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This commit is contained in:
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6253156e24
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9d4111282e
58
graphics.go
58
graphics.go
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@ -1,58 +0,0 @@
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package pixel
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import "github.com/faiface/pixel/pixelgl"
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// Warning: technical stuff below.
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// VertexFormat is an internal format of the OpenGL vertex data.
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//
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// You can actually change this and all of the Pixel's functions will use the new format.
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// Only change when you're implementing an OpenGL effect or something similar.
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var VertexFormat = DefaultVertexFormat()
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// DefaultVertexFormat returns the default vertex format used by Pixel.
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func DefaultVertexFormat() pixelgl.VertexFormat {
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return pixelgl.VertexFormat{
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{Purpose: pixelgl.Position, Size: 2},
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{Purpose: pixelgl.Color, Size: 4},
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{Purpose: pixelgl.TexCoord, Size: 2},
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}
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}
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// ConvertVertexData converts data in the oldFormat to the newFormat. Vertex attributes in the new format
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// will be copied from the corresponding vertex attributes in the old format. If a vertex attribute in the new format
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// has no corresponding attribute in the old format, it will be filled with zeros.
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func ConvertVertexData(oldFormat, newFormat pixelgl.VertexFormat, data []float64) []float64 {
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// calculate the mapping between old and new format
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// if i is a start of a vertex attribute in the new format, then mapping[i] returns
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// the index where the same attribute starts in the old format
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mapping := make(map[int]int)
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i := 0
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for _, newAttr := range newFormat {
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j := 0
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for _, oldAttr := range oldFormat {
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if newAttr == oldAttr {
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mapping[i] = j
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break
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}
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j += oldAttr.Size
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}
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i += newAttr.Size
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}
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oldData, newData := data, []float64{}
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for i := 0; i < len(oldData); i += oldFormat.Size() {
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j := 0
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for _, attr := range newFormat {
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if oldIndex, ok := mapping[j]; ok { // the attribute was found in the old format
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newData = append(newData, oldData[i+oldIndex:i+oldIndex+attr.Size]...)
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} else { // the attribute wasn't found in the old format, so fill with zeros
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newData = append(newData, make([]float64, attr.Size)...)
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}
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j += attr.Size
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}
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}
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return newData
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}
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@ -12,10 +12,10 @@ package pixelgl
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// The recommended way to implement a Doer is to wrap another Doer (vertex array wraps texture and so on), let's call
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// it parent. Then the Do method will look like this:
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//
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// func (o *MyObject) Do(sub func()) {
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// o.parent.Do(func() {
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// func (o *MyObject) Do(sub func(Context)) {
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// o.parent.Do(func(ctx Context) {
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// // enter the object's state
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// sub()
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// sub(ctx)
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// // leave the object's state
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// })
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// }
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@ -23,6 +23,45 @@ package pixelgl
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// It might seem difficult to grasp this kind of recursion at first, but it's really simple. What it's basically saying
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// is: "Hey parent, enter your state, then let me enter mine, then I'll do whatever I'm supposed to do in the middle.
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// After that I'll leave my state and please leave your state too parent."
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//
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// Also notice, that the functions are passing a Context around. This context contains the most important state variables.
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// Usually, you just pass it as you received it. If you want to pass a changed context to your child (e.g. your a shader),
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// use ctx.With* methods.
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type Doer interface {
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Do(sub func())
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Do(sub func(Context))
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}
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// Context takes state from one object to another. OpenGL is a state machine, so we have to approach it like that.
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// However, global variables are evil, so we have Context, that transfers important OpenGL state from one object to another.
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//
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// This type does *not* represent an OpenGL context in the OpenGL terminology.
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type Context struct {
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vertexFormat VertexFormat
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shader *Shader
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}
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// VertexFormat returns the current vertex format.
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func (c Context) VertexFormat() VertexFormat {
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return c.vertexFormat
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}
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// Shader returns the current shader.
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func (c Context) Shader() *Shader {
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return c.shader
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}
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// WithVertexFormat returns a copy of this context with the specified vertex format.
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func (c Context) WithVertexFormat(vf VertexFormat) Context {
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return Context{
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vertexFormat: vf,
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shader: c.shader,
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}
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}
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// WithShader returns a copy of this context with the specified shader.
