mirror of
https://github.com/hajimehoshi/ebiten.git
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Use go-gl/glow instead of go-gl/gl (#112)
This commit is contained in:
parent
d321dfe7fd
commit
2544d74ba0
@ -9,7 +9,7 @@ before_install:
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- sudo add-apt-repository 'deb http://us.archive.ubuntu.com/ubuntu/ utopic main restricted universe multiverse'
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- sudo add-apt-repository 'deb http://us.archive.ubuntu.com/ubuntu/ utopic-updates main restricted universe multiverse'
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- sudo apt-get update -qq
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- sudo apt-get install -qq libglew-dev libglfw3-dev libopenal-dev libalut-dev
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- sudo apt-get install -qq libglew-dev libglfw3-dev libopenal-dev libalut-dev # libglew-dev is required by node-gl.
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- export NODE_PATH=$(npm config get prefix)/lib/node_modules
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- npm install --global gl
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@ -19,22 +19,22 @@ 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"
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"github.com/go-gl/glow/gl-core/3.2/gl"
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)
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type Texture gl.Texture
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type Framebuffer gl.Framebuffer
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type Shader gl.Shader
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type Program gl.Program
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type Buffer gl.Buffer
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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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// 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 gl.UniformLocation
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type AttribLocation gl.AttribLocation
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type UniformLocation int32
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type AttribLocation int32
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type ProgramID int
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@ -62,24 +62,31 @@ func NewContext() *Context {
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}
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func (c *Context) init() {
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gl.Init()
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if err := gl.Init(); err != nil {
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panic(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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func (c *Context) NewTexture(width, height int, pixels []uint8, filter Filter) (Texture, error) {
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t := gl.GenTexture()
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var t uint32
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gl.GenTextures(1, &t)
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if t < 0 {
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return 0, errors.New("glGenTexture failed")
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}
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gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
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t.Bind(gl.TEXTURE_2D)
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gl.BindTexture(gl.TEXTURE_2D, t)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int(filter))
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int(filter))
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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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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
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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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return Texture(t), nil
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}
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@ -87,10 +94,10 @@ func (c *Context) NewTexture(width, height int, pixels []uint8, filter Filter) (
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func (c *Context) FramebufferPixels(f Framebuffer, width, height int) ([]uint8, error) {
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gl.Flush()
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gl.Framebuffer(f).Bind()
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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, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
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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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return nil, errors.New(fmt.Sprintf("gl error: %d", e))
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}
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@ -98,22 +105,24 @@ func (c *Context) FramebufferPixels(f Framebuffer, width, height int) ([]uint8,
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}
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func (c *Context) BindTexture(t Texture) {
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gl.Texture(t).Bind(gl.TEXTURE_2D)
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gl.BindTexture(gl.TEXTURE_2D, uint32(t))
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}
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func (c *Context) DeleteTexture(t Texture) {
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gl.Texture(t).Delete()
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tt := uint32(t)
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gl.DeleteTextures(1, &tt)
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}
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func (c *Context) TexSubImage2D(p []uint8, width, height int) {
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gl.TexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, p)
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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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func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
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f := gl.GenFramebuffer()
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f.Bind()
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var f uint32
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gl.GenFramebuffers(1, &f)
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gl.BindFramebuffer(gl.FRAMEBUFFER, f)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, gl.Texture(texture), 0)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, uint32(texture), 0)
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if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
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return 0, errors.New("creating framebuffer failed")
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}
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@ -123,7 +132,7 @@ func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
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func (c *Context) SetViewport(f Framebuffer, width, height int) error {
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gl.Flush()
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gl.Framebuffer(f).Bind()
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gl.BindFramebuffer(gl.FRAMEBUFFER, uint32(f))
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err := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
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if err != gl.FRAMEBUFFER_COMPLETE {
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if gl.GetError() != 0 {
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@ -131,42 +140,48 @@ func (c *Context) SetViewport(f Framebuffer, width, height int) error {
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}
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return errors.New("glBindFramebuffer failed: the context is different?")
