ebiten/internal/graphics/program.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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package graphics
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import (
"github.com/hajimehoshi/ebiten/internal/graphics/internal/opengl"
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"math"
)
var (
indexBufferLines opengl.Buffer
indexBufferQuads opengl.Buffer
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)
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var (
programTexture opengl.Program
programSolidRect opengl.Program
programSolidLine opengl.Program
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)
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const indicesNum = math.MaxUint16 + 1
const quadsMaxNum = indicesNum / 6
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// unsafe.SizeOf can't be used because unsafe doesn't work with GopherJS.
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const int16Size = 2
const float32Size = 4
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func initialize(c *opengl.Context) error {
shaderVertexModelviewNative, err := c.NewShader(c.VertexShader, shader(c, shaderVertexModelview))
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if err != nil {
return err
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}
defer c.DeleteShader(shaderVertexModelviewNative)
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shaderVertexColorNative, err := c.NewShader(c.VertexShader, shader(c, shaderVertexColor))
if err != nil {
return err
}
defer c.DeleteShader(shaderVertexColorNative)
shaderVertexColorLineNative, err := c.NewShader(c.VertexShader, shader(c, shaderVertexColorLine))
if err != nil {
return err
}
defer c.DeleteShader(shaderVertexColorLineNative)
shaderFragmentTextureNative, err := c.NewShader(c.FragmentShader, shader(c, shaderFragmentTexture))
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if err != nil {
return err
}
defer c.DeleteShader(shaderFragmentTextureNative)
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shaderFragmentSolidNative, err := c.NewShader(c.FragmentShader, shader(c, shaderFragmentSolid))
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if err != nil {
return err
}
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defer c.DeleteShader(shaderFragmentSolidNative)
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programTexture, err = c.NewProgram([]opengl.Shader{
shaderVertexModelviewNative,
shaderFragmentTextureNative,
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})
if err != nil {
return err
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}
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programSolidRect, err = c.NewProgram([]opengl.Shader{
shaderVertexColorNative,
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shaderFragmentSolidNative,
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})
if err != nil {
return err
}
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programSolidLine, err = c.NewProgram([]opengl.Shader{
shaderVertexColorLineNative,
shaderFragmentSolidNative,
})
if err != nil {
return err
}
// 16 [bytse] is an arbitrary number which seems enough to draw anything. Fix this if necessary.
const stride = 16
c.NewBuffer(c.ArrayBuffer, 4*stride*quadsMaxNum, c.DynamicDraw)
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indices := make([]uint16, 6*quadsMaxNum)
for i := uint16(0); i < quadsMaxNum; i++ {
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indices[6*i+0] = 4*i + 0
indices[6*i+1] = 4*i + 1
indices[6*i+2] = 4*i + 2
indices[6*i+3] = 4*i + 1
indices[6*i+4] = 4*i + 2
indices[6*i+5] = 4*i + 3
}
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indexBufferQuads = c.NewBuffer(c.ElementArrayBuffer, indices, c.StaticDraw)
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indices = make([]uint16, indicesNum)
for i := 0; i < len(indices); i++ {
indices[i] = uint16(i)
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}
indexBufferLines = c.NewBuffer(c.ElementArrayBuffer, indices, c.StaticDraw)
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return nil
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}
var lastProgram opengl.Program
type programFinisher func()
func (p programFinisher) FinishProgram() {
p()
}
func useProgramForTexture(c *opengl.Context, projectionMatrix []float32, texture opengl.Texture, geo Matrix, color Matrix) programFinisher {
if !lastProgram.Equals(programTexture) {
c.UseProgram(programTexture)
lastProgram = programTexture
}
program := programTexture
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c.BindElementArrayBuffer(indexBufferQuads)
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c.UniformFloats(program, "projection_matrix", projectionMatrix)
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ma := float32(geo.Element(0, 0))
mb := float32(geo.Element(0, 1))
mc := float32(geo.Element(1, 0))
md := float32(geo.Element(1, 1))
tx := float32(geo.Element(0, 2))
ty := float32(geo.Element(1, 2))
glModelviewMatrix := []float32{
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ma, mc, 0, 0,
mb, md, 0, 0,
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0, 0, 1, 0,
tx, ty, 0, 1,
}
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c.UniformFloats(program, "modelview_matrix", glModelviewMatrix)
c.UniformInt(program, "texture", 0)
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e := [4][5]float32{}
for i := 0; i < 4; i++ {
for j := 0; j < 5; j++ {
e[i][j] = float32(color.Element(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.UniformFloats(program, "color_matrix", glColorMatrix)
glColorMatrixTranslation := []float32{
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e[0][4], e[1][4], e[2][4], e[3][4],
}
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c.UniformFloats(program, "color_matrix_translation", glColorMatrixTranslation)
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// We don't have to call gl.ActiveTexture here: GL_TEXTURE0 is the default active texture
// See also: https://www.opengl.org/sdk/docs/man2/xhtml/glActiveTexture.xml
c.BindTexture(texture)
c.EnableVertexAttribArray(program, "vertex")
c.EnableVertexAttribArray(program, "tex_coord")
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c.VertexAttribPointer(program, "vertex", true, false, int16Size*4, 2, uintptr(int16Size*0))
c.VertexAttribPointer(program, "tex_coord", true, true, int16Size*4, 2, uintptr(int16Size*2))
return func() {
c.DisableVertexAttribArray(program, "tex_coord")
c.DisableVertexAttribArray(program, "vertex")
}
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}
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func useProgramForLines(c *opengl.Context, projectionMatrix []float32) programFinisher {
if !lastProgram.Equals(programSolidLine) {
c.UseProgram(programSolidLine)
lastProgram = programSolidLine
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}
program := programSolidLine
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c.BindElementArrayBuffer(indexBufferLines)
c.UniformFloats(program, "projection_matrix", projectionMatrix)
c.EnableVertexAttribArray(program, "vertex")
c.EnableVertexAttribArray(program, "color")
// TODO: Change to floats?
c.VertexAttribPointer(program, "vertex", true, false, int16Size*6, 2, uintptr(int16Size*0))
c.VertexAttribPointer(program, "color", false, true, int16Size*6, 4, uintptr(int16Size*2))
return func() {
c.DisableVertexAttribArray(program, "color")
c.DisableVertexAttribArray(program, "vertex")
}
}
func useProgramForRects(c *opengl.Context, projectionMatrix []float32) programFinisher {
if !lastProgram.Equals(programSolidRect) {
c.UseProgram(programSolidRect)
lastProgram = programSolidRect
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}
program := programSolidRect
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c.BindElementArrayBuffer(indexBufferQuads)
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c.UniformFloats(program, "projection_matrix", projectionMatrix)
c.EnableVertexAttribArray(program, "vertex")
c.EnableVertexAttribArray(program, "color")
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c.VertexAttribPointer(program, "vertex", true, false, int16Size*6, 2, uintptr(int16Size*0))
c.VertexAttribPointer(program, "color", false, true, int16Size*6, 4, uintptr(int16Size*2))
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return func() {
c.DisableVertexAttribArray(program, "color")
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c.DisableVertexAttribArray(program, "vertex")
}
}