ebiten/internal/opengl/context.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 !js
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package opengl
import (
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"errors"
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"fmt"
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"github.com/go-gl/gl"
)
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type Texture int
type Framebuffer int
type Shader int
type Program int
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type UniformLocation gl.UniformLocation
type AttribLocation gl.AttribLocation
type ProgramID int
func GetProgramID(p Program) ProgramID {
return ProgramID(p)
}
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type context struct{}
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func NewContext() *Context {
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c := &Context{
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Nearest: gl.NEAREST,
Linear: gl.LINEAR,
VertexShader: gl.VERTEX_SHADER,
FragmentShader: gl.FRAGMENT_SHADER,
ArrayBuffer: gl.ARRAY_BUFFER,
ElementArrayBuffer: gl.ELEMENT_ARRAY_BUFFER,
DynamicDraw: gl.DYNAMIC_DRAW,
StaticDraw: gl.STATIC_DRAW,
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}
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c.init()
return c
}
func (c *Context) init() {
gl.Init()
// Textures' pixel formats are alpha premultiplied.
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
}
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func (c *Context) NewTexture(width, height int, pixels []uint8, filter FilterType) (Texture, error) {
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t := gl.GenTexture()
if t < 0 {
return 0, errors.New("glGenTexture failed")
}
gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
t.Bind(gl.TEXTURE_2D)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int(filter))
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int(filter))
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
return Texture(t), nil
}
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func (c *Context) TexturePixels(t Texture, width, height int) ([]uint8, error) {
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gl.Flush()
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// TODO: Use glGetTexLevelParameteri and GL_TEXTURE_WIDTH?
pixels := make([]uint8, 4*width*height)
gl.Texture(t).Bind(gl.TEXTURE_2D)
gl.GetTexImage(gl.TEXTURE_2D, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
if e := gl.GetError(); e != gl.NO_ERROR {
return nil, errors.New(fmt.Sprintf("gl error: %d", e))
}
return pixels, nil
}
func (c *Context) BindTexture(t Texture) {
gl.Texture(t).Bind(gl.TEXTURE_2D)
}
func (c *Context) DeleteTexture(t Texture) {
gl.Texture(t).Delete()
}
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func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
f := gl.GenFramebuffer()
f.Bind()
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, gl.Texture(texture), 0)
if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
return 0, errors.New("creating framebuffer failed")
}
return Framebuffer(f), nil
}
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func (c *Context) SetViewport(f Framebuffer, width, height int) error {
gl.Flush()
gl.Framebuffer(f).Bind()
err := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
if err != gl.FRAMEBUFFER_COMPLETE {
if gl.GetError() != 0 {
return errors.New(fmt.Sprintf("glBindFramebuffer failed: %d", gl.GetError()))
}
return errors.New("glBindFramebuffer failed: the context is different?")
}
gl.Viewport(0, 0, width, height)
return nil
}
func (c *Context) FillFramebuffer(r, g, b, a float64) error {
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gl.ClearColor(gl.GLclampf(r), gl.GLclampf(g), gl.GLclampf(b), gl.GLclampf(a))
gl.Clear(gl.COLOR_BUFFER_BIT)
return nil
}
func (c *Context) DeleteFramebuffer(f Framebuffer) {
gl.Framebuffer(f).Delete()
}
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func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) {
s := gl.CreateShader(gl.GLenum(shaderType))
if s == 0 {
println(gl.GetError())
return 0, errors.New("glCreateShader failed")
}
s.Source(source)
s.Compile()
if s.Get(gl.COMPILE_STATUS) == gl.FALSE {
log := ""
if s.Get(gl.INFO_LOG_LENGTH) != 0 {
log = s.GetInfoLog()
}
return 0, errors.New(fmt.Sprintf("shader compile failed: %s", log))
}
return Shader(s), nil
}
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func (c *Context) DeleteShader(s Shader) {
gl.Shader(s).Delete()
}
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func (c *Context) GlslHighpSupported() bool {
return false
}
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func (c *Context) NewProgram(shaders []Shader) (Program, error) {
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p := gl.CreateProgram()
if p == 0 {
return 0, errors.New("glCreateProgram failed")
}
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for _, shader := range shaders {
p.AttachShader(gl.Shader(shader))
}
p.Link()
if p.Get(gl.LINK_STATUS) == gl.FALSE {
return 0, errors.New("program error")
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}
return Program(p), nil
}
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func (c *Context) UseProgram(p Program) {
gl.Program(p).Use()
}
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func (c *Context) GetUniformLocation(p Program, location string) UniformLocation {
return UniformLocation(gl.Program(p).GetUniformLocation(location))
}
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func (c *Context) UniformInt(p Program, location string, v int) {
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l := gl.UniformLocation(GetUniformLocation(c, p, location))
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l.Uniform1i(v)
}
func (c *Context) UniformFloats(p Program, location string, v []float32) {
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l := gl.UniformLocation(GetUniformLocation(c, p, location))
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switch len(v) {
case 4:
l.Uniform4fv(1, v)
case 16:
v2 := [16]float32{}
copy(v2[:], v)
l.UniformMatrix4fv(false, v2)
default:
panic("not reach")
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}
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}
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func (c *Context) GetAttribLocation(p Program, location string) AttribLocation {
return AttribLocation(gl.Program(p).GetAttribLocation(location))
}
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func (c *Context) VertexAttribPointer(p Program, location string, stride int, v uintptr) {
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l := gl.AttribLocation(GetAttribLocation(c, p, location))
l.AttribPointer(2, gl.FLOAT, false, stride, v)
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}
func (c *Context) EnableVertexAttribArray(p Program, location string) {
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l := gl.AttribLocation(GetAttribLocation(c, p, location))
l.EnableArray()
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}
func (c *Context) DisableVertexAttribArray(p Program, location string) {
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l := gl.AttribLocation(GetAttribLocation(c, p, location))
l.DisableArray()
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}
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func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsageType BufferUsageType) {
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gl.GenBuffer().Bind(gl.GLenum(bufferType))
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size := 0
ptr := v
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switch v := v.(type) {
case int:
size = v
ptr = nil
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case []uint16:
size = 2 * len(v)
case []float32:
size = 4 * len(v)
default:
panic("not reach")
}
gl.BufferData(gl.GLenum(bufferType), size, ptr, gl.GLenum(bufferUsageType))
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}
func (c *Context) BufferSubData(bufferType BufferType, data []float32) {
const float32Size = 4
gl.BufferSubData(gl.GLenum(bufferType), 0, float32Size*len(data), data)
}
func (c *Context) DrawElements(len int) {
gl.DrawElements(gl.TRIANGLES, len, gl.UNSIGNED_SHORT, uintptr(0))
}
func (c *Context) Flush() {
gl.Flush()
}