mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 03:38:55 +01:00
opengl: Move program.go and shader.go to opengl
This commit is contained in:
parent
ec92f61a3e
commit
6b95a5140c
@ -90,7 +90,7 @@ func (q *commandQueue) appendIndices(indices []uint16, offset uint16) {
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}
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func (q *commandQueue) doEnqueueDrawImageCommand(dst, src *Image, nvertices, nindices int, color *affine.ColorM, mode graphics.CompositeMode, filter graphics.Filter, forceNewCommand bool) {
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if nindices > indicesNum {
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if nindices > opengl.IndicesNum {
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panic("not implemented for too many indices")
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}
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if !forceNewCommand && 0 < len(q.commands) {
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@ -114,12 +114,12 @@ func (q *commandQueue) doEnqueueDrawImageCommand(dst, src *Image, nvertices, nin
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// EnqueueDrawImageCommand enqueues a drawing-image command.
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func (q *commandQueue) EnqueueDrawImageCommand(dst, src *Image, vertices []float32, indices []uint16, color *affine.ColorM, mode graphics.CompositeMode, filter graphics.Filter) {
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if len(indices) > indicesNum {
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if len(indices) > opengl.IndicesNum {
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panic("not reached")
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}
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split := false
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if q.tmpNumIndices+len(indices) > indicesNum {
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if q.tmpNumIndices+len(indices) > opengl.IndicesNum {
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q.tmpNumIndices = 0
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q.nextIndex = 0
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split = true
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@ -127,7 +127,7 @@ func (q *commandQueue) EnqueueDrawImageCommand(dst, src *Image, vertices []float
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q.appendVertices(vertices)
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q.appendIndices(indices, uint16(q.nextIndex))
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q.nextIndex += len(vertices) * opengl.Float.SizeInBytes() / theArrayBufferLayout.totalBytes()
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q.nextIndex += len(vertices) * opengl.Float.SizeInBytes() / opengl.ArrayBufferLayoutTotalBytes()
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q.tmpNumIndices += len(indices)
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q.doEnqueueDrawImageCommand(dst, src, len(vertices), len(indices), color, mode, filter, split)
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@ -158,10 +158,10 @@ func (q *commandQueue) Flush() {
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ne := 0
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nc := 0
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for _, c := range q.commands {
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if c.NumIndices() > indicesNum {
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if c.NumIndices() > opengl.IndicesNum {
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panic("not reached")
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}
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if ne+c.NumIndices() > indicesNum {
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if ne+c.NumIndices() > opengl.IndicesNum {
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break
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}
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nv += c.NumVertices()
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@ -243,7 +243,9 @@ func (c *drawImageCommand) Exec(indexOffsetInBytes int) error {
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return nil
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}
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proj := f.projectionMatrix()
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theOpenGLState.useProgram(proj, c.src.texture.native, c.dst, c.src, c.color, c.filter)
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dw, dh := c.dst.Size()
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sw, sh := c.src.Size()
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opengl.UseProgram(proj, c.src.texture.native, dw, dh, sw, sh, c.color, c.filter)
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opengl.GetContext().DrawElements(opengl.Triangles, c.nindices, indexOffsetInBytes)
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// glFlush() might be necessary at least on MacBook Pro (a smilar problem at #419),
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@ -510,3 +512,10 @@ func (c *newScreenFramebufferImageCommand) AddNumIndices(n int) {
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func (c *newScreenFramebufferImageCommand) CanMerge(dst, src *Image, color *affine.ColorM, mode graphics.CompositeMode, filter graphics.Filter) bool {
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return false
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}
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// ResetGLState resets or initializes the current OpenGL state.
