2016-02-25 17:58:19 +01:00
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// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build darwin linux windows
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// +build !js
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package opengl
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import (
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"errors"
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"fmt"
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"github.com/go-gl/gl/v2.1/gl"
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)
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type Texture uint32
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type Framebuffer uint32
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type Shader uint32
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type Program uint32
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type Buffer uint32
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var ZeroFramebuffer Framebuffer
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// TODO: Remove this after the GopherJS bug was fixed (#159)
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func (p Program) Equals(other Program) bool {
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return p == other
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}
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type uniformLocation int32
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type attribLocation int32
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type programID uint32
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2016-02-26 18:41:38 +01:00
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func (p Program) id() programID {
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return programID(p)
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2016-02-25 17:58:19 +01:00
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}
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type context struct {
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locationCache *locationCache
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funcs chan func()
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2016-02-25 17:58:19 +01:00
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}
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func NewContext() *Context {
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c := &Context{
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Nearest: gl.NEAREST,
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Linear: gl.LINEAR,
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VertexShader: gl.VERTEX_SHADER,
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FragmentShader: gl.FRAGMENT_SHADER,
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ArrayBuffer: gl.ARRAY_BUFFER,
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ElementArrayBuffer: gl.ELEMENT_ARRAY_BUFFER,
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DynamicDraw: gl.DYNAMIC_DRAW,
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StaticDraw: gl.STATIC_DRAW,
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Triangles: gl.TRIANGLES,
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Lines: gl.LINES,
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}
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c.locationCache = newLocationCache()
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2016-02-25 17:58:19 +01:00
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c.funcs = make(chan func())
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return c
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}
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func (c *Context) Loop() {
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for {
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select {
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case f := <-c.funcs:
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f()
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}
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}
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}
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func (c *Context) RunOnContextThread(f func()) {
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ch := make(chan struct{})
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c.funcs <- func() {
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f()
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close(ch)
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}
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<-ch
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return
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}
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func (c *Context) Init() {
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c.RunOnContextThread(func() {
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// This initialization must be done after Loop is called.
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// This is why Init is separated from NewContext.
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if err := gl.Init(); err != nil {
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panic(fmt.Sprintf("opengl: initializing error %v", err))
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}
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// Textures' pixel formats are alpha premultiplied.
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gl.Enable(gl.BLEND)
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gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
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})
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}
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func (c *Context) Check() {
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c.RunOnContextThread(func() {
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if e := gl.GetError(); e != gl.NO_ERROR {
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panic(fmt.Sprintf("check failed: %d", e))
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}
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})
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}
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func (c *Context) NewTexture(width, height int, pixels []uint8, filter Filter) (texture Texture, err error) {
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c.RunOnContextThread(func() {
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var t uint32
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gl.GenTextures(1, &t)
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// TOOD: Use gl.IsTexture
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if t <= 0 {
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err = errors.New("opengl: creating texture failed")
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return
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}
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gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
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gl.BindTexture(gl.TEXTURE_2D, t)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int32(filter))
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int32(filter))
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var p interface{}
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if pixels != nil {
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p = pixels
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}
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(p))
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texture = Texture(t)
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return
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})
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return
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}
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func (c *Context) FramebufferPixels(f Framebuffer, width, height int) (pixels []uint8, err error) {
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c.RunOnContextThread(func() {
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gl.Flush()
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gl.BindFramebuffer(gl.FRAMEBUFFER, uint32(f))
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pixels = make([]uint8, 4*width*height)
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gl.ReadPixels(0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(pixels))
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if e := gl.GetError(); e != gl.NO_ERROR {
