ebiten/internal/graphics/opengl/context_js.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.
// +build js
package opengl
import (
"errors"
"fmt"
"github.com/gopherjs/gopherjs/js"
"github.com/gopherjs/webgl"
)
type Texture struct {
*js.Object
}
type Framebuffer struct {
*js.Object
}
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var ZeroFramebuffer Framebuffer
type Shader struct {
*js.Object
}
type Program struct {
*js.Object
}
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type Buffer struct {
*js.Object
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}
// TODO: Remove this after the GopherJS bug was fixed (#159)
func (p Program) Equals(other Program) bool {
return p.Object == other.Object
}
type UniformLocation struct {
*js.Object
}
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type AttribLocation int
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type ProgramID int
func GetProgramID(p Program) ProgramID {
return ProgramID(p.Get("__ebiten_programId").Int())
}
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type context struct {
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gl *webgl.Context
lastFramebuffer Framebuffer
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}
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func NewContext() *Context {
var gl *webgl.Context
if js.Global.Get("require") == js.Undefined {
// TODO: Define id?
canvas := js.Global.Get("document").Call("querySelector", "canvas")
var err error
gl, err = webgl.NewContext(canvas, &webgl.ContextAttributes{
Alpha: true,
PremultipliedAlpha: true,
})
if err != nil {
panic(err)
}
} else {
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// TODO: Now Ebiten with headless-gl doesn't work well (#141).
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// Use headless-gl for testing.
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options := map[string]bool{
"alpha": true,
"premultipliedAlpha": true,
}
webglContext := js.Global.Call("require", "gl").Invoke(16, 16, options)
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gl = &webgl.Context{Object: webglContext}
}
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c := &Context{
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Nearest: Filter(gl.NEAREST),
Linear: Filter(gl.LINEAR),
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VertexShader: ShaderType(gl.VERTEX_SHADER),
FragmentShader: ShaderType(gl.FRAGMENT_SHADER),
ArrayBuffer: BufferType(gl.ARRAY_BUFFER),
ElementArrayBuffer: BufferType(gl.ELEMENT_ARRAY_BUFFER),
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DynamicDraw: BufferUsage(gl.DYNAMIC_DRAW),
StaticDraw: BufferUsage(gl.STATIC_DRAW),
Triangles: Mode(gl.TRIANGLES),
Lines: Mode(gl.LINES),
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}
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c.gl = gl
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c.init()
return c
}
func (c *Context) init() {
gl := c.gl
// Textures' pixel formats are alpha premultiplied.
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
}
func (c *Context) Check() {
gl := c.gl
if e := gl.GetError(); e != gl.NO_ERROR {
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panic(fmt.Sprintf("opengl: check failed: %d", e))
}
}
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func (c *Context) NewTexture(width, height int, pixels []uint8, filter Filter) (Texture, error) {
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gl := c.gl
t := gl.CreateTexture()
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if t == nil {
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return Texture{nil}, errors.New("opengl: glGenTexture failed")
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}
gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
gl.BindTexture(gl.TEXTURE_2D, t)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int(filter))
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int(filter))
// TODO: Can we use glTexSubImage2D with linear filtering?
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// void texImage2D(GLenum target, GLint level, GLenum internalformat,
// GLsizei width, GLsizei height, GLint border, GLenum format,
// GLenum type, ArrayBufferView? pixels);
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var p interface{}
if pixels != nil {
p = pixels
}
gl.Call("texImage2D", gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, p)
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return Texture{t}, nil
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}
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func (c *Context) bindFramebuffer(f Framebuffer) {
gl := c.gl
// TODO: Fix this after the GopherJS bug was fixed (#159)
if c.lastFramebuffer.Object != f.Object {
gl.BindFramebuffer(gl.FRAMEBUFFER, f.Object)
c.lastFramebuffer = f
}
}
func (c *Context) FramebufferPixels(f Framebuffer, width, height int) ([]uint8, error) {
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gl := c.gl
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gl.Flush()
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c.bindFramebuffer(f)
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pixels := js.Global.Get("Uint8Array").New(4 * width * height)
gl.ReadPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
if e := gl.GetError(); e != gl.NO_ERROR {
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return nil, errors.New(fmt.Sprintf("opengl: error: %d", e))
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}
return pixels.Interface().([]uint8), nil
}
func (c *Context) BindTexture(t Texture) {
gl := c.gl
gl.BindTexture(gl.TEXTURE_2D, t.Object)
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}
func (c *Context) DeleteTexture(t Texture) {
gl := c.gl
gl.DeleteTexture(t.Object)
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}
func (c *Context) TexSubImage2D(p []uint8, width, height int) {
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gl := c.gl
// void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
// GLsizei width, GLsizei height,
// GLenum format, GLenum type, ArrayBufferView? pixels);
gl.Call("texSubImage2D", gl.TEXTURE_2D, 0, 0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, p)
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}
func (c *Context) NewFramebuffer(t Texture) (Framebuffer, error) {
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gl := c.gl
f := gl.CreateFramebuffer()
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c.bindFramebuffer(Framebuffer{f})
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, t.Object, 0)
s := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
if s != gl.FRAMEBUFFER_COMPLETE {
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return Framebuffer{nil}, errors.New(fmt.Sprintf("opengl: creating framebuffer failed: %d", s))
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}
return Framebuffer{f}, nil
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}
var lastBindedFramebuffer *js.Object
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func (c *Context) SetViewport(f Framebuffer, width, height int) error {
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// TODO: Not sure if Flush is needed here.
