ebiten/graphics/opengl/context.go

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package opengl
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// #cgo LDFLAGS: -framework OpenGL
//
// #include <stdlib.h>
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// #include <OpenGL/gl.h>
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import "C"
import (
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"fmt"
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"github.com/hajimehoshi/go-ebiten/graphics"
"github.com/hajimehoshi/go-ebiten/graphics/matrix"
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"github.com/hajimehoshi/go-ebiten/graphics/opengl/shader"
"github.com/hajimehoshi/go-ebiten/graphics/rendertarget"
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"github.com/hajimehoshi/go-ebiten/graphics/texture"
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"image"
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"math"
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"unsafe"
)
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type Context struct {
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screenId graphics.RenderTargetId
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screenWidth int
screenHeight int
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screenScale int
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textures map[graphics.TextureId]*texture.Texture
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renderTargets map[graphics.RenderTargetId]*rendertarget.RenderTarget
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renderTargetToTexture map[graphics.RenderTargetId]graphics.TextureId
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currentOffscreen *rendertarget.RenderTarget
mainFramebufferTexture *rendertarget.RenderTarget
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projectionMatrix [16]float32
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}
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func newContext(screenWidth, screenHeight, screenScale int) *Context {
context := &Context{
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screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
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textures: map[graphics.TextureId]*texture.Texture{},
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renderTargets: map[graphics.RenderTargetId]*rendertarget.RenderTarget{},
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renderTargetToTexture: map[graphics.RenderTargetId]graphics.TextureId{},
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}
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return context
}
func (context *Context) Init() {
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// The main framebuffer should be created sooner than any other
// framebuffers!
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mainFramebuffer := C.GLint(0)
C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &mainFramebuffer)
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var err error
context.mainFramebufferTexture, err = newRenderTargetWithFramebuffer(
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context.screenWidth*context.screenScale,
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context.screenHeight*context.screenScale,
C.GLuint(mainFramebuffer))
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if err != nil {
panic("creating main framebuffer failed: " + err.Error())
}
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shader.Initialize()
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context.screenId, err = context.NewRenderTarget(
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context.screenWidth, context.screenHeight)
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if err != nil {
panic("initializing the offscreen failed: " + err.Error())
}
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}
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func (context *Context) ToTexture(renderTargetId graphics.RenderTargetId) graphics.TextureId {
return context.renderTargetToTexture[renderTargetId]
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}
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func (context *Context) Clear() {
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context.Fill(0, 0, 0)
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}
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func (context *Context) Fill(r, g, b uint8) {
const max = float64(math.MaxUint8)
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C.glClearColor(
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C.GLclampf(float64(r)/max),
C.GLclampf(float64(g)/max),
C.GLclampf(float64(b)/max),
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1)
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C.glClear(C.GL_COLOR_BUFFER_BIT)
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}
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type TextureDrawing struct {
context *Context
geometryMatrix matrix.Geometry
colorMatrix matrix.Color
}
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func (t *TextureDrawing) Draw(native interface{}, quads []texture.Quad) {
if len(quads) == 0 {
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return
}
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shaderProgram := t.context.setShaderProgram(t.geometryMatrix, t.colorMatrix)
C.glBindTexture(C.GL_TEXTURE_2D, native.(C.GLuint))
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vertexAttrLocation := shader.GetAttributeLocation(shaderProgram, "vertex")
textureAttrLocation := shader.GetAttributeLocation(shaderProgram, "texture")
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C.glEnableClientState(C.GL_VERTEX_ARRAY)
C.glEnableClientState(C.GL_TEXTURE_COORD_ARRAY)
C.glEnableVertexAttribArray(C.GLuint(vertexAttrLocation))
C.glEnableVertexAttribArray(C.GLuint(textureAttrLocation))
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vertices := []float32{}
texCoords := []float32{}
indicies := []uint32{}
// TODO: Check len(parts) and GL_MAX_ELEMENTS_INDICES
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for i, quad := range quads {
x1 := quad.VertexX1
x2 := quad.VertexX2
y1 := quad.VertexY1
y2 := quad.VertexY2
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vertices = append(vertices,
x1, y1,
x2, y1,
x1, y2,
x2, y2,
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)
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u1 := quad.TextureCoordU1
u2 := quad.TextureCoordU2
v1 := quad.TextureCoordV1
v2 := quad.TextureCoordV2
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texCoords = append(texCoords,
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u1, v1,
u2, v1,
u1, v2,
u2, v2,
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)
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base := uint32(i * 4)
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indicies = append(indicies,
base, base+1, base+2,
base+1, base+2, base+3,
)
}
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C.glVertexAttribPointer(C.GLuint(vertexAttrLocation), 2,
