ebiten/internal/graphicsdriver/opengl/program.go

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// Copyright 2014 Hajime Hoshi
//
// 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.
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package opengl
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import (
"fmt"
"github.com/hajimehoshi/ebiten/internal/affine"
"github.com/hajimehoshi/ebiten/internal/graphics"
"github.com/hajimehoshi/ebiten/internal/web"
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)
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// arrayBufferLayoutPart is a part of an array buffer layout.
type arrayBufferLayoutPart struct {
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// TODO: This struct should belong to a program and know it.
name string
num int
}
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// arrayBufferLayout is an array buffer layout.
//
// An array buffer in OpenGL is a buffer representing vertices and
// is passed to a vertex shader.
type arrayBufferLayout struct {
parts []arrayBufferLayoutPart
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total int
}
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// totalBytes returns the size in bytes for one element of the array buffer.
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func (a *arrayBufferLayout) totalBytes() int {
if a.total != 0 {
return a.total
}
t := 0
for _, p := range a.parts {
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t += float.SizeInBytes() * p.num
}
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a.total = t
return a.total
}
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// newArrayBuffer creates OpenGL's buffer object for the array buffer.
func (a *arrayBufferLayout) newArrayBuffer(context *context) buffer {
return context.newArrayBuffer(a.totalBytes() * graphics.IndicesNum)
}
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// enable binds the array buffer the given program to use the array buffer.
func (a *arrayBufferLayout) enable(context *context, program program) {
for _, p := range a.parts {
context.enableVertexAttribArray(program, p.name)
}
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total := a.totalBytes()
offset := 0
for _, p := range a.parts {
context.vertexAttribPointer(program, p.name, p.num, float, total, offset)
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offset += float.SizeInBytes() * p.num
}
}
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// disable stops using the array buffer.
func (a *arrayBufferLayout) disable(context *context, program program) {
// TODO: Disabling should be done in reversed order?
for _, p := range a.parts {
context.disableVertexAttribArray(program, p.name)
}
}
// theArrayBufferLayout is the array buffer layout for Ebiten.
var theArrayBufferLayout = arrayBufferLayout{
// Note that GL_MAX_VERTEX_ATTRIBS is at least 16.
parts: []arrayBufferLayoutPart{
{
name: "vertex",
num: 2,
},
{
name: "tex",
num: 2,
},
{
name: "tex_region",
num: 4,
},
{
name: "color_scale",
num: 4,
},
},
}
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func init() {
vertexFloatNum := theArrayBufferLayout.totalBytes() / float.SizeInBytes()
if graphics.VertexFloatNum != vertexFloatNum {
panic(fmt.Sprintf("vertex float num must be %d but %d", graphics.VertexFloatNum, vertexFloatNum))
}
}
type programKey struct {
filter graphics.Filter
address graphics.Address
}
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// openGLState is a state for
type openGLState struct {
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// arrayBuffer is OpenGL's array buffer (vertices data).
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arrayBuffer buffer
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// elementArrayBuffer is OpenGL's element array buffer (indices data).
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elementArrayBuffer buffer
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// programs is OpenGL's program for rendering a texture.
programs map[programKey]program
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lastProgram program
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lastViewportWidth int
lastViewportHeight int
lastColorMatrix []float32
lastColorMatrixTranslation []float32
lastSourceWidth int
lastSourceHeight int
lastFilter *graphics.Filter
lastAddress *graphics.Address
source *Image
destination *Image
}
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var (
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zeroBuffer buffer
zeroProgram program
)
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const (
maxTriangles = graphics.IndicesNum / 3
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maxQuads = maxTriangles / 2
)
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// reset resets or initializes the OpenGL state.
func (s *openGLState) reset(context *context) error {
if err := context.reset(); err != nil {
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return err
}
s.lastProgram = zeroProgram
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s.lastViewportWidth = 0
s.lastViewportHeight = 0
s.lastColorMatrix = nil
s.lastColorMatrixTranslation = nil
s.lastSourceWidth = 0
s.lastSourceHeight = 0
s.lastFilter = nil
s.lastAddress = nil
// When context lost happens, deleting programs or buffers is not necessary.
// However, it is not assumed that reset is called only when context lost happens.
