backup before reinstall
This commit is contained in:
parent
69032cdcf3
commit
cafda2cfae
209
graphics.go
209
graphics.go
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@ -9,72 +9,6 @@ import (
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"github.com/pkg/errors"
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)
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// Drawer is anything that can be drawn. It's by no means a drawer inside your table.
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//
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// Drawer consists of a single methods: Draw. Draw methods takes any number of Transform
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// arguments. It applies these transforms in the reverse order and finally draws something
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// transformed by these transforms.
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//
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// Example:
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//
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// // object is a drawer
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// object.Draw(pixel.Position(pixel.V(100, 100).Rotate(math.Pi / 2)))
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// camera := pixel.Camera(pixel.V(0, 0), pixel.V(500, 500), pixel.V(window.Size()))
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// object.Draw(camera, pixel.Position(0).Scale(0.5))
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type Drawer interface {
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Draw(t ...Transform)
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}
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// Group is used to effeciently handle a collection of objects with a common parent. Usually many
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// objects share a parent, using a group can significantly increase performance in these cases.
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//
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// To use a group, first, create a group and as it's parent use the common parent of the
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// collection of objects:
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//
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// group := pixel.NewGroup(commonParent)
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//
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// Then, when creating the objects, use the group as their parent, instead of the original
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// common parent, but, don't forget to put everything into a With block, like this:
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//
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// group.With(func() {
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// object := newArbitratyObject(group, ...) // group is the parent of the object
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// })
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//
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// When dealing with objects associated with a group, it's always necessary to wrap that into
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// a With block:
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//
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// group.With(func() {
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// for _, obj := range objectsWithCommonParent {
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// // do something with obj
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// }
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// })
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//
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// That's all!
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type Group struct {
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parent pixelgl.Doer
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context pixelgl.Context
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}
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// NewGroup creates a new group with the specified parent.
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func NewGroup(parent pixelgl.Doer) *Group {
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return &Group{
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parent: parent,
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}
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}
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// With enables the parent of a group and executes sub.
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func (g *Group) With(sub func()) {
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g.parent.Do(func(ctx pixelgl.Context) {
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g.context = ctx
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sub()
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})
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}
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// Do just passes a cached context to sub.
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func (g *Group) Do(sub func(pixelgl.Context)) {
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sub(g.context)
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}
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// Shape is a general drawable shape constructed from vertices.
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//
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// Vertices are specified in the vertex array of a shape. A shape can have a picture, a color
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@ -83,21 +17,21 @@ func (g *Group) Do(sub func(pixelgl.Context)) {
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// Usually you use this type only indirectly throught other specific shapes (sprites, polygons,
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// ...) embedding it.
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type Shape struct {
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parent pixelgl.Doer
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picture *Picture
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color color.Color
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transform Transform
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va *pixelgl.VertexArray
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vertices []map[pixelgl.Attr]interface{}
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vas map[Target]*pixelgl.VertexArray
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}
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// NewShape creates a new shape with specified parent, picture, color, transform and vertex array.
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func NewShape(parent pixelgl.Doer, picture *Picture, c color.Color, transform Transform, va *pixelgl.VertexArray) *Shape {
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func NewShape(picture *Picture, c color.Color, transform Transform, vertices []map[pixelgl.Attr]interface{}) *Shape {
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return &Shape{
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parent: parent,
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picture: picture,
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color: c,
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transform: transform,
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va: va,
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vertices: vertices,
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vas: make(map[Target]*pixelgl.VertexArray),
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}
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}
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@ -131,30 +65,45 @@ func (s *Shape) Transform() Transform {
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return s.transform
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}
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// VertexArray changes the underlying vertex array of a shape.
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func (s *Shape) VertexArray() *pixelgl.VertexArray {
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return s.va
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// Vertices returns the vertex attribute values of all vertices in a shape.
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//
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// Do not change!
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func (s *Shape) Vertices() []map[pixelgl.Attr]interface{} {
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return s.vertices
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}
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// Draw draws a sprite transformed by the supplied transforms applied in the reverse order.