C.GL_FLOAT, C.GL_FALSE,
0, unsafe.Pointer(&vertices[0]))
C.glVertexAttribPointer(C.GLuint(textureAttrLocation), 2,
C.GL_FLOAT, C.GL_FALSE,
0, unsafe.Pointer(&texCoords[0]))
C.glDrawElements(C.GL_TRIANGLES, C.GLsizei(len(indicies)),
C.GL_UNSIGNED_INT, unsafe.Pointer(&indicies[0]))
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C.glDisableVertexAttribArray(C.GLuint(textureAttrLocation))
C.glDisableVertexAttribArray(C.GLuint(vertexAttrLocation))
C.glDisableClientState(C.GL_TEXTURE_COORD_ARRAY)
C.glDisableClientState(C.GL_VERTEX_ARRAY)
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}
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func (context *Context) DrawTexture(
textureId graphics.TextureId,
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
texture, ok := context.textures[textureId]
if !ok {
panic("invalid texture ID")
}
drawing := &TextureDrawing{context, geometryMatrix, colorMatrix}
texture.Draw(drawing.Draw)
}
func (context *Context) DrawTextureParts(
textureId graphics.TextureId, parts []graphics.TexturePart,
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
texture, ok := context.textures[textureId]
if !ok {
panic("invalid texture ID")
}
drawing := &TextureDrawing{context, geometryMatrix, colorMatrix}
texture.DrawParts(parts, drawing.Draw)
}
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func (context *Context) ResetOffscreen() {
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context.SetOffscreen(context.screenId)
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}
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func (context *Context) SetOffscreen(renderTargetId graphics.RenderTargetId) {
renderTarget := context.renderTargets[renderTargetId]
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context.setOffscreen(renderTarget)
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}
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func (context *Context) setOffscreen(renderTarget *rendertarget.RenderTarget) {
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context.currentOffscreen = renderTarget
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C.glFlush()
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framebuffer := renderTarget.Framebuffer().(C.GLuint)
C.glBindFramebuffer(C.GL_FRAMEBUFFER, framebuffer)
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err := C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER)
if err != C.GL_FRAMEBUFFER_COMPLETE {
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panic(fmt.Sprintf("glBindFramebuffer failed: %d", err))
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}
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C.glEnable(C.GL_BLEND)
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C.glBlendFuncSeparate(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA,
C.GL_ZERO, C.GL_ONE)
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isUsingMainFramebuffer := context.currentOffscreen == context.mainFramebufferTexture
setter := &viewportSetter{
isUsingMainFramebuffer,
context.screenHeight * context.screenScale,
context,
}
context.currentOffscreen.SetAsViewport(setter.Set)
}
type viewportSetter struct {
isUsingMainFramebuffer bool
actualScreenHeight int
context *Context
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}
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func (v *viewportSetter) Set(x, y, width, height int) {
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C.glViewport(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
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matrix := graphics.OrthoProjectionMatrix(x, width, y, height)
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if v.isUsingMainFramebuffer {
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// Flip Y and move to fit with the top of the window.
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matrix[1][1] *= -1
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matrix[1][3] += float64(v.actualScreenHeight) / float64(height) * 2
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}
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for j := 0; j < 4; j++ {
for i := 0; i < 4; i++ {
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v.context.projectionMatrix[i+j*4] = float32(matrix[i][j])
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}
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}
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// TODO: call 'setShaderProgram' here?
}
func (context *Context) setMainFramebufferOffscreen() {
context.setOffscreen(context.mainFramebufferTexture)
}
func (context *Context) flush() {
C.glFlush()
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}
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func (context *Context) setShaderProgram(
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) (program shader.Program) {
return shader.Use(context.projectionMatrix, geometryMatrix, colorMatrix)
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}
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func (context *Context) NewRenderTarget(width, height int) (
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graphics.RenderTargetId, error) {
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renderTarget, err := newRenderTarget(width, height)
if err != nil {
return 0, nil
}
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renderTargetId := graphics.RenderTargetId(<-newId)
textureId := graphics.TextureId(<-newId)
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context.renderTargets[renderTargetId] = renderTarget
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context.textures[textureId] = renderTarget.Texture()
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context.renderTargetToTexture[renderTargetId] = textureId
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context.setOffscreen(renderTarget)
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context.Clear()
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// TODO: Is it OK to revert he main framebuffer?
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context.setMainFramebufferOffscreen()
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return renderTargetId, nil
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}
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func (context *Context) NewTextureFromImage(img image.Image) (
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graphics.TextureId, error) {
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texture, err := texture.NewFromImage(img, &NativeTextureCreator{})
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if err != nil {
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return 0, err
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}
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textureId := graphics.TextureId(<-newId)
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context.textures[textureId] = texture
return textureId, nil
}
var newId chan int
func init() {
newId = make(chan int)
go func() {
for i := 0; ; i++ {
newId <- i
}
}()
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}