Update for the latest GopherJS (js.Object can't be casted to other types)

This commit is contained in:
Hajime Hoshi 2015-01-15 23:26:05 +09:00
parent 59ed15b2f7
commit 3e376cae18

View File

@ -23,11 +23,26 @@ import (
"github.com/gopherjs/webgl" "github.com/gopherjs/webgl"
) )
type Texture js.Object type Texture struct {
type Framebuffer js.Object js.Object
type Shader js.Object }
type Program js.Object
type UniformLocation 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 AttribLocation int
type ProgramID int type ProgramID int
@ -67,7 +82,7 @@ func (c *Context) NewTexture(width, height int, pixels []uint8, filter FilterTyp
gl := c.gl gl := c.gl
t := gl.CreateTexture() t := gl.CreateTexture()
if t == nil { if t == nil {
return nil, errors.New("glGenTexture failed") return Texture{nil}, errors.New("glGenTexture failed")
} }
gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4) gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
gl.BindTexture(gl.TEXTURE_2D, t) 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) 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) { 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() gl.Flush()
// TODO: Use glGetTexLevelParameteri and GL_TEXTURE_WIDTH? // TODO: Use glGetTexLevelParameteri and GL_TEXTURE_WIDTH?
pixels := js.Global.Get("Uint8Array").New(4 * width * height) 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) gl.ReadPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
if e := gl.GetError(); e != gl.NO_ERROR { if e := gl.GetError(); e != gl.NO_ERROR {
return nil, errors.New(fmt.Sprintf("gl error: %d", e)) 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) { func (c *Context) BindTexture(t Texture) {
gl := c.gl gl := c.gl
gl.BindTexture(gl.TEXTURE_2D, t) gl.BindTexture(gl.TEXTURE_2D, t.Object)
} }
func (c *Context) DeleteTexture(t Texture) { func (c *Context) DeleteTexture(t Texture) {
gl := c.gl gl := c.gl
gl.DeleteTexture(t) gl.DeleteTexture(t.Object)
} }
func (c *Context) GlslHighpSupported() bool { 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 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 gl := c.gl
f := gl.CreateFramebuffer() f := gl.CreateFramebuffer()
gl.BindFramebuffer(gl.FRAMEBUFFER, f) 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 { 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 var lastFramebuffer Framebuffer
@ -140,8 +155,8 @@ func (c *Context) SetViewport(f Framebuffer, width, height int) error {
gl.Flush() gl.Flush()
lastFramebuffer = f lastFramebuffer = f
} }
if f != nil { if f.Object != nil {
gl.BindFramebuffer(gl.FRAMEBUFFER, f) gl.BindFramebuffer(gl.FRAMEBUFFER, f.Object)
} else { } else {
gl.BindFramebuffer(gl.FRAMEBUFFER, nil) 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 { func (c *Context) FillFramebuffer(f Framebuffer, r, g, b, a float64) error {
// TODO: Use f?
gl := c.gl gl := c.gl
gl.ClearColor(float32(r), float32(g), float32(b), float32(a)) gl.ClearColor(float32(r), float32(g), float32(b), float32(a))
gl.Clear(gl.COLOR_BUFFER_BIT) 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) { func (c *Context) DeleteFramebuffer(f Framebuffer) {
gl := c.gl gl := c.gl
gl.DeleteFramebuffer(f) gl.DeleteFramebuffer(f.Object)
} }
func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) { 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)) s := gl.CreateShader(int(shaderType))
if s == nil { if s == nil {
println(gl.GetError()) println(gl.GetError())
return nil, errors.New("glCreateShader failed") return Shader{nil}, errors.New("glCreateShader failed")
} }
gl.ShaderSource(s, source) 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) { if !gl.GetShaderParameterb(s, gl.COMPILE_STATUS) {
log := gl.GetShaderInfoLog(s) 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) { func (c *Context) DeleteShader(s Shader) {
gl := c.gl gl := c.gl
gl.DeleteShader(s) gl.DeleteShader(s.Object)
} }
var lastProgramID ProgramID = 0 var lastProgramID ProgramID = 0
@ -191,35 +207,35 @@ func (c *Context) NewProgram(shaders []Shader) (Program, error) {
gl := c.gl gl := c.gl
p := gl.CreateProgram() p := gl.CreateProgram()
if p == nil { if p == nil {
return nil, errors.New("glCreateProgram failed") return Program{nil}, errors.New("glCreateProgram failed")
} }
p.Set("__ebiten_programId", lastProgramID) p.Set("__ebiten_programId", lastProgramID)
lastProgramID++ lastProgramID++
for _, shader := range shaders { for _, shader := range shaders {
gl.AttachShader(p, shader) gl.AttachShader(p, shader.Object)
} }
gl.LinkProgram(p) gl.LinkProgram(p)
if !gl.GetProgramParameterb(p, gl.LINK_STATUS) { 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) { func (c *Context) UseProgram(p Program) {
gl := c.gl gl := c.gl
gl.UseProgram(p) gl.UseProgram(p.Object)
} }
func (c *Context) GetUniformLocation(p Program, location string) UniformLocation { func (c *Context) GetUniformLocation(p Program, location string) UniformLocation {
gl := c.gl 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) { func (c *Context) UniformInt(p Program, location string, v int) {
gl := c.gl gl := c.gl
l := GetUniformLocation(c, p, location) l := GetUniformLocation(c, p, location)
gl.Uniform1i(l, v) gl.Uniform1i(l.Object, v)
} }
func (c *Context) UniformFloats(p Program, location string, v []float32) { 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) l := GetUniformLocation(c, p, location)
switch len(v) { switch len(v) {
case 4: case 4:
gl.Call("uniform4fv", l, v) gl.Call("uniform4fv", l.Object, v)
case 16: case 16:
gl.UniformMatrix4fv(l, false, v) gl.UniformMatrix4fv(l.Object, false, v)
default: default:
panic("not reach") 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 { func (c *Context) GetAttribLocation(p Program, location string) AttribLocation {
gl := c.gl 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) { func (c *Context) VertexAttribPointer(p Program, location string, stride int, v uintptr) {