ebiten/internal/opengl/context_mobile.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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// +build android ios
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package opengl
import (
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"errors"
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"fmt"
"math"
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"github.com/hajimehoshi/ebiten/internal/endian"
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mgl "golang.org/x/mobile/gl"
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)
type (
Texture mgl.Texture
Framebuffer mgl.Framebuffer
Shader mgl.Shader
Program mgl.Program
Buffer mgl.Buffer
)
var InvalidTexture Texture
type (
uniformLocation mgl.Uniform
attribLocation mgl.Attrib
)
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type programID uint32
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var (
invalidTexture = Texture(mgl.Texture{})
invalidFramebuffer = Framebuffer(mgl.Framebuffer{(1 << 32) - 1})
)
func getProgramID(p Program) programID {
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return programID(p.Value)
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}
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func init() {
VertexShader = mgl.VERTEX_SHADER
FragmentShader = mgl.FRAGMENT_SHADER
ArrayBuffer = mgl.ARRAY_BUFFER
ElementArrayBuffer = mgl.ELEMENT_ARRAY_BUFFER
DynamicDraw = mgl.DYNAMIC_DRAW
StaticDraw = mgl.STATIC_DRAW
Triangles = mgl.TRIANGLES
Lines = mgl.LINES
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Short = mgl.SHORT
Float = mgl.FLOAT
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zero = mgl.ZERO
one = mgl.ONE
srcAlpha = mgl.SRC_ALPHA
dstAlpha = mgl.DST_ALPHA
oneMinusSrcAlpha = mgl.ONE_MINUS_SRC_ALPHA
oneMinusDstAlpha = mgl.ONE_MINUS_DST_ALPHA
}
type context struct {
gl mgl.Context
worker mgl.Worker
}
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func Init() {
c := &Context{}
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c.gl, c.worker = mgl.NewContext()
theContext = c
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}
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func (c *Context) DoWork(chError <-chan error, chDone <-chan struct{}) error {
// TODO: Check this is called on the rendering thread
loop:
for {
select {
case err := <-chError:
return err
case <-c.worker.WorkAvailable():
c.worker.DoWork()
case <-chDone:
break loop
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}
}
return nil
}
func (c *Context) Reset() error {
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c.locationCache = newLocationCache()
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c.lastTexture = invalidTexture
c.lastFramebuffer = invalidFramebuffer
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c.lastViewportWidth = 0
c.lastViewportHeight = 0
c.lastCompositeMode = CompositeModeUnknown
c.gl.Enable(mgl.BLEND)
c.BlendFunc(CompositeModeSourceOver)
f := c.gl.GetInteger(mgl.FRAMEBUFFER_BINDING)
c.screenFramebuffer = Framebuffer(mgl.Framebuffer{uint32(f)})
// TODO: Need to update screenFramebufferWidth/Height?
return nil
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}
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func (c *Context) BlendFunc(mode CompositeMode) {
gl := c.gl
if c.lastCompositeMode == mode {
return
}
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c.lastCompositeMode = mode
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s, d := operations(mode)
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gl.BlendFunc(mgl.Enum(s), mgl.Enum(d))
}
func (c *Context) NewTexture(width, height int) (Texture, error) {
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gl := c.gl
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t := gl.CreateTexture()
if t.Value <= 0 {
return Texture{}, errors.New("opengl: creating texture failed")
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}
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gl.PixelStorei(mgl.UNPACK_ALIGNMENT, 4)
c.BindTexture(Texture(t))
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MAG_FILTER, mgl.NEAREST)
gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MIN_FILTER, mgl.NEAREST)
gl.TexImage2D(mgl.TEXTURE_2D, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, nil)
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return Texture(t), nil
}
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func (c *Context) bindFramebufferImpl(f Framebuffer) {
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gl := c.gl
gl.BindFramebuffer(mgl.FRAMEBUFFER, mgl.Framebuffer(f))
}
func (c *Context) FramebufferPixels(f Framebuffer, width, height int) ([]uint8, error) {
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gl := c.gl
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gl.Flush()
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c.bindFramebuffer(f)
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pixels := make([]uint8, 4*width*height)
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gl.ReadPixels(pixels, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE)
if e := gl.GetError(); e != mgl.NO_ERROR {
return nil, fmt.Errorf("opengl: glReadPixels: %d", e)
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}
return pixels, nil
}
func (c *Context) bindTextureImpl(t Texture) {
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gl := c.gl
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gl.BindTexture(mgl.TEXTURE_2D, mgl.Texture(t))
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}
func (c *Context) DeleteTexture(t Texture) {
