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opengl: Unexport consts
This commit is contained in:
parent
99594fe732
commit
23a832c0a7
@ -26,12 +26,12 @@ var (
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)
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)
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var (
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var (
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VertexShader shaderType
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vertexShader shaderType
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FragmentShader shaderType
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fragmentShader shaderType
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ArrayBuffer bufferType
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arrayBuffer bufferType
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ElementArrayBuffer bufferType
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elementArrayBuffer bufferType
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DynamicDraw bufferUsage
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dynamicDraw bufferUsage
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StaticDraw bufferUsage
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staticDraw bufferUsage
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Short DataType
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Short DataType
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Float DataType
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Float DataType
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@ -55,11 +55,11 @@ func getProgramID(p program) programID {
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}
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}
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func init() {
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func init() {
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VertexShader = gl.VERTEX_SHADER
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vertexShader = gl.VERTEX_SHADER
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FragmentShader = gl.FRAGMENT_SHADER
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fragmentShader = gl.FRAGMENT_SHADER
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ArrayBuffer = gl.ARRAY_BUFFER
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arrayBuffer = gl.ARRAY_BUFFER
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ElementArrayBuffer = gl.ELEMENT_ARRAY_BUFFER
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elementArrayBuffer = gl.ELEMENT_ARRAY_BUFFER
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DynamicDraw = gl.DYNAMIC_DRAW
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dynamicDraw = gl.DYNAMIC_DRAW
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Short = gl.SHORT
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Short = gl.SHORT
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Float = gl.FLOAT
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Float = gl.FLOAT
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@ -450,8 +450,8 @@ func (c *Context) newArrayBuffer(size int) buffer {
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_ = c.runOnContextThread(func() error {
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_ = c.runOnContextThread(func() error {
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var b uint32
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var b uint32
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gl.GenBuffers(1, &b)
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gl.GenBuffers(1, &b)
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gl.BindBuffer(uint32(ArrayBuffer), b)
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gl.BindBuffer(uint32(arrayBuffer), b)
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gl.BufferData(uint32(ArrayBuffer), size, nil, uint32(DynamicDraw))
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gl.BufferData(uint32(arrayBuffer), size, nil, uint32(dynamicDraw))
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bf = buffer(b)
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bf = buffer(b)
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return nil
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return nil
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})
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})
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@ -463,8 +463,8 @@ func (c *Context) newElementArrayBuffer(size int) buffer {
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_ = c.runOnContextThread(func() error {
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_ = c.runOnContextThread(func() error {
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var b uint32
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var b uint32
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gl.GenBuffers(1, &b)
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gl.GenBuffers(1, &b)
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gl.BindBuffer(uint32(ElementArrayBuffer), b)
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gl.BindBuffer(uint32(elementArrayBuffer), b)
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gl.BufferData(uint32(ElementArrayBuffer), size, nil, uint32(DynamicDraw))
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gl.BufferData(uint32(elementArrayBuffer), size, nil, uint32(dynamicDraw))
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bf = buffer(b)
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bf = buffer(b)
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return nil
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return nil
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})
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})
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@ -480,14 +480,14 @@ func (c *Context) BindBuffer(bufferType bufferType, b buffer) {
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func (c *Context) ArrayBufferSubData(data []float32) {
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func (c *Context) ArrayBufferSubData(data []float32) {
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_ = c.runOnContextThread(func() error {
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_ = c.runOnContextThread(func() error {
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gl.BufferSubData(uint32(ArrayBuffer), 0, len(data)*4, gl.Ptr(data))
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gl.BufferSubData(uint32(arrayBuffer), 0, len(data)*4, gl.Ptr(data))
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return nil
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return nil
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})
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})
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}
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}
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func (c *Context) ElementArrayBufferSubData(data []uint16) {
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func (c *Context) ElementArrayBufferSubData(data []uint16) {
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_ = c.runOnContextThread(func() error {
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_ = c.runOnContextThread(func() error {
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gl.BufferSubData(uint32(ElementArrayBuffer), 0, len(data)*2, gl.Ptr(data))
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gl.BufferSubData(uint32(elementArrayBuffer), 0, len(data)*2, gl.Ptr(data))
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return nil
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return nil
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})
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})
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}
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}
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@ -73,11 +73,11 @@ var (
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func init() {
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func init() {
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// Accessing the prototype is rquired on Safari.
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// Accessing the prototype is rquired on Safari.
