make Do reentrant
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@ -27,6 +27,8 @@ package pixelgl
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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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//
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// If possible and makes sense, Do method should be reentrant.
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type Doer interface {
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Do(sub func(Context))
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}
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@ -17,6 +17,7 @@ type UniformFormat map[string]Attr
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// Shader is an OpenGL shader program.
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type Shader struct {
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enabled bool
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parent Doer
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program uint32
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vertexFormat VertexFormat
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@ -383,6 +384,11 @@ func (s *Shader) SetUniformMat43(purpose AttrPurpose, value mgl32.Mat4x3) (ok bo
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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(Context)) {
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s.parent.Do(func(ctx Context) {
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if s.enabled {
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sub(ctx.WithShader(s))
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return
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}
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s.enabled = true
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DoNoBlock(func() {
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gl.UseProgram(s.program)
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})
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@ -390,5 +396,6 @@ func (s *Shader) Do(sub func(Context)) {
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DoNoBlock(func() {
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gl.UseProgram(0)
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})
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s.enabled = false
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})
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}
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@ -7,6 +7,7 @@ import (
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// Texture is an OpenGL texture.
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type Texture struct {
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enabled bool
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parent Doer
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tex uint32
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}
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@ -63,6 +64,11 @@ func (t *Texture) ID() uint32 {
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// Do bind a texture, executes sub, and unbinds the texture.
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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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if t.enabled {
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sub(ctx)
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return
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}
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t.enabled = true
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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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@ -70,5 +76,6 @@ func (t *Texture) Do(sub func(Context)) {
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DoNoBlock(func() {
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gl.BindTexture(gl.TEXTURE_2D, 0)
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})
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t.enabled = false
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})
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}
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@ -69,6 +69,7 @@ const (
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// VertexArray is an OpenGL vertex array object that also holds it's own vertex buffer object.
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// From the user's points of view, VertexArray is an array of vertices that can be drawn.
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type VertexArray struct {
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enabled bool
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parent Doer
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vao uint32
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vbo uint32
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@ -341,6 +342,11 @@ func (va *VertexArray) SetVertexAttributeVec4(vertex int, purpose AttrPurpose, v
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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(Context)) {
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va.parent.Do(func(ctx Context) {
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if va.enabled {
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sub(ctx)
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return
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}
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va.enabled = true
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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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@ -351,5 +357,6 @@ func (va *VertexArray) Do(sub func(Context)) {
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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gl.BindVertexArray(0)
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})
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va.enabled = false
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})
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}
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