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}
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gl.Viewport(0, 0, width, height)
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gl.Viewport(0, 0, int32(width), int32(height))
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return nil
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}
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func (c *Context) FillFramebuffer(r, g, b, a float64) error {
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gl.ClearColor(gl.GLclampf(r), gl.GLclampf(g), gl.GLclampf(b), gl.GLclampf(a))
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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 nil
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}
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func (c *Context) DeleteFramebuffer(f Framebuffer) {
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gl.Framebuffer(f).Delete()
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ff := uint32(f)
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gl.DeleteFramebuffers(1, &ff)
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}
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func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) {
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s := gl.CreateShader(gl.GLenum(shaderType))
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s := gl.CreateShader(uint32(shaderType))
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if s == 0 {
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println(gl.GetError())
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return 0, errors.New("glCreateShader failed")
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}
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s.Source(source)
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s.Compile()
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glSource := gl.Str(source + "\x00")
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gl.ShaderSource(uint32(s), 1, &glSource, nil)
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gl.CompileShader(s)
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if s.Get(gl.COMPILE_STATUS) == gl.FALSE {
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log := ""
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if s.Get(gl.INFO_LOG_LENGTH) != 0 {
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log = s.GetInfoLog()
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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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return 0, errors.New(fmt.Sprintf("shader compile failed: %s", log))
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return 0, errors.New(fmt.Sprintf("shader compile failed: %s", string(log)))
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}
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return Shader(s), nil
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}
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func (c *Context) DeleteShader(s Shader) {
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gl.Shader(s).Delete()
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gl.DeleteShader(uint32(s))
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}
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func (c *Context) GlslHighpSupported() bool {
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@ -180,68 +195,77 @@ func (c *Context) NewProgram(shaders []Shader) (Program, error) {
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}
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for _, shader := range shaders {
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p.AttachShader(gl.Shader(shader))
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gl.AttachShader(p, uint32(shader))
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}
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p.Link()
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if p.Get(gl.LINK_STATUS) == gl.FALSE {
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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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return 0, errors.New("program error")
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}
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return Program(p), nil
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}
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func (c *Context) UseProgram(p Program) {
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gl.Program(p).Use()
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gl.UseProgram(uint32(p))
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}
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func (c *Context) GetUniformLocation(p Program, location string) UniformLocation {
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return UniformLocation(gl.Program(p).GetUniformLocation(location))
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u := UniformLocation(gl.GetUniformLocation(uint32(p), gl.Str(location+"\x00")))
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if u == -1 {
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panic("invalid uniform location: " + location)
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}
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return u
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}
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func (c *Context) UniformInt(p Program, location string, v int) {
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l := gl.UniformLocation(GetUniformLocation(c, p, location))
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l.Uniform1i(v)
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l := int32(GetUniformLocation(c, p, location))
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gl.Uniform1i(l, int32(v))
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}
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func (c *Context) UniformFloats(p Program, location string, v []float32) {
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l := gl.UniformLocation(GetUniformLocation(c, p, location))
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l := int32(GetUniformLocation(c, p, location))
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switch len(v) {
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case 4:
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l.Uniform4fv(1, v)
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gl.Uniform4fv(l, 1, (*float32)(gl.Ptr(v)))
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case 16:
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v2 := [16]float32{}
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copy(v2[:], v)
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l.UniformMatrix4fv(false, v2)
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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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func (c *Context) GetAttribLocation(p Program, location string) AttribLocation {
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return AttribLocation(gl.Program(p).GetAttribLocation(location))
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a := AttribLocation(gl.GetAttribLocation(uint32(p), gl.Str(location+"\x00")))
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if a == -1 {
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panic("invalid attrib location: " + location)
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}
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return a
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}
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func (c *Context) VertexAttribPointer(p Program, location string, signed bool, normalize bool, stride int, size int, v uintptr) {
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l := gl.AttribLocation(GetAttribLocation(c, p, location))
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t := gl.GLenum(gl.SHORT)
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func (c *Context) VertexAttribPointer(p Program, location string, signed bool, normalize bool, stride int, size int, v int) {
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l := GetAttribLocation(c, p, location)
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t := gl.SHORT
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if !signed {
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t = gl.UNSIGNED_SHORT
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}
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l.AttribPointer(uint(size), t, normalize, stride, v)
