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/v2/internal/affine"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/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
nextImageID driver.ImageID
images map[driver.ImageID]*Image
nextShaderID driver.ShaderID
shaders map[driver.ShaderID]*Shader
// 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) genNextImageID() driver.ImageID {
id := g.nextImageID
g.nextImageID++
return id
}
func (g *Graphics) InvalidImageID() driver.ImageID {
return -1
}
func (g *Graphics) genNextShaderID() driver.ShaderID {
id := g.nextShaderID
g.nextShaderID++
return id
}
func (g *Graphics) NewImage(width, height int) (driver.Image, error) {
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i := &Image{
id: g.genNextImageID(),
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
g.addImage(i)
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return i, nil
}
func (g *Graphics) NewScreenFramebufferImage(width, height int) (driver.Image, error) {
g.checkSize(width, height)
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i := &Image{
id: g.genNextImageID(),
graphics: g,
width: width,
height: height,
screen: true,
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}
g.addImage(i)
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return i, nil
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}
func (g *Graphics) addImage(img *Image) {
if g.images == nil {
g.images = map[driver.ImageID]*Image{}
}
if _, ok := g.images[img.id]; ok {
panic(fmt.Sprintf("opengl: image ID %d was already registered", img.id))
}
g.images[img.id] = img
}
func (g *Graphics) removeImage(img *Image) {
delete(g.images, img.id)
}
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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(dst, src driver.ImageID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, sourceRegion driver.Region) error {
destination := g.images[dst]
source := g.images[src]
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 := []uniformVariable{}
vw := destination.framebuffer.width
vh := destination.framebuffer.height
uniforms = append(uniforms, uniformVariable{
name: "viewport_size",
value: []float32{float32(vw), float32(vh)},
typ: shaderir.Type{Main: shaderir.Vec2},
}, uniformVariable{
name: "source_region",
value: []float32{
sourceRegion.X,
sourceRegion.Y,
sourceRegion.X + sourceRegion.Width,
sourceRegion.Y + sourceRegion.Height,
},
typ: shaderir.Type{Main: shaderir.Vec4},
})
if colorM != nil {
// ColorM's elements are immutable. It's OK to hold the reference without copying.
esBody, esTranslate := colorM.UnsafeElements()
uniforms = append(uniforms, uniformVariable{
name: "color_matrix_body",
value: esBody,
typ: shaderir.Type{Main: shaderir.Mat4},
}, uniformVariable{
name: "color_matrix_translation",
value: esTranslate,
typ: shaderir.Type{Main: shaderir.Vec4},
})
}
if filter != driver.FilterNearest {
sw, sh := source.framebufferSize()
uniforms = append(uniforms, uniformVariable{
name: "source_size",
value: []float32{float32(sw), float32(sh)},
typ: shaderir.Type{Main: shaderir.Vec2},
})
}
if filter == driver.FilterScreen {
scale := float32(destination.width) / float32(source.width)
uniforms = append(uniforms, uniformVariable{
name: "scale",
value: scale,
typ: shaderir.Type{Main: shaderir.Float},
})
}
var imgs [graphics.ShaderImageNum]textureVariable
for i := range imgs {
if i == 0 {
imgs[i].valid = true
imgs[i].native = source.textureNative
}
}
if err := g.useProgram(program, uniforms, imgs); 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()
}
func (g *Graphics) NewShader(program *shaderir.Program) (driver.Shader, error) {
s, err := newShader(g.genNextShaderID(), g, program)
if err != nil {
return nil, err
}
g.addShader(s)
return s, nil
}
func (g *Graphics) addShader(shader *Shader) {
if g.shaders == nil {
g.shaders = map[driver.ShaderID]*Shader{}
}
if _, ok := g.shaders[shader.id]; ok {
panic(fmt.Sprintf("opengl: shader ID %d was already registered", shader.id))
}
g.shaders[shader.id] = shader
}
func (g *Graphics) removeShader(shader *Shader) {
delete(g.shaders, shader.id)
}
func (g *Graphics) DrawShader(dst driver.ImageID, srcs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader driver.ShaderID, indexLen int, indexOffset int, sourceRegion driver.Region, mode driver.CompositeMode, uniforms []interface{}) error {
d := g.images[dst]
s := g.shaders[shader]
g.drawCalled = true
if err := d.setViewport(); err != nil {
return err
}
g.context.blendFunc(mode)
us := make([]uniformVariable, graphics.PreservedUniformVariablesNum+len(uniforms))
{
const idx = graphics.DestinationTextureSizeUniformVariableIndex
w, h := d.framebufferSize()
us[idx].name = "U0"
us[idx].value = []float32{float32(w), float32(h)}
us[idx].typ = s.ir.Uniforms[0]
}
{
sizes := make([]float32, 2*len(srcs))
for i, src := range srcs {
if img := g.images[src]; img != nil {
w, h := img.framebufferSize()
sizes[2*i] = float32(w)
sizes[2*i+1] = float32(h)
}
}
const idx = graphics.TextureSizesUniformVariableIndex
us[idx].name = fmt.Sprintf("U%d", idx)
us[idx].value = sizes
us[idx].typ = s.ir.Uniforms[idx]
}
{
voffsets := make([]float32, 2*len(offsets))
for i, o := range offsets {
voffsets[2*i] = o[0]
voffsets[2*i+1] = o[1]
}
const idx = graphics.TextureSourceOffsetsUniformVariableIndex
us[idx].name = fmt.Sprintf("U%d", idx)
us[idx].value = voffsets
us[idx].typ = s.ir.Uniforms[idx]
}
{
origin := []float32{float32(sourceRegion.X), float32(sourceRegion.Y)}
const idx = graphics.TextureSourceRegionOriginUniformVariableIndex
us[idx].name = fmt.Sprintf("U%d", idx)
us[idx].value = origin
us[idx].typ = s.ir.Uniforms[idx]
}
{
size := []float32{float32(sourceRegion.Width), float32(sourceRegion.Height)}
const idx = graphics.TextureSourceRegionSizeUniformVariableIndex
us[idx].name = fmt.Sprintf("U%d", idx)
us[idx].value = size
us[idx].typ = s.ir.Uniforms[idx]
}
for i, v := range uniforms {
const offset = graphics.PreservedUniformVariablesNum
us[i+offset].name = fmt.Sprintf("U%d", i+offset)
us[i+offset].value = v
us[i+offset].typ = s.ir.Uniforms[i+offset]
}
var ts [graphics.ShaderImageNum]textureVariable
for i, src := range srcs {
if src == g.InvalidImageID() {
continue
}
ts[i].valid = true
ts[i].native = g.images[src].textureNative
}
if err := g.useProgram(s.p, us, ts); err != nil {
return err
}
g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes
return nil
}