From 3e376cae18a6682b3bf85cd947a77c9ddff8a9ed Mon Sep 17 00:00:00 2001 From: Hajime Hoshi Date: Thu, 15 Jan 2015 23:26:05 +0900 Subject: [PATCH] Update for the latest GopherJS (js.Object can't be casted to other types) --- internal/opengl/context_js.go | 78 +++++++++++++++++++++-------------- 1 file changed, 47 insertions(+), 31 deletions(-) diff --git a/internal/opengl/context_js.go b/internal/opengl/context_js.go index 6b18e7450..995786ebd 100644 --- a/internal/opengl/context_js.go +++ b/internal/opengl/context_js.go @@ -23,11 +23,26 @@ import ( "github.com/gopherjs/webgl" ) -type Texture js.Object -type Framebuffer js.Object -type Shader js.Object -type Program js.Object -type UniformLocation js.Object +type Texture struct { + js.Object +} + +type Framebuffer struct { + js.Object +} + +type Shader struct { + js.Object +} + +type Program struct { + js.Object +} + +type UniformLocation struct { + js.Object +} + type AttribLocation int type ProgramID int @@ -67,7 +82,7 @@ func (c *Context) NewTexture(width, height int, pixels []uint8, filter FilterTyp gl := c.gl t := gl.CreateTexture() if t == nil { - return nil, errors.New("glGenTexture failed") + return Texture{nil}, errors.New("glGenTexture failed") } gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4) gl.BindTexture(gl.TEXTURE_2D, t) @@ -84,7 +99,7 @@ func (c *Context) NewTexture(width, height int, pixels []uint8, filter FilterTyp } gl.Call("texImage2D", gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, p) - return Texture(t), nil + return Texture{t}, nil } func (c *Context) TexturePixels(t Texture, width, height int) ([]uint8, error) { @@ -92,7 +107,7 @@ func (c *Context) TexturePixels(t Texture, width, height int) ([]uint8, error) { gl.Flush() // TODO: Use glGetTexLevelParameteri and GL_TEXTURE_WIDTH? pixels := js.Global.Get("Uint8Array").New(4 * width * height) - gl.BindTexture(gl.TEXTURE_2D, t) + gl.BindTexture(gl.TEXTURE_2D, t.Object) gl.ReadPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels) if e := gl.GetError(); e != gl.NO_ERROR { return nil, errors.New(fmt.Sprintf("gl error: %d", e)) @@ -102,12 +117,12 @@ func (c *Context) TexturePixels(t Texture, width, height int) ([]uint8, error) { func (c *Context) BindTexture(t Texture) { gl := c.gl - gl.BindTexture(gl.TEXTURE_2D, t) + gl.BindTexture(gl.TEXTURE_2D, t.Object) } func (c *Context) DeleteTexture(t Texture) { gl := c.gl - gl.DeleteTexture(t) + gl.DeleteTexture(t.Object) } func (c *Context) GlslHighpSupported() bool { @@ -119,17 +134,17 @@ func (c *Context) GlslHighpSupported() bool { return gl.Call("getShaderPrecisionFormat", gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).Get("precision").Int() != 0 } -func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) { +func (c *Context) NewFramebuffer(t Texture) (Framebuffer, error) { gl := c.gl f := gl.CreateFramebuffer() gl.BindFramebuffer(gl.FRAMEBUFFER, f) - gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0) + gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, t.Object, 0) if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE { - return nil, errors.New("creating framebuffer failed") + return Framebuffer{nil}, errors.New("creating framebuffer failed") } - return Framebuffer(f), nil + return Framebuffer{f}, nil } var lastFramebuffer Framebuffer @@ -140,8 +155,8 @@ func (c *Context) SetViewport(f Framebuffer, width, height int) error { gl.Flush() lastFramebuffer = f } - if f != nil { - gl.BindFramebuffer(gl.FRAMEBUFFER, f) + if f.Object != nil { + gl.BindFramebuffer(gl.FRAMEBUFFER, f.Object) } else { gl.BindFramebuffer(gl.FRAMEBUFFER, nil) } @@ -151,6 +166,7 @@ func (c *Context) SetViewport(f Framebuffer, width, height int) error { } func (c *Context) FillFramebuffer(f Framebuffer, r, g, b, a float64) error { + // TODO: Use f? gl := c.gl gl.ClearColor(float32(r), float32(g), float32(b), float32(a)) gl.Clear(gl.COLOR_BUFFER_BIT) @@ -159,7 +175,7 @@ func (c *Context) FillFramebuffer(f Framebuffer, r, g, b, a float64) error { func (c *Context) DeleteFramebuffer(f Framebuffer) { gl := c.gl - gl.DeleteFramebuffer(f) + gl.DeleteFramebuffer(f.Object) } func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) { @@ -167,7 +183,7 @@ func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error s := gl.CreateShader(int(shaderType)) if s == nil { println(gl.GetError()) - return nil, errors.New("glCreateShader failed") + return Shader{nil}, errors.New("glCreateShader failed") } gl.ShaderSource(s, source) @@ -175,14 +191,14 @@ func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error if !gl.GetShaderParameterb(s, gl.COMPILE_STATUS) { log := gl.GetShaderInfoLog(s) - return nil, errors.New(fmt.Sprintf("shader compile failed: %s", log)) + return Shader{nil}, errors.New(fmt.Sprintf("shader compile failed: %s", log)) } - return Shader(s), nil + return Shader{s}, nil } func (c *Context) DeleteShader(s Shader) { gl := c.gl - gl.DeleteShader(s) + gl.DeleteShader(s.Object) } var lastProgramID ProgramID = 0 @@ -191,35 +207,35 @@ func (c *Context) NewProgram(shaders []Shader) (Program, error) { gl := c.gl p := gl.CreateProgram() if p == nil { - return nil, errors.New("glCreateProgram failed") + return Program{nil}, errors.New("glCreateProgram failed") } p.Set("__ebiten_programId", lastProgramID) lastProgramID++ for _, shader := range shaders { - gl.AttachShader(p, shader) + gl.AttachShader(p, shader.Object) } gl.LinkProgram(p) if !gl.GetProgramParameterb(p, gl.LINK_STATUS) { - return nil, errors.New("program error") + return Program{nil}, errors.New("program error") } - return Program(p), nil + return Program{p}, nil } func (c *Context) UseProgram(p Program) { gl := c.gl - gl.UseProgram(p) + gl.UseProgram(p.Object) } func (c *Context) GetUniformLocation(p Program, location string) UniformLocation { gl := c.gl - return gl.GetUniformLocation(p, location) + return UniformLocation{gl.GetUniformLocation(p.Object, location)} } func (c *Context) UniformInt(p Program, location string, v int) { gl := c.gl l := GetUniformLocation(c, p, location) - gl.Uniform1i(l, v) + gl.Uniform1i(l.Object, v) } func (c *Context) UniformFloats(p Program, location string, v []float32) { @@ -227,9 +243,9 @@ func (c *Context) UniformFloats(p Program, location string, v []float32) { l := GetUniformLocation(c, p, location) switch len(v) { case 4: - gl.Call("uniform4fv", l, v) + gl.Call("uniform4fv", l.Object, v) case 16: - gl.UniformMatrix4fv(l, false, v) + gl.UniformMatrix4fv(l.Object, false, v) default: panic("not reach") } @@ -237,7 +253,7 @@ func (c *Context) UniformFloats(p Program, location string, v []float32) { func (c *Context) GetAttribLocation(p Program, location string) AttribLocation { gl := c.gl - return AttribLocation(gl.GetAttribLocation(p, location)) + return AttribLocation(gl.GetAttribLocation(p.Object, location)) } func (c *Context) VertexAttribPointer(p Program, location string, stride int, v uintptr) {