| Index: third_party/go/src/golang.org/x/mobile/sprite/glsprite/glsprite.go
|
| diff --git a/third_party/go/src/golang.org/x/mobile/sprite/glsprite/glsprite.go b/third_party/go/src/golang.org/x/mobile/sprite/glsprite/glsprite.go
|
| deleted file mode 100644
|
| index 2cf7f376cc01b87e3d467b9b6536ce0dbc7e3171..0000000000000000000000000000000000000000
|
| --- a/third_party/go/src/golang.org/x/mobile/sprite/glsprite/glsprite.go
|
| +++ /dev/null
|
| @@ -1,140 +0,0 @@
|
| -// Copyright 2014 The Go Authors. All rights reserved.
|
| -// Use of this source code is governed by a BSD-style
|
| -// license that can be found in the LICENSE file.
|
| -
|
| -// Package glsprite implements a sprite Engine using OpenGL ES 2.
|
| -//
|
| -// Each sprite.Texture is loaded as a GL texture object and drawn
|
| -// to the screen via an affine transform done in a simple shader.
|
| -package glsprite // import "golang.org/x/mobile/sprite/glsprite"
|
| -
|
| -import (
|
| - "image"
|
| - "image/draw"
|
| -
|
| - "golang.org/x/mobile/f32"
|
| - "golang.org/x/mobile/geom"
|
| - "golang.org/x/mobile/gl/glutil"
|
| - "golang.org/x/mobile/sprite"
|
| - "golang.org/x/mobile/sprite/clock"
|
| -)
|
| -
|
| -type node struct {
|
| - // TODO: move this into package sprite as Node.EngineFields.RelTransform??
|
| - relTransform f32.Affine
|
| -}
|
| -
|
| -type texture struct {
|
| - glImage *glutil.Image
|
| - b image.Rectangle
|
| -}
|
| -
|
| -func (t *texture) Bounds() (w, h int) { return t.b.Dx(), t.b.Dy() }
|
| -
|
| -func (t *texture) Download(r image.Rectangle, dst draw.Image) {
|
| - panic("TODO")
|
| -}
|
| -
|
| -func (t *texture) Upload(r image.Rectangle, src image.Image) {
|
| - draw.Draw(t.glImage.RGBA, r, src, src.Bounds().Min, draw.Src)
|
| - t.glImage.Upload()
|
| -}
|
| -
|
| -func (t *texture) Unload() {
|
| - panic("TODO")
|
| -}
|
| -
|
| -func Engine() sprite.Engine {
|
| - return &engine{
|
| - nodes: []*node{nil},
|
| - }
|
| -}
|
| -
|
| -type engine struct {
|
| - glImages map[sprite.Texture]*glutil.Image
|
| - nodes []*node
|
| -
|
| - absTransforms []f32.Affine
|
| -}
|
| -
|
| -func (e *engine) Register(n *sprite.Node) {
|
| - if n.EngineFields.Index != 0 {
|
| - panic("glsprite: sprite.Node already registered")
|
| - }
|
| - o := &node{}
|
| - o.relTransform.Identity()
|
| -
|
| - e.nodes = append(e.nodes, o)
|
| - n.EngineFields.Index = int32(len(e.nodes) - 1)
|
| -}
|
| -
|
| -func (e *engine) Unregister(n *sprite.Node) {
|
| - panic("todo")
|
| -}
|
| -
|
| -func (e *engine) LoadTexture(src image.Image) (sprite.Texture, error) {
|
| - b := src.Bounds()
|
| - t := &texture{glutil.NewImage(b.Dx(), b.Dy()), b}
|
| - t.Upload(b, src)
|
| - // TODO: set "glImage.Pix = nil"?? We don't need the CPU-side image any more.
|
| - return t, nil
|
| -}
|
| -
|
| -func (e *engine) SetSubTex(n *sprite.Node, x sprite.SubTex) {
|
| - n.EngineFields.Dirty = true // TODO: do we need to propagate dirtiness up/down the tree?
|
| - n.EngineFields.SubTex = x
|
| -}
|
| -
|
| -func (e *engine) SetTransform(n *sprite.Node, m f32.Affine) {
|
| - n.EngineFields.Dirty = true // TODO: do we need to propagate dirtiness up/down the tree?
|
| - e.nodes[n.EngineFields.Index].relTransform = m
|
| -}
|
| -
|
| -func (e *engine) Render(scene *sprite.Node, t clock.Time) {
|
| - e.absTransforms = append(e.absTransforms[:0], f32.Affine{
|
| - {1, 0, 0},
|
| - {0, 1, 0},
|
| - })
|
| - e.render(scene, t)
|
| -}
|
| -
|
| -func (e *engine) render(n *sprite.Node, t clock.Time) {
|
| - if n.EngineFields.Index == 0 {
|
| - panic("glsprite: sprite.Node not registered")
|
| - }
|
| - if n.Arranger != nil {
|
| - n.Arranger.Arrange(e, n, t)
|
| - }
|
| -
|
| - // Push absTransforms.
|
| - // TODO: cache absolute transforms and use EngineFields.Dirty?
|
| - rel := &e.nodes[n.EngineFields.Index].relTransform
|
| - m := f32.Affine{}
|
| - m.Mul(&e.absTransforms[len(e.absTransforms)-1], rel)
|
| - e.absTransforms = append(e.absTransforms, m)
|
| -
|
| - if x := n.EngineFields.SubTex; x.T != nil {
|
| - x.T.(*texture).glImage.Draw(
|
| - geom.Point{
|
| - geom.Pt(m[0][2]),
|
| - geom.Pt(m[1][2]),
|
| - },
|
| - geom.Point{
|
| - geom.Pt(m[0][2] + m[0][0]),
|
| - geom.Pt(m[1][2] + m[1][0]),
|
| - },
|
| - geom.Point{
|
| - geom.Pt(m[0][2] + m[0][1]),
|
| - geom.Pt(m[1][2] + m[1][1]),
|
| - },
|
| - x.R,
|
| - )
|
| - }
|
| -
|
| - for c := n.FirstChild; c != nil; c = c.NextSibling {
|
| - e.render(c, t)
|
| - }
|
| -
|
| - // Pop absTransforms.
|
| - e.absTransforms = e.absTransforms[:len(e.absTransforms)-1]
|
| -}
|
|
|