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gl := c.gl
if !gl.IsTexture(mgl.Texture(t)) {
return
}
if c.lastTexture == t {
c.lastTexture = invalidTexture
}
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gl.DeleteTexture(mgl.Texture(t))
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}
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func (c *Context) IsTexture(t Texture) bool {
gl := c.gl
return gl.IsTexture(mgl.Texture(t))
}
func (c *Context) TexSubImage2D(p []uint8, width, height int) {
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gl := c.gl
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gl.TexSubImage2D(mgl.TEXTURE_2D, 0, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, p)
}
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func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
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gl := c.gl
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f := gl.CreateFramebuffer()
if f.Value <= 0 {
return Framebuffer{}, errors.New("opengl: creating framebuffer failed: gl.IsFramebuffer returns false")
}
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c.bindFramebuffer(Framebuffer(f))
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gl.FramebufferTexture2D(mgl.FRAMEBUFFER, mgl.COLOR_ATTACHMENT0, mgl.TEXTURE_2D, mgl.Texture(texture), 0)
s := gl.CheckFramebufferStatus(mgl.FRAMEBUFFER)
if s != mgl.FRAMEBUFFER_COMPLETE {
if s != 0 {
return Framebuffer{}, fmt.Errorf("opengl: creating framebuffer failed: %v", s)
}
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if e := gl.GetError(); e != mgl.NO_ERROR {
return Framebuffer{}, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
}
return Framebuffer{}, fmt.Errorf("opengl: creating framebuffer failed: unknown error")
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}
return Framebuffer(f), nil
}
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func (c *Context) setViewportImpl(width, height int) {
gl := c.gl
gl.Viewport(0, 0, width, height)
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}
func (c *Context) FillFramebuffer(r, g, b, a float32) error {
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gl := c.gl
gl.ClearColor(adjustForClearColor(r),
adjustForClearColor(g),
adjustForClearColor(b),
adjustForClearColor(a))
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gl.Clear(mgl.COLOR_BUFFER_BIT)
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return nil
}
func (c *Context) DeleteFramebuffer(f Framebuffer) {
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gl := c.gl
if !gl.IsFramebuffer(mgl.Framebuffer(f)) {
return
}
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// If a framebuffer to be deleted is bound, a newly bound framebuffer
// will be a default framebuffer.
// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glDeleteFramebuffers.xml
if c.lastFramebuffer == f {
c.lastFramebuffer = invalidFramebuffer
c.lastViewportWidth = 0
c.lastViewportHeight = 0
}
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gl.DeleteFramebuffer(mgl.Framebuffer(f))
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}
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func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) {
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gl := c.gl
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s := gl.CreateShader(mgl.Enum(shaderType))
if s.Value == 0 {
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return Shader{}, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
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}
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gl.ShaderSource(s, source)
gl.CompileShader(s)
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v := gl.GetShaderi(s, mgl.COMPILE_STATUS)
if v == mgl.FALSE {
log := gl.GetShaderInfoLog(s)
return Shader{}, fmt.Errorf("opengl: shader compile failed: %s", log)
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}
return Shader(s), nil
}
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func (c *Context) DeleteShader(s Shader) {
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gl := c.gl
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gl.DeleteShader(mgl.Shader(s))
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}
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func (c *Context) NewProgram(shaders []Shader) (Program, error) {
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gl := c.gl
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p := gl.CreateProgram()
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if p.Value == 0 {
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return Program{}, errors.New("opengl: glCreateProgram failed")
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}
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for _, shader := range shaders {
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gl.AttachShader(p, mgl.Shader(shader))
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}
gl.LinkProgram(p)
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v := gl.GetProgrami(p, mgl.LINK_STATUS)
if v == mgl.FALSE {
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return Program{}, errors.New("opengl: program error")
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}
return Program(p), nil
}
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func (c *Context) UseProgram(p Program) {
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gl := c.gl
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gl.UseProgram(mgl.Program(p))
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}