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func (c Context) WithShader(s *Shader) Context {
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return Context{
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vertexFormat: c.vertexFormat,
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shader: s,
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}
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}
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@ -22,7 +22,7 @@ func NewShader(parent Doer, vertexShader, fragmentShader string) (*Shader, error
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}
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var err, glerr error
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parent.Do(func() {
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parent.Do(func(ctx Context) {
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err, glerr = DoErrGLErr(func() error {
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var vshader, fshader uint32
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// Delete deletes a shader program. Don't use a shader after deletion.
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func (s *Shader) Delete() {
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s.parent.Do(func() {
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s.parent.Do(func(ctx Context) {
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DoNoBlock(func() {
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gl.DeleteProgram(s.program)
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})
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}
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// Do stars using a shader, executes sub, and stops using it.
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func (s *Shader) Do(sub func()) {
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s.parent.Do(func() {
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func (s *Shader) Do(sub func(Context)) {
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s.parent.Do(func(ctx Context) {
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DoNoBlock(func() {
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gl.UseProgram(s.program)
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})
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sub()
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sub(ctx.WithShader(s))
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DoNoBlock(func() {
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gl.UseProgram(0)
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})
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texture := &Texture{parent: parent}
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var err error
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parent.Do(func() {
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parent.Do(func(ctx Context) {
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err = DoGLErr(func() {
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gl.GenTextures(1, &texture.tex)
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gl.BindTexture(gl.TEXTURE_2D, texture.tex)
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// Delete deletes a texture. Don't use a texture after deletion.
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func (t *Texture) Delete() {
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t.parent.Do(func() {
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t.parent.Do(func(ctx Context) {
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DoNoBlock(func() {
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gl.DeleteTextures(1, &t.tex)
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})
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}
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// Do bind a texture, executes sub, and unbinds the texture.
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func (t *Texture) Do(sub func()) {
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t.parent.Do(func() {
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func (t *Texture) Do(sub func(Context)) {
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t.parent.Do(func(ctx Context) {
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DoNoBlock(func() {
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gl.BindTexture(gl.TEXTURE_2D, t.tex)
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})
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sub()
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sub(ctx)
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DoNoBlock(func() {
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gl.BindTexture(gl.TEXTURE_2D, 0)
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})
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@ -125,7 +125,7 @@ func NewVertexArray(parent Doer, format VertexFormat, mode VertexDrawMode, usage
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}
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var err error
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parent.Do(func() {
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parent.Do(func(ctx Context) {
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err = DoGLErr(func() {
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gl.GenVertexArrays(1, &va.vao)
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gl.BindVertexArray(va.vao)
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// Delete deletes a vertex array and it's associated vertex buffer. Don't use a vertex array after deletion.
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func (va *VertexArray) Delete() {
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va.parent.Do(func() {
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va.parent.Do(func(ctx Context) {
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DoNoBlock(func() {
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gl.DeleteVertexArrays(1, &va.vao)
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gl.DeleteBuffers(1, &va.vbo)
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// Draw draws a vertex array.
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func (va *VertexArray) Draw() {
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va.Do(func() {})
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va.Do(func(Context) {})
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}
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// Data returns a copy of data inside a vertex array (actually it's vertex buffer).
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}
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// Do binds a vertex arrray and it's associated vertex buffer, executes sub, and unbinds the vertex array and it's vertex buffer.
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func (va *VertexArray) Do(sub func()) {
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va.parent.Do(func() {
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func (va *VertexArray) Do(sub func(Context)) {
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va.parent.Do(func(ctx Context) {
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DoNoBlock(func() {
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gl.BindVertexArray(va.vao)
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gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
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})
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sub()
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sub(ctx)
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DoNoBlock(func() {
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gl.DrawArrays(uint32(va.mode), 0, int32(va.count))
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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34
window.go
34
window.go
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// Delete destroys a window. The window can't be used any further.
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func (w *Window) Delete() {
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w.Do(func() {
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w.Do(func(pixelgl.Context) {
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pixelgl.Do(func() {
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w.window.Destroy()
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})
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// Clear clears the window with a color.
