package pixelgl // Doer is an interface for manipulating OpenGL state. // // OpenGL is a state machine. Every object can 'enter' it's state and 'leave' it's state. For example, // you can bind a buffer and unbind a buffer, bind a texture and unbind it, use shader and unuse it, and so on. // // This interface provides a clever and flexible way to do it. A typical workflow of an OpenGL object is that // you enter (load, bind) that object's state, then do something with it, and then leave the state. That 'something' // in between, let's call it sub (as in subroutine). // // The recommended way to implement a Doer is to wrap another Doer (vertex array wraps texture and so on), let's call // it parent. Then the Do method will look like this: // // func (o *MyObject) Do(sub func(Context)) { // o.parent.Do(func(ctx Context) { // // enter the object's state // sub(ctx) // // leave the object's state // }) // } // // It might seem difficult to grasp this kind of recursion at first, but it's really simple. What it's basically saying // is: "Hey parent, enter your state, then let me enter mine, then I'll do whatever I'm supposed to do in the middle. // After that I'll leave my state and please leave your state too parent." // // Also notice, that the functions are passing a Context around. This context contains the most important state variables. // 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), // use ctx.With* methods. type Doer interface { Do(sub func(Context)) } // Context takes state from one object to another. OpenGL is a state machine, so we have to approach it like that. // However, global variables are evil, so we have Context, that transfers important OpenGL state from one object to another. // // This type does *not* represent an OpenGL context in the OpenGL terminology. type Context struct { vertexFormat VertexFormat shader *Shader } // VertexFormat returns the current vertex format. func (c Context) VertexFormat() VertexFormat { return c.vertexFormat } // Shader returns the current shader. func (c Context) Shader() *Shader { return c.shader } // WithVertexFormat returns a copy of this context with the specified vertex format. func (c Context) WithVertexFormat(vf VertexFormat) Context { return Context{ vertexFormat: vf, shader: c.shader, } } // WithShader returns a copy of this context with the specified shader. func (c Context) WithShader(s *Shader) Context { return Context{ vertexFormat: c.vertexFormat, shader: s, } }