if f.Object == nil {
c.bindFramebuffer(f)
gl := c.gl
gl.Viewport(0, 0, width, height)
return nil
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}
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c.bindFramebuffer(f)
gl := c.gl
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gl.Viewport(0, 0, width, height)
return nil
}
func (c *Context) FillFramebuffer(r, g, b, a float64) error {
// TODO: Use f?
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gl := c.gl
gl.ClearColor(float32(r), float32(g), float32(b), float32(a))
gl.Clear(gl.COLOR_BUFFER_BIT)
return nil
}
func (c *Context) DeleteFramebuffer(f Framebuffer) {
gl := c.gl
gl.DeleteFramebuffer(f.Object)
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}
func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) {
gl := c.gl
s := gl.CreateShader(int(shaderType))
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if s == nil {
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return Shader{nil}, errors.New("opengl: glCreateShader failed")
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}
gl.ShaderSource(s, source)
gl.CompileShader(s)
if !gl.GetShaderParameterb(s, gl.COMPILE_STATUS) {
log := gl.GetShaderInfoLog(s)
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return Shader{nil}, errors.New(fmt.Sprintf("opengl: shader compile failed: %s", log))
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}
return Shader{s}, nil
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}
func (c *Context) DeleteShader(s Shader) {
gl := c.gl
gl.DeleteShader(s.Object)
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}
func (c *Context) GlslHighpSupported() bool {
gl := c.gl
// headless-gl library may not define getShaderPrecisionFormat.
if gl.Get("getShaderPrecisionFormat") == js.Undefined {
return false
}
return gl.Call("getShaderPrecisionFormat", gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).Get("precision").Int() != 0
}
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var lastProgramID ProgramID = 0
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func (c *Context) NewProgram(shaders []Shader) (Program, error) {
gl := c.gl
p := gl.CreateProgram()
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if p == nil {
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return Program{nil}, errors.New("opengl: glCreateProgram failed")
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}
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p.Set("__ebiten_programId", lastProgramID)
lastProgramID++
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for _, shader := range shaders {
gl.AttachShader(p, shader.Object)
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}
gl.LinkProgram(p)
if !gl.GetProgramParameterb(p, gl.LINK_STATUS) {
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return Program{nil}, errors.New("opengl: program error")
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}
return Program{p}, nil
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}
func (c *Context) UseProgram(p Program) {
gl := c.gl
gl.UseProgram(p.Object)
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}
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func (c *Context) GetUniformLocation(p Program, location string) UniformLocation {
gl := c.gl
return UniformLocation{gl.GetUniformLocation(p.Object, location)}
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}
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func (c *Context) UniformInt(p Program, location string, v int) {
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gl := c.gl
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l := GetUniformLocation(c, p, location)
gl.Uniform1i(l.Object, v)
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}
func (c *Context) UniformFloats(p Program, location string, v []float32) {
gl := c.gl
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l := GetUniformLocation(c, p, location)
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switch len(v) {
case 4:
gl.Call("uniform4fv", l.Object, v)
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case 16:
gl.UniformMatrix4fv(l.Object, false, v)
default:
panic("not reach")
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}
}
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func (c *Context) GetAttribLocation(p Program, location string) AttribLocation {
gl := c.gl
return AttribLocation(gl.GetAttribLocation(p.Object, location))
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}
func (c *Context) VertexAttribPointer(p Program, location string, normalize bool, stride int, size int, v int) {
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gl := c.gl
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l := GetAttribLocation(c, p, location)
gl.VertexAttribPointer(int(l), size, gl.SHORT, normalize, stride, v)
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}
func (c *Context) EnableVertexAttribArray(p Program, location string) {
gl := c.gl
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l := GetAttribLocation(c, p, location)
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gl.EnableVertexAttribArray(int(l))
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}
func (c *Context) DisableVertexAttribArray(p Program, location string) {
gl := c.gl
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l := GetAttribLocation(c, p, location)
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gl.DisableVertexAttribArray(int(l))
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}
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func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsage BufferUsage) Buffer {
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gl := c.gl
b := gl.CreateBuffer()
gl.BindBuffer(int(bufferType), b)
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gl.BufferData(int(bufferType), v, int(bufferUsage))
return Buffer{b}
}
func (c *Context) BindElementArrayBuffer(b Buffer) {
gl := c.gl
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b.Object)
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}
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func (c *Context) BufferSubData(bufferType BufferType, data []int16) {
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gl := c.gl
gl.BufferSubData(int(bufferType), 0, data)
}
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func (c *Context) DrawElements(mode Mode, len int) {
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gl := c.gl
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gl.DrawElements(int(mode), len, gl.UNSIGNED_SHORT, 0)
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}