec) pixel.NRGBA {
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if !cp.bounds.Contains(at) {
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return pixel.NRGBA{}
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}
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bx, by, bw, _ := intBounds(cp.bounds)
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x, y := int(at.X())-bx, int(at.Y())-by
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off := y*bw + x
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return pixel.NRGBA{
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R: float64(cp.pixels[off*4+0]) / 255,
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G: float64(cp.pixels[off*4+1]) / 255,
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B: float64(cp.pixels[off*4+2]) / 255,
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A: float64(cp.pixels[off*4+3]) / 255,
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}
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GLPicture
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dst *Canvas
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}
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func (cp *canvasPicture) Draw(t pixel.TargetTriangles) {
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@ -357,30 +250,7 @@ func (cp *canvasPicture) Draw(t pixel.TargetTriangles) {
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if cp.dst != ct.dst {
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panic(fmt.Errorf("(%T).Draw: TargetTriangles generated by different Canvas", cp))
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}
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ct.draw(cp.tex, cp.bounds)
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}
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type canvasCanvasPicture struct {
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src, dst *Canvas
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}
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func (ccp *canvasCanvasPicture) Bounds() pixel.Rect {
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return ccp.src.Bounds()
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}
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func (ccp *canvasCanvasPicture) Color(at pixel.Vec) pixel.NRGBA {
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if !ccp.Bounds().Contains(at) {
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return pixel.NRGBA{}
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}
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return ccp.src.Color(at)
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}
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func (ccp *canvasCanvasPicture) Draw(t pixel.TargetTriangles) {
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ct := t.(*canvasTriangles)
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if ccp.dst != ct.dst {
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panic(fmt.Errorf("(%T).Draw: TargetTriangles generated by different Canvas", ccp))
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}
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ct.draw(ccp.src.f.Texture(), ccp.Bounds())
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ct.draw(cp.GLPicture.Texture(), cp.GLPicture.Bounds())
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}
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const (
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@ -0,0 +1,95 @@
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package pixelgl
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import (
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"github.com/faiface/glhf"
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"github.com/faiface/mainthread"
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"github.com/faiface/pixel"
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)
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// GLFrame is a type that helps implementing OpenGL Targets. It implements most common methods to
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// avoid code redundancy. It contains an glhf.Frame that you can draw on.
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type GLFrame struct {
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frame *glhf.Frame
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bounds pixel.Rect
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pixels []uint8
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dirty bool
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}
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// NewGLFrame creates a new GLFrame with the given bounds.
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func NewGLFrame(bounds pixel.Rect) *GLFrame {
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gf := new(GLFrame)
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gf.SetBounds(bounds)
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return gf
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}
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// SetBounds resizes the GLFrame to the new bounds.
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func (gf *GLFrame) SetBounds(bounds pixel.Rect) {
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mainthread.Call(func() {
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oldF := gf.frame
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_, _, w, h := intBounds(bounds)
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gf.frame = glhf.NewFrame(w, h, false)
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// preserve old content
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if oldF != nil {
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ox, oy, ow, oh := intBounds(bounds)
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oldF.Blit(
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gf.frame,
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ox, oy, ox+ow, oy+oh,
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ox, oy, ox+ow, oy+oh,
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)
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}
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})
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gf.bounds = bounds
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gf.pixels = nil
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gf.dirty = true
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}
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// Bounds returns the current GLFrame's bounds.
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func (gf *GLFrame) Bounds() pixel.Rect {
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return gf.bounds
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}
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// Color returns the color of the pixel under the specified position.
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func (gf *GLFrame) Color(at pixel.Vec) pixel.NRGBA {
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if gf.dirty {
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mainthread.Call(func() {
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tex := gf.frame.Texture()
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tex.Begin()
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gf.pixels = tex.Pixels(0, 0, tex.Width(), tex.Height())
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tex.End()
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})
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gf.dirty = false
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}
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if !gf.bounds.Contains(at) {
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return pixel.NRGBA{}
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}
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bx, by, bw, _ := intBounds(gf.bounds)
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x, y := int(at.X())-bx, int(at.Y())-by
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off := y*bw + x
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return pixel.NRGBA{
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R: float64(gf.pixels[off*4+0]) / 255,
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G: float64(gf.pixels[off*4+1]) / 255,
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B: float64(gf.pixels[off*4+2]) / 255,
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A: float64(gf.pixels[off*4+3]) / 255,
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}
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}
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// Frame returns the GLFrame's Frame that you can draw on.
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func (gf *GLFrame) Frame() *glhf.Frame {
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return gf.frame
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}
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// Texture returns the underlying Texture of the GLFrame's Frame.
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//
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// Implements GLPicture interface.
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func (gf *GLFrame) Texture() *glhf.Texture {
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return gf.frame.Texture()
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}
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// Dirty marks the GLFrame as changed. Always call this method when you draw onto the GLFrame's
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// Frame.
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func (gf *GLFrame) Dirty() {
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gf.dirty = true
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}
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@ -0,0 +1,98 @@
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package pixelgl
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import (
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"math"
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"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