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"
)
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) {