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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"image"
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"math"
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"unsafe"
)
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type Context struct {
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screen *Texture
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screenWidth int
screenHeight int
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screenScale int
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textures map[C.GLuint]*Texture
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currentOffscreen *Texture
mainFramebufferTexture *Texture
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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[C.GLuint]*Texture{},
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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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context.mainFramebufferTexture = newRenderTargetWithFramebuffer(
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context.screenWidth*context.screenScale,
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context.screenHeight*context.screenScale,
C.GLuint(mainFramebuffer))
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initializeShaders()
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screenID := context.NewRenderTarget(
context.screenWidth, context.screenHeight)
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context.screen = context.textures[C.GLuint(screenID)]
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}
func (context *Context) TextureID(renderTargetID graphics.RenderTargetID) graphics.TextureID {
return graphics.TextureID(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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func (context *Context) DrawTexture(
textureID graphics.TextureID,
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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texture := context.textures[C.GLuint(textureID)]
source := graphics.Rect{0, 0, texture.width, texture.height}
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locations := []graphics.TexturePart{{0, 0, source}}
context.DrawTextureParts(textureID, locations,
geometryMatrix, colorMatrix)
}
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func (context *Context) DrawTextureParts(
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textureID graphics.TextureID, parts []graphics.TexturePart,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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texture := context.textures[C.GLuint(textureID)]
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if texture == nil {
panic("invalid texture ID")
}
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shaderProgram := context.setShaderProgram(geometryMatrix, colorMatrix)
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C.glBindTexture(C.GL_TEXTURE_2D, texture.id)
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vertexAttrLocation := getAttributeLocation(shaderProgram, "vertex")
textureAttrLocation := 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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// TODO: Optimization
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for _, part := range parts {
x1 := float32(part.LocationX)
x2 := float32(part.LocationX + part.Source.Width)
y1 := float32(part.LocationY)
y2 := float32(part.LocationY + part.Source.Height)
vertex := [...]float32{
x1, y1,
x2, y1,
x1, y2,
x2, y2,
}
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src := part.Source
tu1 := float32(src.X) / float32(texture.textureWidth)
tu2 := float32(src.X+src.Width) / float32(texture.textureWidth)
tv1 := float32(src.Y) / float32(texture.textureHeight)
tv2 := float32(src.Y+src.Height) / float32(texture.textureHeight)
texCoord := [...]float32{
tu1, tv1,
tu2, tv1,
tu1, tv2,
tu2, tv2,
}
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C.glVertexAttribPointer(C.GLuint(vertexAttrLocation), 2,
C.GL_FLOAT, C.GL_FALSE,
0, unsafe.Pointer(&vertex[0]))
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C.glVertexAttribPointer(C.GLuint(textureAttrLocation), 2,
C.GL_FLOAT, C.GL_FALSE,
0, unsafe.Pointer(&texCoord[0]))
C.glDrawArrays(C.GL_TRIANGLE_STRIP, 0, 4)
}
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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) ResetOffscreen() {
context.setOffscreen(context.screen)
}
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func abs(x int) int {
if x < 0 {
return -x
}
return x
}
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func (context *Context) SetOffscreen(renderTargetID graphics.RenderTargetID) {
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renderTarget := context.textures[C.GLuint(renderTargetID)]
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context.setOffscreen(renderTarget)
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}
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func (context *Context) setOffscreen(renderTarget *Texture) {
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context.currentOffscreen = renderTarget
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C.glFlush()
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C.glBindFramebuffer(C.GL_FRAMEBUFFER, renderTarget.framebuffer)
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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C.glViewport(0, 0, C.GLsizei(abs(renderTarget.textureWidth)),
C.GLsizei(abs(renderTarget.textureHeight)))
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}
func (context *Context) resetOffscreen() {
context.setOffscreen(context.mainFramebufferTexture)
}
func (context *Context) flush() {
C.glFlush()
}
func (context *Context) projectionMatrix() [16]float32 {
texture := context.currentOffscreen
var e11, e22, e41, e42 float32
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if texture != context.mainFramebufferTexture {
e11 = float32(2) / float32(texture.textureWidth)
e22 = float32(2) / float32(texture.textureWidth)
e41 = -1
e42 = -1
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} else {
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height := float32(texture.height)
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e11 = float32(2) / float32(texture.textureWidth)
e22 = -1 * float32(2) / float32(texture.textureHeight)
e41 = -1
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e42 = -1 + height/float32(texture.textureHeight)*2
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}
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return [...]float32{
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e11, 0, 0, 0,
0, e22, 0, 0,
0, 0, 1, 0,
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e41, e42, 0, 1,
}
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}
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func (context *Context) setShaderProgram(
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) (program C.GLuint) {
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if colorMatrix.IsIdentity() {
program = regularShaderProgram
} else {
program = colorMatrixShaderProgram
}
// TODO: cache and skip?
C.glUseProgram(program)
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projectionMatrix := context.projectionMatrix()
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C.glUniformMatrix4fv(getUniformLocation(program, "projection_matrix"),
1, C.GL_FALSE,
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(*C.GLfloat)(&projectionMatrix[0]))
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a := float32(geometryMatrix.Elements[0][0])
b := float32(geometryMatrix.Elements[0][1])
c := float32(geometryMatrix.Elements[1][0])
d := float32(geometryMatrix.Elements[1][1])
tx := float32(geometryMatrix.Elements[0][2])
ty := float32(geometryMatrix.Elements[1][2])
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glModelviewMatrix := [...]float32{
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a, c, 0, 0,
b, d, 0, 0,
0, 0, 1, 0,
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tx, ty, 0, 1,
}
C.glUniformMatrix4fv(getUniformLocation(program, "modelview_matrix"),
1, C.GL_FALSE,
(*C.GLfloat)(&glModelviewMatrix[0]))
C.glUniform1i(getUniformLocation(program, "texture"), 0)
if program != colorMatrixShaderProgram {
return
}
e := [4][5]float32{}
for i := 0; i < 4; i++ {
for j := 0; j < 5; j++ {
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e[i][j] = float32(colorMatrix.Elements[i][j])
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}
}
glColorMatrix := [...]float32{
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e[0][0], e[1][0], e[2][0], e[3][0],
e[0][1], e[1][1], e[2][1], e[3][1],
e[0][2], e[1][2], e[2][2], e[3][2],
e[0][3], e[1][3], e[2][3], e[3][3],
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}
C.glUniformMatrix4fv(getUniformLocation(program, "color_matrix"),
1, C.GL_FALSE, (*C.GLfloat)(&glColorMatrix[0]))
glColorMatrixTranslation := [...]float32{
e[0][4], e[1][4], e[2][4], e[3][4],
}
C.glUniform4fv(getUniformLocation(program, "color_matrix_translation"),
1, (*C.GLfloat)(&glColorMatrixTranslation[0]))
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return
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}
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func (context *Context) NewRenderTarget(width, height int) graphics.RenderTargetID {
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renderTarget := newRenderTarget(width, height)
context.textures[renderTarget.id] = (*Texture)(renderTarget)
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context.setOffscreen((*Texture)(renderTarget))
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context.Clear()
context.resetOffscreen()
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return graphics.RenderTargetID(renderTarget.id)
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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 := newTextureFromImage(img)
if err != nil {
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return 0, err
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}
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context.textures[texture.id] = texture
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return texture.ID(), nil
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}