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func (w *Window) Clear(c color.Color) {
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w.Do(func() {
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w.Do(func(pixelgl.Context) {
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pixelgl.Clear(colorToRGBA(c))
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})
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}
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// Update swaps buffers and polls events.
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func (w *Window) Update() {
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w.Do(func() {
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w.Do(func(pixelgl.Context) {
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pixelgl.Do(func() {
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if w.config.VSync {
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glfw.SwapInterval(1)
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// SetTitle changes the title of a window.
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func (w *Window) SetTitle(title string) {
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w.Do(func() {
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w.Do(func(pixelgl.Context) {
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pixelgl.Do(func() {
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w.window.SetTitle(title)
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})
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// SetSize resizes a window to the specified size in pixels.
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// In case of a fullscreen window, it changes the resolution of that window.
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func (w *Window) SetSize(width, height float64) {
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w.Do(func() {
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w.Do(func(pixelgl.Context) {
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pixelgl.Do(func() {
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w.window.SetSize(int(width), int(height))
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})
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// Size returns the size of the client area of a window (the part you can draw on).
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func (w *Window) Size() (width, height float64) {
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w.Do(func() {
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w.Do(func(pixelgl.Context) {
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pixelgl.Do(func() {
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wi, hi := w.window.GetSize()
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width = float64(wi)
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// Show makes a window visible if it was hidden.
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func (w *Window) Show() {
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w.Do(func() {
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w.Do(func(pixelgl.Context) {
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pixelgl.Do(func() {
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w.window.Show()
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})
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// Hide hides a window if it was visible.
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func (w *Window) Hide() {
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w.Do(func() {
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w.Do(func(pixelgl.Context) {
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pixelgl.Do(func() {
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w.window.Hide()
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})
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func (w *Window) SetFullscreen(monitor *Monitor) {
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if w.Monitor() != monitor {
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if monitor == nil {
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w.Do(func() {
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w.Do(func(pixelgl.Context) {
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pixelgl.Do(func() {
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w.window.SetMonitor(
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nil,
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})
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})
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} else {
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w.Do(func() {
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w.Do(func(pixelgl.Context) {
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pixelgl.Do(func() {
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w.restore.xpos, w.restore.ypos = w.window.GetPos()
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w.restore.width, w.restore.height = w.window.GetSize()
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// Monitor returns a monitor a fullscreen window is on. If the window is not fullscreen, this function returns nil.
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func (w *Window) Monitor() *Monitor {
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var monitor *glfw.Monitor
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w.Do(func() {
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w.Do(func(pixelgl.Context) {
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monitor = pixelgl.DoVal(func() interface{} {
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return w.window.GetMonitor()
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}).(*glfw.Monitor)
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// Focus brings a window to the front and sets input focus.
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func (w *Window) Focus() {
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w.Do(func() {
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w.Do(func(pixelgl.Context) {
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pixelgl.Do(func() {
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w.window.Focus()
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})
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// Focused returns true if a window has input focus.
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func (w *Window) Focused() bool {
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var focused bool
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w.Do(func() {
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w.Do(func(pixelgl.Context) {
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focused = pixelgl.DoVal(func() interface{} {
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return w.window.GetAttrib(glfw.Focused) == glfw.True
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}).(bool)
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// Maximize puts a windowed window to a maximized state.
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func (w *Window) Maximize() {
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w.Do(func() {
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w.Do(func(pixelgl.Context) {
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pixelgl.Do(func() {
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w.window.Maximize()
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})
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// Restore restores a windowed window from a maximized state.
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func (w *Window) Restore() {
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w.Do(func() {
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w.Do(func(pixelgl.Context) {
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pixelgl.Do(func() {
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w.window.Restore()
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})
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@ -290,7 +290,7 @@ var currentWindow struct {
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}
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// Do makes the context of this window current, if it's not already, and executes sub.
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func (w *Window) Do(sub func()) {
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func (w *Window) Do(sub func(pixelgl.Context)) {
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currentWindow.Lock()
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defer currentWindow.Unlock()
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@ -302,5 +302,5 @@ func (w *Window) Do(sub func()) {
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currentWindow.handler = w
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}
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sub()
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sub(pixelgl.Context{})
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}
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