// Let's delete them explicitly.
if s.programs == nil {
s.programs = map[programKey]program{}
} else {
for k, p := range s.programs {
context.deleteProgram(p)
delete(s.programs, k)
}
}
// On browsers (at least Chrome), buffers are already detached from the context
// and must not be deleted by DeleteBuffer.
if !web.IsBrowser() {
if s.arrayBuffer != zeroBuffer {
context.deleteBuffer(s.arrayBuffer)
}
if s.elementArrayBuffer != zeroBuffer {
context.deleteBuffer(s.elementArrayBuffer)
}
}
shaderVertexModelviewNative, err := context.newShader(vertexShader, vertexShaderStr())
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if err != nil {
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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}
defer context.deleteShader(shaderVertexModelviewNative)
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for _, a := range []graphics.Address{
graphics.AddressClampToZero,
graphics.AddressRepeat,
} {
for _, f := range []graphics.Filter{
graphics.FilterNearest,
graphics.FilterLinear,
graphics.FilterScreen,
} {
shaderFragmentColorMatrixNative, err := context.newShader(fragmentShader, fragmentShaderStr(f, a))
if err != nil {
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
}
defer context.deleteShader(shaderFragmentColorMatrixNative)
program, err := context.newProgram([]shader{
shaderVertexModelviewNative,
shaderFragmentColorMatrixNative,
})
if err != nil {
return err
}
s.programs[programKey{
filter: f,
address: a,
}] = program
}
}
s.arrayBuffer = theArrayBufferLayout.newArrayBuffer(context)
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// Note that the indices passed to NewElementArrayBuffer is not under GC management
// in opengl package due to unsafe-way.
// See NewElementArrayBuffer in context_mobile.go.
s.elementArrayBuffer = context.newElementArrayBuffer(graphics.IndicesNum * 2)
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return nil
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}
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// areSameFloat32Array returns a boolean indicating if a and b are deeply equal.
func areSameFloat32Array(a, b []float32) bool {
if len(a) != len(b) {
return false
}
for i := 0; i < len(a); i++ {
if a[i] != b[i] {
return false
}
}
return true
}
// useProgram uses the program (programTexture).
func (d *Driver) useProgram(mode graphics.CompositeMode, colorM *affine.ColorM, filter graphics.Filter, address graphics.Address) error {
destination := d.state.destination
if destination == nil {
panic("destination image is not set")
}
source := d.state.source
if source == nil {
panic("source image is not set")
}
if err := destination.setViewport(); err != nil {
return err
}
dstW := destination.width
srcW, srcH := source.width, source.height
d.context.blendFunc(mode)
program := d.state.programs[programKey{
filter: filter,
address: address,
}]
if d.state.lastProgram != program {
d.context.useProgram(program)
if d.state.lastProgram != zeroProgram {
theArrayBufferLayout.disable(&d.context, d.state.lastProgram)
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}
theArrayBufferLayout.enable(&d.context, program)
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if d.state.lastProgram == zeroProgram {
d.context.bindBuffer(arrayBuffer, d.state.arrayBuffer)
d.context.bindBuffer(elementArrayBuffer, d.state.elementArrayBuffer)
d.context.uniformInt(program, "texture", 0)
}
d.state.lastProgram = program
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d.state.lastViewportWidth = 0
d.state.lastViewportHeight = 0
d.state.lastColorMatrix = nil
d.state.lastColorMatrixTranslation = nil
d.state.lastSourceWidth = 0
d.state.lastSourceHeight = 0
}
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vw := destination.framebuffer.width
vh := destination.framebuffer.height
if d.state.lastViewportWidth != vw || d.state.lastViewportHeight != vh {
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d.context.uniformFloats(program, "viewport_size", []float32{float32(vw), float32(vh)})
d.state.lastViewportWidth = vw
d.state.lastViewportHeight = vh
}
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esBody, esTranslate := colorM.UnsafeElements()
if !areSameFloat32Array(d.state.lastColorMatrix, esBody) {
d.context.uniformFloats(program, "color_matrix_body", esBody)
// ColorM's elements are immutable. It's OK to hold the reference without copying.
d.state.lastColorMatrix = esBody
}
if !areSameFloat32Array(d.state.lastColorMatrixTranslation, esTranslate) {
d.context.uniformFloats(program, "color_matrix_translation", esTranslate)
// ColorM's elements are immutable. It's OK to hold the reference without copying.
d.state.lastColorMatrixTranslation = esTranslate
}
sw := graphics.InternalImageSize(srcW)
sh := graphics.InternalImageSize(srcH)
if d.state.lastSourceWidth != sw || d.state.lastSourceHeight != sh {
d.context.uniformFloats(program, "source_size", []float32{float32(sw), float32(sh)})
d.state.lastSourceWidth = sw
d.state.lastSourceHeight = sh
}
if filter == graphics.FilterScreen {
scale := float32(dstW) / float32(srcW)
d.context.uniformFloat(program, "scale", scale)
}
// We don't have to call gl.ActiveTexture here: GL_TEXTURE0 is the default active texture
// See also: https://www.opengl.org/sdk/docs/man2/xhtml/glActiveTexture.xml
d.context.bindTexture(source.textureNative)
d.state.source = nil
d.state.destination = nil
return nil
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}