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gl.VertexAttribPointer(uint32(l), int32(size), uint32(t), normalize, int32(stride), gl.PtrOffset(v))
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}
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func (c *Context) EnableVertexAttribArray(p Program, location string) {
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l := gl.AttribLocation(GetAttribLocation(c, p, location))
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l.EnableArray()
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l := GetAttribLocation(c, p, location)
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gl.EnableVertexAttribArray(uint32(l))
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}
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func (c *Context) DisableVertexAttribArray(p Program, location string) {
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l := gl.AttribLocation(GetAttribLocation(c, p, location))
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l.DisableArray()
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l := GetAttribLocation(c, p, location)
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gl.DisableVertexAttribArray(uint32(l))
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}
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func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsage BufferUsage) Buffer {
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b := gl.GenBuffer()
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b.Bind(gl.GLenum(bufferType))
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var b uint32
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gl.GenBuffers(1, &b)
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gl.BindBuffer(uint32(bufferType), b)
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size := 0
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ptr := v
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switch v := v.(type) {
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@ -255,21 +279,21 @@ func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsage Bu
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default:
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panic("not reach")
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}
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gl.BufferData(gl.GLenum(bufferType), size, ptr, gl.GLenum(bufferUsage))
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gl.BufferData(uint32(bufferType), size, gl.Ptr(ptr), uint32(bufferUsage))
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return Buffer(b)
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}
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func (c *Context) BindElementArrayBuffer(b Buffer) {
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gl.Buffer(b).Bind(gl.ELEMENT_ARRAY_BUFFER)
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, uint32(b))
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}
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func (c *Context) BufferSubData(bufferType BufferType, data []int16) {
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const int16Size = 2
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gl.BufferSubData(gl.GLenum(bufferType), 0, int16Size*len(data), data)
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gl.BufferSubData(uint32(bufferType), 0, int16Size*len(data), gl.Ptr(data))
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}
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func (c *Context) DrawElements(mode Mode, len int) {
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gl.DrawElements(gl.GLenum(mode), len, gl.UNSIGNED_SHORT, uintptr(0))
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gl.DrawElements(uint32(mode), int32(len), gl.UNSIGNED_SHORT, gl.PtrOffset(0))
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}
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func (c *Context) Flush() {
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@ -301,14 +301,14 @@ func (c *Context) GetAttribLocation(p Program, location string) AttribLocation {
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return AttribLocation(gl.GetAttribLocation(p.Object, location))
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}
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func (c *Context) VertexAttribPointer(p Program, location string, signed bool, normalize bool, stride int, size int, v uintptr) {
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func (c *Context) VertexAttribPointer(p Program, location string, signed bool, normalize bool, stride int, size int, v int) {
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gl := c.gl
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l := GetAttribLocation(c, p, location)
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t := gl.SHORT
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if !signed {
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t = gl.UNSIGNED_SHORT
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}
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gl.VertexAttribPointer(int(l), size, t, normalize, stride, int(v))
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gl.VertexAttribPointer(int(l), size, t, normalize, stride, v)
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}
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func (c *Context) EnableVertexAttribArray(p Program, location string) {
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@ -176,8 +176,8 @@ func useProgramForTexture(c *opengl.Context, projectionMatrix []float32, texture
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c.EnableVertexAttribArray(program, "vertex")
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c.EnableVertexAttribArray(program, "tex_coord")
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c.VertexAttribPointer(program, "vertex", true, false, int16Size*4, 2, uintptr(int16Size*0))
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c.VertexAttribPointer(program, "tex_coord", true, true, int16Size*4, 2, uintptr(int16Size*2))
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c.VertexAttribPointer(program, "vertex", true, false, int16Size*4, 2, int16Size*0)
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c.VertexAttribPointer(program, "tex_coord", true, true, int16Size*4, 2, int16Size*2)
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return func() {
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c.DisableVertexAttribArray(program, "tex_coord")
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@ -200,8 +200,8 @@ func useProgramForLines(c *opengl.Context, projectionMatrix []float32) programFi
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c.EnableVertexAttribArray(program, "color")
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// TODO: Change to floats?
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c.VertexAttribPointer(program, "vertex", true, false, int16Size*6, 2, uintptr(int16Size*0))
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c.VertexAttribPointer(program, "color", false, true, int16Size*6, 4, uintptr(int16Size*2))
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c.VertexAttribPointer(program, "vertex", true, false, int16Size*6, 2, int16Size*0)
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c.VertexAttribPointer(program, "color", false, true, int16Size*6, 4, int16Size*2)
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return func() {
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c.DisableVertexAttribArray(program, "color")
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@ -223,8 +223,8 @@ func useProgramForRects(c *opengl.Context, projectionMatrix []float32) programFi
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c.EnableVertexAttribArray(program, "vertex")
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c.EnableVertexAttribArray(program, "color")
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c.VertexAttribPointer(program, "vertex", true, false, int16Size*6, 2, uintptr(int16Size*0))
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c.VertexAttribPointer(program, "color", false, true, int16Size*6, 4, uintptr(int16Size*2))
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c.VertexAttribPointer(program, "vertex", true, false, int16Size*6, 2, int16Size*0)
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c.VertexAttribPointer(program, "color", false, true, int16Size*6, 4, int16Size*2)
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return func() {
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c.DisableVertexAttribArray(program, "color")
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