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//
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// TODO: Rename this
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func ResetGLState() error {
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return opengl.ResetGLState()
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}
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@ -71,6 +71,8 @@ func init() {
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dstAlpha = gl.DST_ALPHA
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oneMinusSrcAlpha = gl.ONE_MINUS_SRC_ALPHA
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oneMinusDstAlpha = gl.ONE_MINUS_DST_ALPHA
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initializeArrayBuferLayout()
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}
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type context struct {
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@ -109,6 +109,8 @@ func init() {
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unpackAlignment = c.Get("UNPACK_ALIGNMENT")
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unsignedByte = c.Get("UNSIGNED_BYTE")
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unsignedShort = c.Get("UNSIGNED_SHORT")
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initializeArrayBuferLayout()
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}
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type context struct {
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@ -68,6 +68,8 @@ func init() {
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dstAlpha = mgl.DST_ALPHA
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oneMinusSrcAlpha = mgl.ONE_MINUS_SRC_ALPHA
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oneMinusDstAlpha = mgl.ONE_MINUS_DST_ALPHA
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initializeArrayBuferLayout()
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}
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type context struct {
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@ -12,7 +12,7 @@
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package graphicscommand
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package opengl
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import (
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"fmt"
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@ -20,7 +20,6 @@ import (
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"github.com/hajimehoshi/ebiten/internal/affine"
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"github.com/hajimehoshi/ebiten/internal/graphics"
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emath "github.com/hajimehoshi/ebiten/internal/math"
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"github.com/hajimehoshi/ebiten/internal/opengl"
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"github.com/hajimehoshi/ebiten/internal/web"
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)
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@ -28,7 +27,7 @@ import (
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type arrayBufferLayoutPart struct {
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// TODO: This struct should belong to a program and know it.
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name string
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dataType opengl.DataType
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dataType DataType
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num int
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}
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@ -55,72 +54,78 @@ func (a *arrayBufferLayout) totalBytes() int {
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}
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// newArrayBuffer creates OpenGL's buffer object for the array buffer.
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func (a *arrayBufferLayout) newArrayBuffer() opengl.Buffer {
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return opengl.GetContext().NewArrayBuffer(a.totalBytes() * indicesNum)
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func (a *arrayBufferLayout) newArrayBuffer() Buffer {
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return GetContext().NewArrayBuffer(a.totalBytes() * IndicesNum)
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}
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// enable binds the array buffer the given program to use the array buffer.
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func (a *arrayBufferLayout) enable(program opengl.Program) {
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func (a *arrayBufferLayout) enable(program Program) {
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for _, p := range a.parts {
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opengl.GetContext().EnableVertexAttribArray(program, p.name)
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GetContext().EnableVertexAttribArray(program, p.name)
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}
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total := a.totalBytes()
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offset := 0
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for _, p := range a.parts {
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opengl.GetContext().VertexAttribPointer(program, p.name, p.num, p.dataType, total, offset)
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GetContext().VertexAttribPointer(program, p.name, p.num, p.dataType, total, offset)
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offset += p.dataType.SizeInBytes() * p.num
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}
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}
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// disable stops using the array buffer.
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func (a *arrayBufferLayout) disable(program opengl.Program) {
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func (a *arrayBufferLayout) disable(program Program) {
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// TODO: Disabling should be done in reversed order?
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for _, p := range a.parts {
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opengl.GetContext().DisableVertexAttribArray(program, p.name)
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GetContext().DisableVertexAttribArray(program, p.name)
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}
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}
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var (
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// theArrayBufferLayout is the array buffer layout for Ebiten.
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var theArrayBufferLayout arrayBufferLayout
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func initializeArrayBuferLayout() {
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theArrayBufferLayout = arrayBufferLayout{
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// Note that GL_MAX_VERTEX_ATTRIBS is at least 16.
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parts: []arrayBufferLayoutPart{
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{
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name: "vertex",
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dataType: opengl.Float,
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dataType: Float,
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num: 2,
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},
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{
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name: "tex_coord",
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dataType: opengl.Float,
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dataType: Float,
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num: 4,
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},
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{
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name: "color_scale",
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dataType: opengl.Float,
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dataType: Float,
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num: 4,
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},
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},
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}
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)
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}
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// openGLState is a state for OpenGL.
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func ArrayBufferLayoutTotalBytes() int {
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return theArrayBufferLayout.totalBytes()
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}
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// openGLState is a state for
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type openGLState struct {
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// arrayBuffer is OpenGL's array buffer (vertices data).
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arrayBuffer opengl.Buffer
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arrayBuffer Buffer
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// elementArrayBuffer is OpenGL's element array buffer (indices data).
