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 {
g.drawCalled = true
if err := g.useProgram(mode, colorM, filter, address); 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()
}