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c := js.Global().Get("WebGLRenderingContext").Get("prototype")
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c := js.Global().Get("WebGLRenderingContext").Get("prototype")
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VertexShader = shaderType(c.Get("VERTEX_SHADER").Int())
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vertexShader = shaderType(c.Get("VERTEX_SHADER").Int())
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FragmentShader = shaderType(c.Get("FRAGMENT_SHADER").Int())
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fragmentShader = shaderType(c.Get("FRAGMENT_SHADER").Int())
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ArrayBuffer = bufferType(c.Get("ARRAY_BUFFER").Int())
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arrayBuffer = bufferType(c.Get("ARRAY_BUFFER").Int())
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ElementArrayBuffer = bufferType(c.Get("ELEMENT_ARRAY_BUFFER").Int())
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elementArrayBuffer = bufferType(c.Get("ELEMENT_ARRAY_BUFFER").Int())
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DynamicDraw = bufferUsage(c.Get("DYNAMIC_DRAW").Int())
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dynamicDraw = bufferUsage(c.Get("DYNAMIC_DRAW").Int())
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Short = DataType(c.Get("SHORT").Int())
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Short = DataType(c.Get("SHORT").Int())
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Float = DataType(c.Get("FLOAT").Int())
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Float = DataType(c.Get("FLOAT").Int())
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@ -407,16 +407,16 @@ func (c *Context) disableVertexAttribArray(p program, location string) {
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func (c *Context) newArrayBuffer(size int) buffer {
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func (c *Context) newArrayBuffer(size int) buffer {
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gl := c.gl
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gl := c.gl
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b := gl.Call("createBuffer")
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b := gl.Call("createBuffer")
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gl.Call("bindBuffer", int(ArrayBuffer), js.Value(b))
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gl.Call("bindBuffer", int(arrayBuffer), js.Value(b))
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gl.Call("bufferData", int(ArrayBuffer), size, int(DynamicDraw))
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gl.Call("bufferData", int(arrayBuffer), size, int(dynamicDraw))
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return buffer(b)
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return buffer(b)
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}
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}
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func (c *Context) newElementArrayBuffer(size int) buffer {
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func (c *Context) newElementArrayBuffer(size int) buffer {
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gl := c.gl
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gl := c.gl
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b := gl.Call("createBuffer")
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b := gl.Call("createBuffer")
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gl.Call("bindBuffer", int(ElementArrayBuffer), js.Value(b))
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gl.Call("bindBuffer", int(elementArrayBuffer), js.Value(b))
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gl.Call("bufferData", int(ElementArrayBuffer), size, int(DynamicDraw))
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gl.Call("bufferData", int(elementArrayBuffer), size, int(dynamicDraw))
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return buffer(b)
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return buffer(b)
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}
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}
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@ -428,14 +428,14 @@ func (c *Context) BindBuffer(bufferType bufferType, b buffer) {
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func (c *Context) ArrayBufferSubData(data []float32) {
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func (c *Context) ArrayBufferSubData(data []float32) {
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gl := c.gl
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gl := c.gl
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arr := js.TypedArrayOf(data)
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arr := js.TypedArrayOf(data)
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gl.Call("bufferSubData", int(ArrayBuffer), 0, arr)
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gl.Call("bufferSubData", int(arrayBuffer), 0, arr)
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arr.Release()
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arr.Release()
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}
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}
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func (c *Context) ElementArrayBufferSubData(data []uint16) {
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func (c *Context) ElementArrayBufferSubData(data []uint16) {
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gl := c.gl
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gl := c.gl
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arr := js.TypedArrayOf(data)
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arr := js.TypedArrayOf(data)
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gl.Call("bufferSubData", int(ElementArrayBuffer), 0, arr)
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gl.Call("bufferSubData", int(elementArrayBuffer), 0, arr)
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arr.Release()
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arr.Release()
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}
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}
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@ -52,11 +52,11 @@ func getProgramID(p program) programID {
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}
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}
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func init() {
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func init() {
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VertexShader = mgl.VERTEX_SHADER
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vertexShader = mgl.VERTEX_SHADER
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FragmentShader = mgl.FRAGMENT_SHADER
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fragmentShader = mgl.FRAGMENT_SHADER
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ArrayBuffer = mgl.ARRAY_BUFFER
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arrayBuffer = mgl.ARRAY_BUFFER
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ElementArrayBuffer = mgl.ELEMENT_ARRAY_BUFFER
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elementArrayBuffer = mgl.ELEMENT_ARRAY_BUFFER
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DynamicDraw = mgl.DYNAMIC_DRAW
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dynamicDraw = mgl.DYNAMIC_DRAW
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Short = mgl.SHORT
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Short = mgl.SHORT
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Float = mgl.FLOAT
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Float = mgl.FLOAT
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@ -356,16 +356,16 @@ func (c *Context) disableVertexAttribArray(p program, location string) {
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func (c *Context) newArrayBuffer(size int) buffer {
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func (c *Context) newArrayBuffer(size int) buffer {
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gl := c.gl
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gl := c.gl
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b := gl.CreateBuffer()
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b := gl.CreateBuffer()