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func (s *Shape) Draw(t ...Transform) {
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func (s *Shape) Draw(target Target, t ...Transform) {
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mat := mgl32.Ident3()
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for i := range t {
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mat = mat.Mul3(t[i].Mat())
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}
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mat = mat.Mul3(s.transform.Mat())
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s.parent.Do(func(ctx pixelgl.Context) {
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c := NRGBAModel.Convert(s.color).(NRGBA)
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ctx.Shader().SetUniformAttr(maskColorVec4, mgl32.Vec4{float32(c.R), float32(c.G), float32(c.B), float32(c.A)})
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ctx.Shader().SetUniformAttr(transformMat3, mat)
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c := NRGBAModel.Convert(s.color).(NRGBA)
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if s.vas[target] == nil {
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s.vas[target] = target.MakeVertexArray(s.vertices)
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}
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va := s.vas[target]
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pixelgl.Do(func() {
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target.Begin()
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defer target.End()
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target.Shader().SetUniformAttr(maskColorVec4, mgl32.Vec4{float32(c.R), float32(c.G), float32(c.B), float32(c.A)})
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target.Shader().SetUniformAttr(transformMat3, mat)
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if s.picture != nil {
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s.picture.Texture().Do(func(pixelgl.Context) {
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s.va.Draw()
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})
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s.picture.Texture().Begin()
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va.Begin()
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va.Draw()
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va.End()
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s.picture.Texture().End()
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} else {
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s.va.Draw()
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va.Begin()
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va.Draw()
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va.End()
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}
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})
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}
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@ -173,7 +122,7 @@ type MultiShape struct {
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// NewMultiShape creates a new multishape from several other shapes.
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//
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// If two of the supplied shapes have different pictures, this function panics.
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func NewMultiShape(parent pixelgl.Doer, shapes ...*Shape) *MultiShape {
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func NewMultiShape(shapes ...*Shape) *MultiShape {
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var picture *Picture
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for _, shape := range shapes {
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if picture != nil && shape.Picture() != nil && shape.Picture().Texture().ID() != picture.Texture().ID() {
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@ -184,20 +133,9 @@ func NewMultiShape(parent pixelgl.Doer, shapes ...*Shape) *MultiShape {
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}
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}
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var va *pixelgl.VertexArray
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var indices []int
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offset := 0
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for _, shape := range shapes {
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for _, i := range shape.va.Indices() {
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indices = append(indices, offset+i)
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}
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offset += shape.VertexArray().NumVertices()
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}
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var vertices []map[pixelgl.Attr]interface{}
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for _, shape := range shapes {
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shapeVertices := shape.VertexArray().Vertices()
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shapeVertices := shape.Vertices()
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for vertex := range shapeVertices {
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if pos, ok := shapeVertices[vertex][positionVec2]; ok {
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@ -221,22 +159,7 @@ func NewMultiShape(parent pixelgl.Doer, shapes ...*Shape) *MultiShape {
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vertices = append(vertices, shapeVertices...)
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}
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parent.Do(func(ctx pixelgl.Context) {
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var err error
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va, err = pixelgl.NewVertexArray(
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pixelgl.ContextHolder{Context: ctx},
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ctx.Shader().VertexFormat(),
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len(vertices),
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indices,
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)
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if err != nil {
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panic(errors.Wrap(err, "failed to create multishape"))
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}
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})
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va.SetVertices(vertices)
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return &MultiShape{NewShape(parent, picture, color.White, Position(0), va)}
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return &MultiShape{NewShape(picture, color.White, Position(0), vertices)}
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}
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// Sprite is a picture that can be drawn on the screen. Optionally it can be color masked
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@ -252,25 +175,10 @@ type Sprite struct {
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// NewSprite creates a new sprite with the supplied picture. The sprite's size is the size of
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// the supplied picture. If you want to change the sprite's size, change it's transform.
