adapt GLTriangles (+ make them exported)
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67529bf8fc
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@ -2,21 +2,33 @@ package pixelgl
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import (
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"fmt"
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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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"github.com/faiface/pixel"
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)
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// NewGLTriangles returns OpenGL triangles implemented using glhf.VertexSlice. A few notes.
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// GLTriangles are OpenGL triangles implemented using glhf.VertexSlice.
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//
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// Triangles returned from this function support TrianglesPosition, TrianglesColor and
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// TrianglesTexture. If you need to support more, you can "override" SetLen and Update method.
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type GLTriangles struct {
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vs *glhf.VertexSlice
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data []float32
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shader *glhf.Shader
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}
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var (
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_ pixel.TrianglesPosition = (*GLTriangles)(nil)
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_ pixel.TrianglesColor = (*GLTriangles)(nil)
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_ pixel.TrianglesPicture = (*GLTriangles)(nil)
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)
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// NewGLTriangles returns GLTriangles initialized with the data from the supplied Triangles.
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//
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// Draw method simply draws the underlying glhf.VertexSlice. It needs to be called in the main
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// thread manually. Also, you need to take care of additional Target initialization or setting of
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// uniform attributes.
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func NewGLTriangles(shader *glhf.Shader, t pixel.Triangles) pixel.TargetTriangles {
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// Only draw the Triangles using the provided Shader.
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func NewGLTriangles(shader *glhf.Shader, t pixel.Triangles) *GLTriangles {
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var gt *glTriangles
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mainthread.Call(func() {
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gt = &glTriangles{
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@ -29,24 +41,32 @@ func NewGLTriangles(shader *glhf.Shader, t pixel.Triangles) pixel.TargetTriangle
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return gt
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}
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type glTriangles struct {
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vs *glhf.VertexSlice
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data []float32
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shader *glhf.Shader
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// VertexSlice returns the VertexSlice of this GLTriangles.
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//
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// You can use it to draw them.
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func (gt *GLTriangles) VertexSlice() *glhf.VertexSlice {
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return gt.vs
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}
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func (gt *glTriangles) Len() int {
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// Shader returns the GLTriangles's associated shader.
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func (gt *GLTriangles) Shader() *glhf.Shader {
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return gt.shader
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}
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// Len returns the number of vertices.
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func (gt *GLTriangles) Len() int {
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return len(gt.data) / gt.vs.Stride()
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}
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func (gt *glTriangles) SetLen(len int) {
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// SetLen efficiently resizes GLTriangles to len.
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func (gt *GLTriangles) SetLen(len int) {
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if len > gt.Len() {
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needAppend := len - gt.Len()
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for i := 0; i < needAppend; i++ {
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gt.data = append(gt.data,
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0, 0,
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1, 1, 1, 1,
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-1, -1,
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float32(math.Inf(+1)), float32(math.Inf(+1)),
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)
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}
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}
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@ -55,7 +75,8 @@ func (gt *glTriangles) SetLen(len int) {
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}
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}
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func (gt *glTriangles) Slice(i, j int) pixel.Triangles {
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// Slice returns a sub-Triangles of this GLTriangles in range [i, j).
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func (gt *GLTriangles) Slice(i, j int) pixel.Triangles {
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return &glTriangles{
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vs: gt.vs.Slice(i, j),
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data: gt.data[i*gt.vs.Stride() : j*gt.vs.Stride()],
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@ -63,7 +84,7 @@ func (gt *glTriangles) Slice(i, j int) pixel.Triangles {
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}
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}
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func (gt *glTriangles) updateData(t pixel.Triangles) {
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func (gt *GLTriangles) updateData(t pixel.Triangles) {
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// glTriangles short path
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if t, ok := t.(*glTriangles); ok {
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copy(gt.data, t.data)
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@ -115,7 +136,7 @@ func (gt *glTriangles) updateData(t pixel.Triangles) {
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}
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}
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func (gt *glTriangles) submitData() {
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func (gt *GLTriangles) submitData() {
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data := gt.data // avoid race condition
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mainthread.CallNonBlock(func() {
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gt.vs.Begin()
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@ -126,7 +147,10 @@ func (gt *glTriangles) submitData() {
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})
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}
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func (gt *glTriangles) Update(t pixel.Triangles) {
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// Update copies vertex properties from the supplied Triangles into this GLTriangles.
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//
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// The two Triangles (gt and t) must be of the same len.
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func (gt *GLTriangles) Update(t pixel.Triangles) {
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if gt.Len() != t.Len() {
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panic(fmt.Errorf("%T.Update: invalid triangles len", gt))
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}
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@ -134,23 +158,22 @@ func (gt *glTriangles) Update(t pixel.Triangles) {
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gt.submitData()
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}
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func (gt *glTriangles) Copy() pixel.Triangles {
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// Copy returns an independent copy of this GLTriangles.
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//
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// The returned Triangles are GLTriangles as the underlying type.
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func (gt *GLTriangles) Copy() pixel.Triangles {
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return NewGLTriangles(gt.shader, gt)
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}
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func (gt *glTriangles) Draw() {
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gt.vs.Begin()
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gt.vs.Draw()
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gt.vs.End()
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}
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func (gt *glTriangles) Position(i int) pixel.Vec {
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// Position returns the Position property of the i-th vertex.
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func (gt *GLTriangles) Position(i int) pixel.Vec {
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px := gt.data[i*gt.vs.Stride()+0]
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py := gt.data[i*gt.vs.Stride()+1]
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return pixel.V(float64(px), float64(py))
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}
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func (gt *glTriangles) Color(i int) pixel.NRGBA {
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// Color returns the Color property of the i-th vertex.
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func (gt *GLTriangles) Color(i int) pixel.NRGBA {
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r := gt.data[i*gt.vs.Stride()+2]
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g := gt.data[i*gt.vs.Stride()+3]
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b := gt.data[i*gt.vs.Stride()+4]
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@ -163,7 +186,8 @@ func (gt *glTriangles) Color(i int) pixel.NRGBA {
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}
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}
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func (gt *glTriangles) Texture(i int) pixel.Vec {
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// Picture returns the Picture property of the i-th vertex.
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func (gt *GLTriangles) Picture(i int) pixel.Vec {
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tx := gt.data[i*gt.vs.Stride()+6]
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ty := gt.data[i*gt.vs.Stride()+7]
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return pixel.V(float64(tx), float64(ty))
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