Exemplo n.º 1
0
func (c *replacePixelsCommand) Exec(context *opengl.Context, indexOffsetInBytes int) error {
	f, err := c.dst.createFramebufferIfNeeded(context)
	if err != nil {
		return err
	}
	if err := f.setAsViewport(context); err != nil {
		return err
	}
	// Filling with non black or white color is required here for glTexSubImage2D.
	// Very mysterious but this actually works (Issue #186).
	// This is needed even after fixing a shader bug at f537378f2a6a8ef56e1acf1c03034967b77c7b51.
	if err := context.FillFramebuffer(0, 0, 0.5, 1); err != nil {
		return err
	}
	// This is necessary on Android. We can't call glClear just before glTexSubImage2D without
	// glFlush. glTexSubImage2D didn't work without this hack at least on Nexus 5x (#211).
	// This also happens when a fillCommand precedes a replacePixelsCommand.
	// TODO: Can we have a better way like optimizing commands?
	context.Flush()
	if err := context.BindTexture(c.dst.texture.native); err != nil {
		return err
	}
	context.TexSubImage2D(c.pixels, c.dst.width, c.dst.height)
	return nil
}
Exemplo n.º 2
0
func (c *fillCommand) Exec(context *opengl.Context, indexOffsetInBytes int) error {
	f, err := c.dst.createFramebufferIfNeeded(context)
	if err != nil {
		return err
	}
	if err := f.setAsViewport(context); err != nil {
		return err
	}
	cr, cg, cb, ca := c.color.R, c.color.G, c.color.B, c.color.A
	const max = math.MaxUint8
	r := float64(cr) / max
	g := float64(cg) / max
	b := float64(cb) / max
	a := float64(ca) / max
	return context.FillFramebuffer(r, g, b, a)
}