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pixels = nil
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err = fmt.Errorf("opengl: glReadPixels: %d", e)
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return
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}
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return
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})
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return
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}
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func (c *Context) BindTexture(t Texture) {
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c.RunOnContextThread(func() {
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gl.BindTexture(gl.TEXTURE_2D, uint32(t))
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})
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}
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func (c *Context) DeleteTexture(t Texture) {
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c.RunOnContextThread(func() {
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tt := uint32(t)
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gl.DeleteTextures(1, &tt)
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})
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}
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func (c *Context) TexSubImage2D(p []uint8, width, height int) {
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c.RunOnContextThread(func() {
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gl.TexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(p))
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})
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}
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func (c *Context) BindZeroFramebuffer() {
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c.RunOnContextThread(func() {
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gl.BindFramebuffer(gl.FRAMEBUFFER, uint32(ZeroFramebuffer))
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})
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}
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func (c *Context) NewFramebuffer(texture Texture) (framebuffer Framebuffer, err error) {
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c.RunOnContextThread(func() {
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var f uint32
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gl.GenFramebuffers(1, &f)
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// TODO: Use gl.IsFramebuffer
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if f <= 0 {
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err = errors.New("opengl: creating framebuffer failed: gl.IsFramebuffer returns false")
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return
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}
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gl.BindFramebuffer(gl.FRAMEBUFFER, f)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, uint32(texture), 0)
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s := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
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if s != gl.FRAMEBUFFER_COMPLETE {
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if s != 0 {
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err = fmt.Errorf("opengl: creating framebuffer failed: %v", s)
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return
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}
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if e := gl.GetError(); e != gl.NO_ERROR {
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err = fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
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return
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}
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err = fmt.Errorf("opengl: creating framebuffer failed: unknown error")
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return
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}
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framebuffer = Framebuffer(f)
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return
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})
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return
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}
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func (c *Context) SetViewport(f Framebuffer, width, height int) (err error) {
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c.RunOnContextThread(func() {
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gl.Flush()
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gl.BindFramebuffer(gl.FRAMEBUFFER, uint32(f))
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if st := gl.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
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if e := gl.GetError(); e != 0 {
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err = fmt.Errorf("opengl: glBindFramebuffer failed: %d", e)
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return
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}
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err = errors.New("opengl: glBindFramebuffer failed: the context is different?")
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return
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}
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gl.Viewport(0, 0, int32(width), int32(height))
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return
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})
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return
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}
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func (c *Context) FillFramebuffer(r, g, b, a float64) error {
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c.RunOnContextThread(func() {
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gl.ClearColor(float32(r), float32(g), float32(b), float32(a))
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gl.Clear(gl.COLOR_BUFFER_BIT)
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return
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})
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return nil
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}
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func (c *Context) DeleteFramebuffer(f Framebuffer) {
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c.RunOnContextThread(func() {
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ff := uint32(f)
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gl.DeleteFramebuffers(1, &ff)
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})
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}
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func (c *Context) NewShader(shaderType ShaderType, source string) (shader Shader, err error) {
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c.RunOnContextThread(func() {
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s := gl.CreateShader(uint32(shaderType))
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if s == 0 {
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err = errors.New("opengl: glCreateShader failed")
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return
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}
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cSources, free := gl.Strs(source + "\x00")
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gl.ShaderSource(uint32(s), 1, cSources, nil)
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free()
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gl.CompileShader(s)
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var v int32
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gl.GetShaderiv(s, gl.COMPILE_STATUS, &v)
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if v == gl.FALSE {
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log := []uint8{}
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gl.GetShaderiv(uint32(s), gl.INFO_LOG_LENGTH, &v)
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if v != 0 {
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log = make([]uint8, int(v))
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gl.GetShaderInfoLog(uint32(s), v, nil, (*uint8)(gl.Ptr(log)))
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}
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err = fmt.Errorf("opengl: shader compile failed: %s", log)
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return