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elementArrayBuffer opengl.Buffer
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elementArrayBuffer Buffer
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// programNearest is OpenGL's program for rendering a texture with nearest filter.
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programNearest opengl.Program
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programNearest Program
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// programLinear is OpenGL's program for rendering a texture with linear filter.
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programLinear opengl.Program
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programLinear Program
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programScreen opengl.Program
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programScreen Program
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lastProgram opengl.Program
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lastProgram Program
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lastProjectionMatrix []float32
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lastColorMatrix []float32
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lastColorMatrixTranslation []float32
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@ -132,13 +137,13 @@ var (
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// theOpenGLState is the OpenGL state in the current process.
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theOpenGLState openGLState
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zeroBuffer opengl.Buffer
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zeroProgram opengl.Program
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zeroBuffer Buffer
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zeroProgram Program
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)
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const (
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indicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles.
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maxTriangles = indicesNum / 3
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IndicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles.
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maxTriangles = IndicesNum / 3
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maxQuads = maxTriangles / 2
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)
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@ -149,7 +154,7 @@ func ResetGLState() error {
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// reset resets or initializes the OpenGL state.
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func (s *openGLState) reset() error {
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if err := opengl.GetContext().Reset(); err != nil {
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if err := GetContext().Reset(); err != nil {
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return err
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}
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@ -164,51 +169,51 @@ func (s *openGLState) reset() error {
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// However, it is not assumed that reset is called only when context lost happens.
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// Let's delete them explicitly.
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if s.programNearest != zeroProgram {
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opengl.GetContext().DeleteProgram(s.programNearest)
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GetContext().DeleteProgram(s.programNearest)
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}
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if s.programLinear != zeroProgram {
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opengl.GetContext().DeleteProgram(s.programLinear)
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GetContext().DeleteProgram(s.programLinear)
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}
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if s.programScreen != zeroProgram {
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opengl.GetContext().DeleteProgram(s.programScreen)
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GetContext().DeleteProgram(s.programScreen)
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}
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// On browsers (at least Chrome), buffers are already detached from the context
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// and must not be deleted by DeleteBuffer.
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if !web.IsBrowser() {
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if s.arrayBuffer != zeroBuffer {
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opengl.GetContext().DeleteBuffer(s.arrayBuffer)
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GetContext().DeleteBuffer(s.arrayBuffer)
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}
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if s.elementArrayBuffer != zeroBuffer {
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opengl.GetContext().DeleteBuffer(s.elementArrayBuffer)
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GetContext().DeleteBuffer(s.elementArrayBuffer)
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}
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}
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shaderVertexModelviewNative, err := opengl.GetContext().NewShader(opengl.VertexShader, shader(shaderVertexModelview))
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shaderVertexModelviewNative, err := GetContext().NewShader(VertexShader, shader(shaderVertexModelview))
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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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}
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defer opengl.GetContext().DeleteShader(shaderVertexModelviewNative)
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defer GetContext().DeleteShader(shaderVertexModelviewNative)
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shaderFragmentNearestNative, err := opengl.GetContext().NewShader(opengl.FragmentShader, shader(shaderFragmentNearest))
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shaderFragmentNearestNative, err := GetContext().NewShader(FragmentShader, shader(shaderFragmentNearest))
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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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}
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defer opengl.GetContext().DeleteShader(shaderFragmentNearestNative)
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defer GetContext().DeleteShader(shaderFragmentNearestNative)
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shaderFragmentLinearNative, err := opengl.GetContext().NewShader(opengl.FragmentShader, shader(shaderFragmentLinear))
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shaderFragmentLinearNative, err := GetContext().NewShader(FragmentShader, shader(shaderFragmentLinear))
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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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}
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defer opengl.GetContext().DeleteShader(shaderFragmentLinearNative)
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defer GetContext().DeleteShader(shaderFragmentLinearNative)
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shaderFragmentScreenNative, err := opengl.GetContext().NewShader(opengl.FragmentShader, shader(shaderFragmentScreen))
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shaderFragmentScreenNative, err := GetContext().NewShader(FragmentShader, shader(shaderFragmentScreen))
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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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}
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defer opengl.GetContext().DeleteShader(shaderFragmentScreenNative)
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defer GetContext().DeleteShader(shaderFragmentScreenNative)
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s.programNearest, err = opengl.GetContext().NewProgram([]opengl.Shader{
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s.programNearest, err = GetContext().NewProgram([]Shader{
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shaderVertexModelviewNative,
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shaderFragmentNearestNative,
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})
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@ -216,7 +221,7 @@ func (s *openGLState) reset() error {
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return err
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}
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s.programLinear, err = opengl.GetContext().NewProgram([]opengl.Shader{
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s.programLinear, err = GetContext().NewProgram([]Shader{
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shaderVertexModelviewNative,
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shaderFragmentLinearNative,
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})
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@ -224,7 +229,7 @@ func (s *openGLState) reset() error {
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return err
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}
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s.programScreen, err = opengl.GetContext().NewProgram([]opengl.Shader{
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s.programScreen, err = GetContext().NewProgram([]Shader{
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shaderVertexModelviewNative,
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shaderFragmentScreenNative,
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})
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@ -237,7 +242,7 @@ func (s *openGLState) reset() error {
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// Note that the indices passed to NewElementArrayBuffer is not under GC management
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// in opengl package due to unsafe-way.
