100 lines
2.2 KiB
Go
100 lines
2.2 KiB
Go
package pixelgl
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import (
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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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// GLFrame is a type that helps implementing OpenGL Targets. It implements most common methods to
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// avoid code redundancy. It contains an glhf.Frame that you can draw on.
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type GLFrame struct {
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frame *glhf.Frame
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bounds pixel.Rect
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pixels []uint8
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dirty bool
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}
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// NewGLFrame creates a new GLFrame with the given bounds.
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func NewGLFrame(bounds pixel.Rect) *GLFrame {
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gf := new(GLFrame)
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gf.SetBounds(bounds)
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return gf
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}
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// SetBounds resizes the GLFrame to the new bounds.
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func (gf *GLFrame) SetBounds(bounds pixel.Rect) {
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if bounds == gf.Bounds() {
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return
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}
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mainthread.Call(func() {
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oldF := gf.frame
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_, _, w, h := intBounds(bounds)
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gf.frame = glhf.NewFrame(w, h, false)
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// preserve old content
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if oldF != nil {
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ox, oy, ow, oh := intBounds(bounds)
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oldF.Blit(
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gf.frame,
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ox, oy, ox+ow, oy+oh,
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ox, oy, ox+ow, oy+oh,
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)
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}
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})
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gf.bounds = bounds
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gf.pixels = nil
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gf.dirty = true
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}
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// Bounds returns the current GLFrame's bounds.
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func (gf *GLFrame) Bounds() pixel.Rect {
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return gf.bounds
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}
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// Color returns the color of the pixel under the specified position.
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func (gf *GLFrame) Color(at pixel.Vec) pixel.RGBA {
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if gf.dirty {
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mainthread.Call(func() {
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tex := gf.frame.Texture()
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tex.Begin()
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gf.pixels = tex.Pixels(0, 0, tex.Width(), tex.Height())
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tex.End()
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})
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gf.dirty = false
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}
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if !gf.bounds.Contains(at) {
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return pixel.RGBA{}
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}
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bx, by, bw, _ := intBounds(gf.bounds)
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x, y := int(at.X())-bx, int(at.Y())-by
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off := y*bw + x
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return pixel.RGBA{
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R: float64(gf.pixels[off*4+0]) / 255,
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G: float64(gf.pixels[off*4+1]) / 255,
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B: float64(gf.pixels[off*4+2]) / 255,
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A: float64(gf.pixels[off*4+3]) / 255,
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}
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}
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// Frame returns the GLFrame's Frame that you can draw on.
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func (gf *GLFrame) Frame() *glhf.Frame {
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return gf.frame
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}
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// Texture returns the underlying Texture of the GLFrame's Frame.
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//
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// Implements GLPicture interface.
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func (gf *GLFrame) Texture() *glhf.Texture {
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return gf.frame.Texture()
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}
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// Dirty marks the GLFrame as changed. Always call this method when you draw onto the GLFrame's
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// Frame.
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func (gf *GLFrame) Dirty() {
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gf.dirty = true
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}
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