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}
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shader = Shader(s)
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return
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})
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return
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}
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func (c *Context) DeleteShader(s Shader) {
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c.RunOnContextThread(func() {
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gl.DeleteShader(uint32(s))
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})
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}
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func (c *Context) GlslHighpSupported() bool {
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return false
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}
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func (c *Context) NewProgram(shaders []Shader) (program Program, err error) {
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c.RunOnContextThread(func() {
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p := gl.CreateProgram()
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if p == 0 {
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err = errors.New("opengl: glCreateProgram failed")
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return
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}
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for _, shader := range shaders {
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gl.AttachShader(p, uint32(shader))
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}
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gl.LinkProgram(p)
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var v int32
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gl.GetProgramiv(p, gl.LINK_STATUS, &v)
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if v == gl.FALSE {
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err = errors.New("opengl: program error")
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return
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}
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program = Program(p)
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return
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})
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return
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}
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func (c *Context) UseProgram(p Program) {
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c.RunOnContextThread(func() {
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gl.UseProgram(uint32(p))
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})
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}
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func (c *Context) getUniformLocation(p Program, location string) uniformLocation {
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uniform := uniformLocation(gl.GetUniformLocation(uint32(p), gl.Str(location+"\x00")))
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if uniform == -1 {
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panic("opengl: invalid uniform location: " + location)
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}
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return uniform
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}
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func (c *Context) UniformInt(p Program, location string, v int) {
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c.RunOnContextThread(func() {
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l := int32(c.locationCache.GetUniformLocation(c, p, location))
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gl.Uniform1i(l, int32(v))
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})
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}
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func (c *Context) UniformFloats(p Program, location string, v []float32) {
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c.RunOnContextThread(func() {
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l := int32(c.locationCache.GetUniformLocation(c, p, location))
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switch len(v) {
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case 4:
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gl.Uniform4fv(l, 1, (*float32)(gl.Ptr(v)))
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case 16:
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gl.UniformMatrix4fv(l, 1, false, (*float32)(gl.Ptr(v)))
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default:
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panic("not reach")
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}
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})
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}
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2016-02-26 19:13:42 +01:00
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func (c *Context) getAttribLocation(p Program, location string) attribLocation {
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attrib := attribLocation(gl.GetAttribLocation(uint32(p), gl.Str(location+"\x00")))
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if attrib == -1 {
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panic("invalid attrib location: " + location)
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}
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return attrib
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}
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func (c *Context) VertexAttribPointer(p Program, location string, normalize bool, stride int, size int, v int) {
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c.RunOnContextThread(func() {
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.VertexAttribPointer(uint32(l), int32(size), gl.SHORT, normalize, int32(stride), gl.PtrOffset(v))
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})
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}
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func (c *Context) EnableVertexAttribArray(p Program, location string) {
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c.RunOnContextThread(func() {
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.EnableVertexAttribArray(uint32(l))
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})
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}
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func (c *Context) DisableVertexAttribArray(p Program, location string) {
|
|
|
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c.RunOnContextThread(func() {
|
2016-02-26 19:01:55 +01:00
|
|
|
l := c.locationCache.GetAttribLocation(c, p, location)
|
2016-02-25 17:58:19 +01:00
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|
|
gl.DisableVertexAttribArray(uint32(l))
|
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|
})
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|
}
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func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsage BufferUsage) (buffer Buffer) {
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|
|
c.RunOnContextThread(func() {
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|
|
var b uint32
|
|
|
|
gl.GenBuffers(1, &b)
|
|
|
|
gl.BindBuffer(uint32(bufferType), b)
|
|
|
|
switch v := v.(type) {
|
|
|
|
case int:
|
|
|
|
gl.BufferData(uint32(bufferType), v, nil, uint32(bufferUsage))
|
|
|
|
case []uint16:
|
|
|
|
gl.BufferData(uint32(bufferType), 2*len(v), gl.Ptr(v), uint32(bufferUsage))
|
|
|
|
default:
|
|
|
|
panic("not reach")
|
|
|
|
}
|
|
|
|
buffer = Buffer(b)
|
|
|
|
return
|
|
|
|
})
|
|
|
|
return
|
|
|
|
}
|
|
|
|
|
|
|
|
func (c *Context) BindElementArrayBuffer(b Buffer) {
|
|
|
|
c.RunOnContextThread(func() {
|
|
|
|
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, uint32(b))
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
func (c *Context) BufferSubData(bufferType BufferType, data []int16) {
|
|
|
|
c.RunOnContextThread(func() {
|
|
|
|
gl.BufferSubData(uint32(bufferType), 0, 2*len(data), gl.Ptr(data))
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
func (c *Context) DrawElements(mode Mode, len int) {
|
|
|
|
c.RunOnContextThread(func() {
|
|
|
|
gl.DrawElements(uint32(mode), int32(len), gl.UNSIGNED_SHORT, gl.PtrOffset(0))
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
func (c *Context) Finish() {
|
|
|
|
c.RunOnContextThread(func() {
|
|
|
|
gl.Finish()
|
|
|
|
})
|
|
|
|
}
|