func (c *Context) DeleteProgram(p Program) {
gl := c.gl
if !gl.IsProgram(mgl.Program(p)) {
return
}
gl.DeleteProgram(mgl.Program(p))
}
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func (c *Context) getUniformLocationImpl(p Program, location string) uniformLocation {
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gl := c.gl
u := uniformLocation(gl.GetUniformLocation(mgl.Program(p), location))
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if u.Value == -1 {
panic("invalid uniform location: " + location)
}
return u
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}
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func (c *Context) UniformInt(p Program, location string, v int) {
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gl := c.gl
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gl.Uniform1i(mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location)), v)
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}
func (c *Context) UniformFloat(p Program, location string, v float32) {
gl := c.gl
gl.Uniform1f(mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location)), v)
}
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func (c *Context) UniformFloats(p Program, location string, v []float32) {
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gl := c.gl
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l := mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location))
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switch len(v) {
case 2:
gl.Uniform2fv(l, v)
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case 4:
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gl.Uniform4fv(l, v)
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case 16:
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gl.UniformMatrix4fv(l, v)
default:
panic("not reached")
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}
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}
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func (c *Context) getAttribLocationImpl(p Program, location string) attribLocation {
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gl := c.gl
a := attribLocation(gl.GetAttribLocation(mgl.Program(p), location))
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if a.Value == ^uint(0) {
panic("invalid attrib location: " + location)
}
return a
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}
func (c *Context) VertexAttribPointer(p Program, location string, size int, dataType DataType, stride int, offset int) {
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gl := c.gl
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l := c.locationCache.GetAttribLocation(c, p, location)
gl.VertexAttribPointer(mgl.Attrib(l), size, mgl.Enum(dataType), false, stride, offset)
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}
func (c *Context) EnableVertexAttribArray(p Program, location string) {
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gl := c.gl
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.EnableVertexAttribArray(mgl.Attrib(l))
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}
func (c *Context) DisableVertexAttribArray(p Program, location string) {
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gl := c.gl
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.DisableVertexAttribArray(mgl.Attrib(l))
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}
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func uint16ToBytes(v []uint16) []uint8 {
// TODO: Consider endian?
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b := make([]uint8, len(v)*2)
for i, x := range v {
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b[2*i] = uint8(x)
b[2*i+1] = uint8(x >> 8)
}
return b
}
func (c *Context) NewArrayBuffer(size int) Buffer {
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gl := c.gl
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b := gl.CreateBuffer()
gl.BindBuffer(mgl.Enum(ArrayBuffer), b)
gl.BufferInit(mgl.Enum(ArrayBuffer), size, mgl.Enum(DynamicDraw))
return Buffer(b)
}
func (c *Context) NewElementArrayBuffer(indices []uint16) Buffer {
gl := c.gl
b := gl.CreateBuffer()
gl.BindBuffer(mgl.Enum(ElementArrayBuffer), b)
gl.BufferData(mgl.Enum(ElementArrayBuffer), uint16ToBytes(indices), mgl.Enum(StaticDraw))
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return Buffer(b)
}
func (c *Context) BindElementArrayBuffer(b Buffer) {
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gl := c.gl
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gl.BindBuffer(mgl.ELEMENT_ARRAY_BUFFER, mgl.Buffer(b))
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}
func float32ToBytes(v []float32) []byte {
b := make([]byte, len(v)*4)
if endian.IsLittle() {
for i, x := range v {
bits := math.Float32bits(x)
b[4*i] = uint8(bits)
b[4*i+1] = uint8(bits >> 8)
b[4*i+2] = uint8(bits >> 16)
b[4*i+3] = uint8(bits >> 24)
}
} else {
// TODO: Test this
for i, x := range v {
bits := math.Float32bits(x)
b[4*i] = uint8(bits >> 24)
b[4*i+1] = uint8(bits >> 16)
b[4*i+2] = uint8(bits >> 8)
b[4*i+3] = uint8(bits)
}
}
return b
}
func (c *Context) BufferSubData(bufferType BufferType, data []float32) {
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gl := c.gl
gl.BufferSubData(mgl.Enum(bufferType), 0, float32ToBytes(data))
}
func (c *Context) DeleteBuffer(b Buffer) {
gl := c.gl
gl.DeleteBuffer(mgl.Buffer(b))
}
func (c *Context) DrawElements(mode Mode, len int, offsetInBytes int) {
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gl := c.gl
gl.DrawElements(mgl.Enum(mode), len, mgl.UNSIGNED_SHORT, offsetInBytes)
}
func (c *Context) Flush() {
gl := c.gl
gl.Flush()
}