package pixel import ( "github.com/faiface/mainthread" "github.com/faiface/pixel/pixelgl" ) // NewGLTriangles returns OpenGL triangles implemented using pixelgl.VertexSlice. A few notes. // // Triangles returned from this function support TrianglesPosition, TrianglesColor and // TrianglesTexture. If you need to support more, you can "override" Update and Append method. // // Draw method simply draws the underlying pixelgl.VertexSlice. It needs to be called in the main // thread manually. Also, you need to take care of additional Target initialization or setting of // uniform attributes. func NewGLTriangles(shader *pixelgl.Shader, t Triangles) Triangles { var gt *glTriangles mainthread.Call(func() { gt = &glTriangles{ vs: pixelgl.MakeVertexSlice(shader, 0, t.Len()), shader: shader, } }) gt.Update(t) return gt } type glTriangles struct { vs *pixelgl.VertexSlice data []float32 shader *pixelgl.Shader } func (gt *glTriangles) Len() int { return len(gt.data) / gt.vs.Stride() } func (gt *glTriangles) Draw() { gt.vs.Begin() gt.vs.Draw() gt.vs.End() } func (gt *glTriangles) resize(len int) { if len > gt.Len() { needAppend := len - gt.Len() for i := 0; i < needAppend; i++ { gt.data = append(gt.data, 0, 0, 1, 1, 1, 1, -1, -1, ) } } if len < gt.Len() { gt.data = gt.data[:len] } } func (gt *glTriangles) updateData(offset int, t Triangles) { // TrianglesData short path if t, ok := t.(*TrianglesData); ok { for i := offset; i < offset+t.Len(); i++ { var ( px, py = (*t)[i].Position.XY() col = (*t)[i].Color tx, ty = (*t)[i].Texture.XY() ) gt.data[i*gt.vs.Stride()+0] = float32(px) gt.data[i*gt.vs.Stride()+1] = float32(py) gt.data[i*gt.vs.Stride()+2] = float32(col.R) gt.data[i*gt.vs.Stride()+3] = float32(col.G) gt.data[i*gt.vs.Stride()+4] = float32(col.B) gt.data[i*gt.vs.Stride()+5] = float32(col.A) gt.data[i*gt.vs.Stride()+6] = float32(tx) gt.data[i*gt.vs.Stride()+7] = float32(ty) } return } if t, ok := t.(TrianglesPosition); ok { for i := offset; i < offset+t.Len(); i++ { px, py := t.Position(i).XY() gt.data[i*gt.vs.Stride()+0] = float32(px) gt.data[i*gt.vs.Stride()+1] = float32(py) } } if t, ok := t.(TrianglesColor); ok { for i := offset; i < offset+t.Len(); i++ { col := t.Color(i) gt.data[i*gt.vs.Stride()+2] = float32(col.R) gt.data[i*gt.vs.Stride()+3] = float32(col.G) gt.data[i*gt.vs.Stride()+4] = float32(col.B) gt.data[i*gt.vs.Stride()+5] = float32(col.A) } } if t, ok := t.(TrianglesTexture); ok { for i := offset; i < offset+t.Len(); i++ { tx, ty := t.Texture(i).XY() gt.data[i*gt.vs.Stride()+6] = float32(tx) gt.data[i*gt.vs.Stride()+7] = float32(ty) } } } func (gt *glTriangles) submitData() { data := gt.data // avoid race condition mainthread.CallNonBlock(func() { gt.vs.Begin() dataLen := len(data) / gt.vs.Stride() if dataLen > gt.vs.Len() { gt.vs.Append(make([]float32, (dataLen-gt.vs.Len())*gt.vs.Stride())) } if dataLen < gt.vs.Len() { gt.vs = gt.vs.Slice(0, dataLen) } gt.vs.SetVertexData(gt.data) gt.vs.End() }) } func (gt *glTriangles) Update(t Triangles) { gt.resize(t.Len()) gt.updateData(0, t) gt.submitData() } func (gt *glTriangles) Append(t Triangles) { gt.resize(gt.Len() + t.Len()) gt.updateData(gt.Len()-t.Len(), t) gt.submitData() } func (gt *glTriangles) Copy() Triangles { return NewGLTriangles(gt.shader, gt) } func (gt *glTriangles) Position(i int) Vec { px := gt.data[i*gt.vs.Stride()+0] py := gt.data[i*gt.vs.Stride()+1] return V(float64(px), float64(py)) } func (gt *glTriangles) Color(i int) NRGBA { r := gt.data[i*gt.vs.Stride()+2] g := gt.data[i*gt.vs.Stride()+3] b := gt.data[i*gt.vs.Stride()+4] a := gt.data[i*gt.vs.Stride()+5] return NRGBA{ R: float64(r), G: float64(g), B: float64(b), A: float64(a), } } func (gt *glTriangles) Texture(i int) Vec { tx := gt.data[i*gt.vs.Stride()+6] ty := gt.data[i*gt.vs.Stride()+7] return V(float64(tx), float64(ty)) }