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func NewSprite(parent pixelgl.Doer, picture *Picture) *Sprite {
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var va *pixelgl.VertexArray
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parent.Do(func(ctx pixelgl.Context) {
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var err error
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va, err = pixelgl.NewVertexArray(
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pixelgl.ContextHolder{Context: ctx},
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ctx.Shader().VertexFormat(),
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4,
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[]int{0, 1, 2, 0, 2, 3},
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)
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if err != nil {
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panic(errors.Wrap(err, "failed to create sprite"))
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}
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})
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func NewSprite(picture *Picture) *Sprite {
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w, h := picture.Bounds().Size.XY()
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vertices := make([]map[pixelgl.Attr]interface{}, 4)
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w, h := picture.Bounds().Size.XY()
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for i, p := range []Vec{V(0, 0), V(w, 0), V(w, h), V(0, h)} {
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texCoord := V(
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(picture.Bounds().X()+p.X())/float64(picture.Texture().Width()),
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@ -284,9 +192,16 @@ func NewSprite(parent pixelgl.Doer, picture *Picture) *Sprite {
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}
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}
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va.SetVertices(vertices)
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vertices = []map[pixelgl.Attr]interface{}{
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vertices[0],
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vertices[1],
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vertices[2],
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vertices[0],
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vertices[2],
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vertices[3],
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}
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return &Sprite{NewShape(parent, picture, color.White, Position(0), va)}
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return &Sprite{NewShape(picture, color.White, Position(0), vertices)}
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}
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// LineColor a line shape (with sharp ends) filled with a single color.
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@ -296,26 +211,9 @@ type LineColor struct {
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width float64
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}
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// NewLineColor creates a new line shape between points A and B filled with a single color. Parent
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// is an object that this shape belongs to, such as a window, or a graphics effect.
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func NewLineColor(parent pixelgl.Doer, c color.Color, a, b Vec, width float64) *LineColor {
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var va *pixelgl.VertexArray
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parent.Do(func(ctx pixelgl.Context) {
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var err error
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va, err = pixelgl.NewVertexArray(
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pixelgl.ContextHolder{Context: ctx},
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ctx.Shader().VertexFormat(),
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4,
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[]int{0, 1, 2, 1, 2, 3},
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)
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if err != nil {
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panic(errors.Wrap(err, "failed to create line"))
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}
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})
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// NewLineColor creates a new line shape between points A and B filled with a single color.
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func NewLineColor(c color.Color, a, b Vec, width float64) *LineColor {
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vertices := make([]map[pixelgl.Attr]interface{}, 4)
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for i := 0; i < 4; i++ {
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vertices[i] = map[pixelgl.Attr]interface{}{
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colorVec4: mgl32.Vec4{1, 1, 1, 1},
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@ -323,9 +221,16 @@ func NewLineColor(parent pixelgl.Doer, c color.Color, a, b Vec, width float64) *
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}
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}
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va.SetVertices(vertices)
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vertices = []map[pixelgl.Attr]interface{}{
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vertices[0],
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vertices[1],
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vertices[2],
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vertices[1],
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vertices[2],
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vertices[3],
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}
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lc := &LineColor{NewShape(parent, nil, c, Position(0), va), a, b, width}
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lc := &LineColor{NewShape(nil, c, Position(0), vertices), a, b, width}
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lc.setPoints()
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return lc
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}
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@ -0,0 +1,21 @@
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package pixel
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import "github.com/faiface/pixel/pixelgl"
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// Target is an OpenGL graphics destination such as a window, a canvas, and so on. Something that
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// you can draw on.
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type Target interface {
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pixelgl.BeginEnder
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Shader() *pixelgl.Shader
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// MakeVertexArray returns a new vertex array drawable on the Target.
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MakeVertexArray(vertices []map[pixelgl.Attr]interface{}) *pixelgl.VertexArray
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}
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// Drawer is anything that can be drawn. It's by no means a drawer inside your table.
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//
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// Drawer consists of a single methods: Draw. Draw takes a target and any number of transform
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// arguments. It's up to a Drawer to make sure that it draws correctly onto the provided target.