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// See NewElementArrayBuffer in context_mobile.go.
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s.elementArrayBuffer = opengl.GetContext().NewElementArrayBuffer(indicesNum * 2)
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s.elementArrayBuffer = GetContext().NewElementArrayBuffer(IndicesNum * 2)
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return nil
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}
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@ -255,11 +260,15 @@ func areSameFloat32Array(a, b []float32) bool {
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return true
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}
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// useProgram uses the program (programTexture).
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func (s *openGLState) useProgram(proj []float32, texture opengl.Texture, dst, src *Image, colorM *affine.ColorM, filter graphics.Filter) {
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c := opengl.GetContext()
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func UseProgram(proj []float32, texture Texture, dstW, dstH, srcW, srcH int, colorM *affine.ColorM, filter graphics.Filter) {
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theOpenGLState.useProgram(proj, texture, dstW, dstH, srcW, srcH, colorM, filter)
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}
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var program opengl.Program
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// useProgram uses the program (programTexture).
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func (s *openGLState) useProgram(proj []float32, texture Texture, dstW, dstH, srcW, srcH int, colorM *affine.ColorM, filter graphics.Filter) {
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c := GetContext()
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var program Program
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switch filter {
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case graphics.FilterNearest:
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program = s.programNearest
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@ -279,8 +288,8 @@ func (s *openGLState) useProgram(proj []float32, texture opengl.Texture, dst, sr
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theArrayBufferLayout.enable(program)
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if s.lastProgram == zeroProgram {
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c.BindBuffer(opengl.ArrayBuffer, s.arrayBuffer)
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c.BindBuffer(opengl.ElementArrayBuffer, s.elementArrayBuffer)
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c.BindBuffer(ArrayBuffer, s.arrayBuffer)
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c.BindBuffer(ElementArrayBuffer, s.elementArrayBuffer)
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c.UniformInt(program, "texture", 0)
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}
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@ -321,9 +330,8 @@ func (s *openGLState) useProgram(proj []float32, texture opengl.Texture, dst, sr
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s.lastColorMatrixTranslation = esTranslate
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}
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sw, sh := src.Size()
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sw = emath.NextPowerOf2Int(sw)
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sh = emath.NextPowerOf2Int(sh)
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sw := emath.NextPowerOf2Int(srcW)
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sh := emath.NextPowerOf2Int(srcH)
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if s.lastSourceWidth != sw || s.lastSourceHeight != sh {
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c.UniformFloats(program, "source_size", []float32{float32(sw), float32(sh)})
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@ -332,9 +340,7 @@ func (s *openGLState) useProgram(proj []float32, texture opengl.Texture, dst, sr
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}
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if program == s.programScreen {
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sw, _ := src.Size()
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dw, _ := dst.Size()
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scale := float32(dw) / float32(sw)
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scale := float32(dstW) / float32(srcW)
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c.UniformFloat(program, "scale", scale)
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}
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@ -12,7 +12,7 @@
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package graphicscommand
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package opengl
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import (
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"strings"
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