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gl.BindBuffer(mgl.Enum(ArrayBuffer), b)
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gl.BindBuffer(mgl.Enum(arrayBuffer), b)
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gl.BufferInit(mgl.Enum(ArrayBuffer), size, mgl.Enum(DynamicDraw))
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gl.BufferInit(mgl.Enum(arrayBuffer), size, mgl.Enum(dynamicDraw))
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return buffer(b)
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return buffer(b)
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}
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}
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func (c *Context) newElementArrayBuffer(size int) buffer {
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func (c *Context) newElementArrayBuffer(size int) buffer {
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gl := c.gl
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gl := c.gl
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b := gl.CreateBuffer()
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b := gl.CreateBuffer()
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gl.BindBuffer(mgl.Enum(ElementArrayBuffer), b)
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gl.BindBuffer(mgl.Enum(elementArrayBuffer), b)
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gl.BufferInit(mgl.Enum(ElementArrayBuffer), size, mgl.Enum(DynamicDraw))
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gl.BufferInit(mgl.Enum(elementArrayBuffer), size, mgl.Enum(dynamicDraw))
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return buffer(b)
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return buffer(b)
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}
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}
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@ -376,12 +376,12 @@ func (c *Context) BindBuffer(bufferType bufferType, b buffer) {
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func (c *Context) ArrayBufferSubData(data []float32) {
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func (c *Context) ArrayBufferSubData(data []float32) {
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gl := c.gl
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gl := c.gl
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gl.BufferSubData(mgl.Enum(ArrayBuffer), 0, float32sToBytes(data))
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gl.BufferSubData(mgl.Enum(arrayBuffer), 0, float32sToBytes(data))
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}
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}
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func (c *Context) ElementArrayBufferSubData(data []uint16) {
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func (c *Context) ElementArrayBufferSubData(data []uint16) {
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gl := c.gl
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gl := c.gl
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gl.BufferSubData(mgl.Enum(ElementArrayBuffer), 0, uint16sToBytes(data))
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gl.BufferSubData(mgl.Enum(elementArrayBuffer), 0, uint16sToBytes(data))
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}
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}
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func (c *Context) deleteBuffer(b buffer) {
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func (c *Context) deleteBuffer(b buffer) {
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@ -189,25 +189,25 @@ func (s *openGLState) reset() error {
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}
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}
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}
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}
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shaderVertexModelviewNative, err := GetContext().newShader(VertexShader, shaderStr(shaderVertexModelview))
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shaderVertexModelviewNative, err := GetContext().newShader(vertexShader, shaderStr(shaderVertexModelview))
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if err != nil {
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if err != nil {
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panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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}
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}
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defer GetContext().deleteShader(shaderVertexModelviewNative)
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defer GetContext().deleteShader(shaderVertexModelviewNative)
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shaderFragmentNearestNative, err := GetContext().newShader(FragmentShader, shaderStr(shaderFragmentNearest))
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shaderFragmentNearestNative, err := GetContext().newShader(fragmentShader, shaderStr(shaderFragmentNearest))
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if err != nil {
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if err != nil {
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panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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}
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}
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defer GetContext().deleteShader(shaderFragmentNearestNative)
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defer GetContext().deleteShader(shaderFragmentNearestNative)
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shaderFragmentLinearNative, err := GetContext().newShader(FragmentShader, shaderStr(shaderFragmentLinear))
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shaderFragmentLinearNative, err := GetContext().newShader(fragmentShader, shaderStr(shaderFragmentLinear))
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if err != nil {
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if err != nil {
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panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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}
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}
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defer GetContext().deleteShader(shaderFragmentLinearNative)
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defer GetContext().deleteShader(shaderFragmentLinearNative)
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shaderFragmentScreenNative, err := GetContext().newShader(FragmentShader, shaderStr(shaderFragmentScreen))
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shaderFragmentScreenNative, err := GetContext().newShader(fragmentShader, shaderStr(shaderFragmentScreen))
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if err != nil {
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if err != nil {
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panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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}
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}
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@ -288,8 +288,8 @@ func (s *openGLState) useProgram(proj []float32, texture Texture, dstW, dstH, sr
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theArrayBufferLayout.enable(program)
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theArrayBufferLayout.enable(program)
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if s.lastProgram == zeroProgram {
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if s.lastProgram == zeroProgram {
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c.BindBuffer(ArrayBuffer, s.arrayBuffer)
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c.BindBuffer(arrayBuffer, s.arrayBuffer)
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c.BindBuffer(ElementArrayBuffer, s.elementArrayBuffer)
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c.BindBuffer(elementArrayBuffer, s.elementArrayBuffer)
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c.uniformInt(program, "texture", 0)
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c.uniformInt(program, "texture", 0)
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}
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}
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