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type Drawer interface {
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Draw(target Target, t ...Transform)
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}
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23
picture.go
23
picture.go
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@ -24,16 +24,19 @@ func NewPicture(img image.Image, smooth bool) *Picture {
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rgba := image.NewRGBA(image.Rect(0, 0, img.Bounds().Dx(), img.Bounds().Dy()))
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draw.Draw(rgba, rgba.Bounds(), img, img.Bounds().Min, draw.Src)
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texture, err := pixelgl.NewTexture(
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pixelgl.NoOpDoer,
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img.Bounds().Dx(),
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img.Bounds().Dy(),
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smooth,
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rgba.Pix,
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)
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if err != nil {
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panic(errors.Wrap(err, "failed to create picture"))
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}
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var texture *pixelgl.Texture
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pixelgl.Do(func() {
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var err error
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texture, err = pixelgl.NewTexture(
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img.Bounds().Dx(),
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img.Bounds().Dy(),
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smooth,
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rgba.Pix,
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)
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if err != nil {
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panic(errors.Wrap(err, "failed to create picture"))
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}
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})
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return &Picture{
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texture: texture,
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146
window.go
146
window.go
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@ -2,7 +2,6 @@ package pixel
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import (
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"image/color"
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"sync"
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"runtime"
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@ -58,10 +57,10 @@ type WindowConfig struct {
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// Window is a window handler. Use this type to manipulate a window (input, drawing, ...).
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type Window struct {
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enabled bool
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window *glfw.Window
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config WindowConfig
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defaultShader *pixelgl.Shader
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enabled bool
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window *glfw.Window
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config WindowConfig
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shader *pixelgl.Shader
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// need to save these to correctly restore a fullscreen window
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restore struct {
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@ -74,6 +73,8 @@ type Window struct {
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}
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}
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var currentWindow *Window
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// NewWindow creates a new window with it's properties specified in the provided config.
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//
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// If window creation fails, an error is returned.
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@ -103,7 +104,11 @@ func NewWindow(config WindowConfig) (*Window, error) {
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glfw.WindowHint(glfw.Maximized, bool2int[config.Maximized])
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glfw.WindowHint(glfw.Samples, config.MSAASamples)
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w.window, err = glfw.CreateWindow(int(config.Width), int(config.Height), config.Title, nil, nil)
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var share *glfw.Window
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if currentWindow != nil {
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share = currentWindow.window
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}
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w.window, err = glfw.CreateWindow(int(config.Width), int(config.Height), config.Title, nil, share)
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if err != nil {
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return err
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}
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@ -114,13 +119,11 @@ func NewWindow(config WindowConfig) (*Window, error) {
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return nil, errors.Wrap(err, "creating window failed")
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}
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w.initInput()
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pixelgl.Do(func() {
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w.Begin()
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defer w.End()
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w.SetFullscreen(config.Fullscreen)
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w.Do(func(pixelgl.Context) {
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w.defaultShader, err = pixelgl.NewShader(
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pixelgl.NoOpDoer,
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w.shader, err = pixelgl.NewShader(
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defaultVertexFormat,
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defaultUniformFormat,
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defaultVertexShader,
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@ -128,14 +131,21 @@ func NewWindow(config WindowConfig) (*Window, error) {
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)
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// default uniforms
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w.defaultShader.SetUniformAttr(maskColorVec4, mgl32.Vec4{1, 1, 1, 1})
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w.defaultShader.SetUniformAttr(transformMat3, mgl32.Ident3())
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w.shader.Begin()
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w.shader.SetUniformAttr(maskColorVec4, mgl32.Vec4{1, 1, 1, 1})
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w.shader.SetUniformAttr(transformMat3, mgl32.Ident3())
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// this is tricky, w.shader.End() is not needed here, because it will
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// actually be ended by a deferred w.End() call
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})
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if err != nil {
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w.Destroy()
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return nil, errors.Wrap(err, "creating window failed")
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}
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w.initInput()
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w.SetFullscreen(config.Fullscreen)
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runtime.SetFinalizer(w, (*Window).Destroy)
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return w, nil
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@ -150,37 +160,42 @@ func (w *Window) Destroy() {
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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(pixelgl.Context) {
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pixelgl.DoNoBlock(func() {
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c := NRGBAModel.Convert(c).(NRGBA)
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gl.ClearColor(float32(c.R), float32(c.G), float32(c.B), float32(c.A))
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gl.Clear(gl.COLOR_BUFFER_BIT)
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})
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pixelgl.DoNoBlock(func() {
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w.Begin()
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defer w.End()
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c := NRGBAModel.Convert(c).(NRGBA)
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gl.ClearColor(float32(c.R), float32(c.G), float32(c.B), float32(c.A))
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gl.Clear(gl.COLOR_BUFFER_BIT)
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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() {
|
||||
w.Do(func(pixelgl.Context) {
|
||||
pixelgl.Do(func() {
|
||||
if w.config.VSync {
|
||||
glfw.SwapInterval(1)
|
||||
}
|
||||
w.window.SwapBuffers()
|
||||
})
|
||||
pixelgl.Do(func() {
|
||||
w.Begin()
|
||||
defer w.End()
|
||||
|
||||
w.updateInput()
|
||||
if w.config.VSync {
|
||||
glfw.SwapInterval(1)
|
||||
}
|
||||
w.window.SwapBuffers()
|
||||
})
|
||||
|
||||
pixelgl.Do(func() {
|
||||
w, h := w.window.GetSize()
|
||||
gl.Viewport(0, 0, int32(w), int32(h))
|
||||
})
|
||||
w.updateInput()
|
||||
|
||||
pixelgl.Do(func() {
|
||||
w.Begin()
|
||||
defer w.End()
|
||||
|
||||
w, h := w.window.GetSize()
|
||||
gl.Viewport(0, 0, int32(w), int32(h))
|
||||
})
|
||||
}
|
||||
|
||||
// DefaultShader returns the default shader used by a window.
