ebiten/internal/graphicsdriver/opengl/graphics.go

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// Copyright 2018 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package opengl
import (
"fmt"
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"github.com/hajimehoshi/ebiten/internal/affine"
"github.com/hajimehoshi/ebiten/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/graphics"
"github.com/hajimehoshi/ebiten/internal/thread"
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)
var theGraphics Graphics
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func Get() *Graphics {
return &theGraphics
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}
type Graphics struct {
state openGLState
context context
// drawCalled is true just after Draw is called. This holds true until ReplacePixels is called.
drawCalled bool
}
func (g *Graphics) SetThread(thread *thread.Thread) {
g.context.t = thread
}
func (g *Graphics) Begin() {
// Do nothing.
}
func (g *Graphics) End() {
// Call glFlush to prevent black flicking (especially on Android (#226) and iOS).
// TODO: examples/sprites worked without this. Is this really needed?
g.context.flush()
}
func (g *Graphics) SetTransparent(transparent bool) {
// Do nothings.
}
func (g *Graphics) checkSize(width, height int) {
if width < 1 {
panic(fmt.Sprintf("opengl: width (%d) must be equal or more than %d", width, 1))
}
if height < 1 {
panic(fmt.Sprintf("opengl: height (%d) must be equal or more than %d", height, 1))
}
m := g.context.getMaxTextureSize()
if width > m {
panic(fmt.Sprintf("opengl: width (%d) must be less than or equal to %d", width, m))
}
if height > m {
panic(fmt.Sprintf("opengl: height (%d) must be less than or equal to %d", height, m))
}
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}
func (g *Graphics) NewImage(width, height int) (driver.Image, error) {
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i := &Image{
graphics: g,
width: width,
height: height,
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}
w := graphics.InternalImageSize(width)
h := graphics.InternalImageSize(height)
g.checkSize(w, h)
t, err := g.context.newTexture(w, h)
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if err != nil {
return nil, err
}
i.textureNative = t
return i, nil
}
func (g *Graphics) NewScreenFramebufferImage(width, height int) (driver.Image, error) {
g.checkSize(width, height)
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i := &Image{
graphics: g,
width: width,
height: height,
screen: true,
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}
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return i, nil
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}
// Reset resets or initializes the current OpenGL state.
func (g *Graphics) Reset() error {
return g.state.reset(&g.context)
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}
func (g *Graphics) SetVertices(vertices []float32, indices []uint16) {
// Note that the vertices passed to BufferSubData is not under GC management
// in opengl package due to unsafe-way.
// See BufferSubData in context_mobile.go.
g.context.arrayBufferSubData(vertices)
g.context.elementArrayBufferSubData(indices)
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}
func (g *Graphics) Draw(indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address) error {
destination := g.state.destination
if destination == nil {
panic("destination image is not set")
}
source := g.state.source
if source == nil {
panic("source image is not set")
}
g.drawCalled = true
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if err := destination.setViewport(); err != nil {
return err
}
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g.context.blendFunc(mode)
program := g.state.programs[programKey{
useColorM: colorM != nil,
filter: filter,
address: address,
}]
uniforms := map[string]interface{}{}
vw := destination.framebuffer.width
vh := destination.framebuffer.height
uniforms["viewport_size"] = []float32{float32(vw), float32(vh)}
if colorM != nil {
// ColorM's elements are immutable. It's OK to hold the reference without copying.
esBody, esTranslate := colorM.UnsafeElements()
uniforms["color_matrix_body"] = esBody
uniforms["color_matrix_translation"] = esTranslate
}
if filter != driver.FilterNearest {
srcW, srcH := source.width, source.height
sw := graphics.InternalImageSize(srcW)
sh := graphics.InternalImageSize(srcH)
uniforms["source_size"] = []float32{float32(sw), float32(sh)}
}
if filter == driver.FilterScreen {
scale := float32(destination.width) / float32(source.width)
uniforms["scale"] = scale
}
uniforms["texture/0"] = source.textureNative
if err := g.useProgram(program, uniforms); err != nil {
return err
}
g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes
// glFlush() might be necessary at least on MacBook Pro (a smilar problem at #419),
// but basically this pass the tests (esp. TestImageTooManyFill).
// As glFlush() causes performance problems, this should be avoided as much as possible.
// Let's wait and see, and file a new issue when this problem is newly foung.
return nil
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}
func (g *Graphics) SetVsyncEnabled(enabled bool) {
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// Do nothing
}
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func (g *Graphics) FramebufferYDirection() driver.YDirection {
return driver.Upward
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}
func (g *Graphics) NeedsRestoring() bool {
return g.context.needsRestoring()
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}
func (g *Graphics) IsGL() bool {
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return true
}
func (g *Graphics) HasHighPrecisionFloat() bool {
return g.context.hasHighPrecisionFloat()
}
func (g *Graphics) MaxImageSize() int {
return g.context.getMaxTextureSize()
}