|
||||
func (w *Window) DefaultShader() *pixelgl.Shader {
|
||||
return w.defaultShader
|
||||
// Shader returns the default shader used by a window.
|
||||
func (w *Window) Shader() *pixelgl.Shader {
|
||||
return w.shader
|
||||
}
|
||||
|
||||
// SetClosed sets the closed flag of a window.
|
||||
|
@ -327,33 +342,50 @@ func (w *Window) Restore() {
|
|||
})
|
||||
}
|
||||
|
||||
var currentWindow struct {
|
||||
sync.Mutex
|
||||
handler *Window
|
||||
// Begin makes the OpenGL context of a window current and binds it's shader.
|
||||
//
|
||||
// You usually do not need to use this method, however, you have to use it when you're
|
||||
// directly using this window's context (such as drawing on it using OpenGL).
|
||||
//
|
||||
// Note, that this method must be called inside the main OpenGL thread (pixelgl.Do/DoNoBlock/DoErr/DoVal).
|
||||
func (w *Window) Begin() {
|
||||
if currentWindow != w {
|
||||
w.window.MakeContextCurrent()
|
||||
pixelgl.Init()
|
||||
currentWindow = w
|
||||
}
|
||||
if w.shader != nil {
|
||||
w.shader.Begin()
|
||||
}
|
||||
}
|
||||
|
||||
// Do makes the context of this window current, if it's not already, and executes sub.
|
||||
func (w *Window) Do(sub func(pixelgl.Context)) {
|
||||
if !w.enabled {
|
||||
currentWindow.Lock()
|
||||
defer currentWindow.Unlock()
|
||||
// End unbinds the shader of a window.
|
||||
func (w *Window) End() {
|
||||
if w.shader != nil {
|
||||
w.shader.End()
|
||||
}
|
||||
}
|
||||
|
||||
if currentWindow.handler != w {
|
||||
pixelgl.Do(func() {
|
||||
w.window.MakeContextCurrent()
|
||||
pixelgl.Init()
|
||||
})
|
||||
currentWindow.handler = w
|
||||
// MakeVertexArray implements Target.
|
||||
func (w *Window) MakeVertexArray(vertices []map[pixelgl.Attr]interface{}) *pixelgl.VertexArray {
|
||||
var va *pixelgl.VertexArray
|
||||
|
||||
pixelgl.Do(func() {
|
||||
w.Begin()
|
||||
defer w.End()
|
||||
|
||||
var err error
|
||||
va, err = pixelgl.NewVertexArray(w.Shader(), len(vertices))
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
}
|
||||
|
||||
w.enabled = true
|
||||
if w.defaultShader != nil {
|
||||
w.defaultShader.Do(sub)
|
||||
} else {
|
||||
sub(pixelgl.Context{})
|
||||
}
|
||||
w.enabled = false
|
||||
va.Begin()
|
||||
va.SetVertices(vertices)
|
||||
va.End()
|
||||
})
|
||||
|
||||
return va
|
||||
}
|
||||
|
||||
var defaultVertexFormat = pixelgl.AttrFormat{
|
||||
|
|
Loading…
Reference in New Issue