mirror of
https://github.com/hajimehoshi/ebiten.git
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graphics: Compiled (but can't run yet)
This commit is contained in:
parent
5c61284c84
commit
93450b1664
@ -17,85 +17,91 @@
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package opengl
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import (
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"bytes"
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"encoding/binary"
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"errors"
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"fmt"
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"github.com/go-gl/gl/v2.1/gl"
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mgl "golang.org/x/mobile/gl"
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)
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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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type Texture mgl.Texture
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type Framebuffer mgl.Framebuffer
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type Shader mgl.Shader
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type Program mgl.Program
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type Buffer mgl.Texture
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var ZeroFramebuffer Framebuffer = 0
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var ZeroFramebuffer Framebuffer
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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 int32
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type AttribLocation int32
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type UniformLocation mgl.Uniform
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type AttribLocation mgl.Attrib
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type ProgramID int
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type ProgramID uint32
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func GetProgramID(p Program) ProgramID {
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return ProgramID(p)
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return ProgramID(p.Value)
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}
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type context struct{}
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func NewContext() *Context {
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c := &Context{
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Nearest: gl.NEAREST,
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Linear: gl.LINEAR,
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VertexShader: gl.VERTEX_SHADER,
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FragmentShader: gl.FRAGMENT_SHADER,
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ArrayBuffer: gl.ARRAY_BUFFER,
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ElementArrayBuffer: gl.ELEMENT_ARRAY_BUFFER,
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DynamicDraw: gl.DYNAMIC_DRAW,
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StaticDraw: gl.STATIC_DRAW,
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Triangles: gl.TRIANGLES,
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Lines: gl.LINES,
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Nearest: mgl.NEAREST,
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Linear: mgl.LINEAR,
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VertexShader: mgl.VERTEX_SHADER,
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FragmentShader: mgl.FRAGMENT_SHADER,
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ArrayBuffer: mgl.ARRAY_BUFFER,
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ElementArrayBuffer: mgl.ELEMENT_ARRAY_BUFFER,
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DynamicDraw: mgl.DYNAMIC_DRAW,
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StaticDraw: mgl.STATIC_DRAW,
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Triangles: mgl.TRIANGLES,
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Lines: mgl.LINES,
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}
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c.init()
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return c
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}
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var (
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gl mgl.Context
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worker mgl.Worker
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)
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// TODO: Implement updating Worker
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func (c *Context) 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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gl, worker = mgl.NewContext()
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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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gl.Enable(mgl.BLEND)
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gl.BlendFunc(mgl.ONE, mgl.ONE_MINUS_SRC_ALPHA)
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}
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func (c *Context) Check() {
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if e := gl.GetError(); e != gl.NO_ERROR {
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if e := gl.GetError(); e != mgl.NO_ERROR {
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panic(fmt.Sprintf("check failed: %d", e))
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}
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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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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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t := gl.CreateTexture()
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if t.Value < 0 {
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return Texture{}, errors.New("graphics: glGenTexture failed")
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}
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gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
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gl.BindTexture(gl.TEXTURE_2D, t)
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gl.PixelStorei(mgl.UNPACK_ALIGNMENT, 4)
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gl.BindTexture(mgl.TEXTURE_2D, t)
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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.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MAG_FILTER, int(filter))
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MIN_FILTER, int(filter))
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var p interface{}
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var p []uint8
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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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gl.TexImage2D(mgl.TEXTURE_2D, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, p)
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return Texture(t), nil
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}
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@ -103,44 +109,42 @@ 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.BindFramebuffer(gl.FRAMEBUFFER, uint32(f))
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gl.BindFramebuffer(mgl.FRAMEBUFFER, mgl.Framebuffer(f))
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pixels := make([]uint8, 4*width*height)
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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("glReadPixels: %d", e))
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gl.ReadPixels(pixels, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE)
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if e := gl.GetError(); e != mgl.NO_ERROR {
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return nil, errors.New(fmt.Sprintf("graphics: glReadPixels: %d", e))
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}
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return pixels, nil
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}
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func (c *Context) BindTexture(t Texture) {
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gl.BindTexture(gl.TEXTURE_2D, uint32(t))
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gl.BindTexture(mgl.TEXTURE_2D, mgl.Texture(t))
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}
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func (c *Context) DeleteTexture(t Texture) {
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tt := uint32(t)
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gl.DeleteTextures(1, &tt)
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gl.DeleteTexture(mgl.Texture(t))
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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, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(p))
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gl.TexSubImage2D(mgl.TEXTURE_2D, 0, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, p)
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}
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func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
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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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f := gl.CreateFramebuffer()
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gl.BindFramebuffer(mgl.FRAMEBUFFER, f)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, uint32(texture), 0)
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s := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
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if s != gl.FRAMEBUFFER_COMPLETE {
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gl.FramebufferTexture2D(mgl.FRAMEBUFFER, mgl.COLOR_ATTACHMENT0, mgl.TEXTURE_2D, mgl.Texture(texture), 0)
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s := gl.CheckFramebufferStatus(mgl.FRAMEBUFFER)
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if s != mgl.FRAMEBUFFER_COMPLETE {
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if s != 0 {
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return 0, errors.New(fmt.Sprintf("creating framebuffer failed: %d", s))
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return Framebuffer{}, errors.New(fmt.Sprintf("graphics: creating framebuffer failed: %v", s))
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}
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if e := gl.GetError(); e != gl.NO_ERROR {
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return 0, errors.New(fmt.Sprintf("creating framebuffer failed: (glGetError) %d", e))
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if e := gl.GetError(); e != mgl.NO_ERROR {
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return Framebuffer{}, errors.New(fmt.Sprintf("graphics: creating framebuffer failed: (glGetError) %d", e))
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}
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return 0, errors.New(fmt.Sprintf("creating framebuffer failed: unknown error"))
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return Framebuffer{}, errors.New(fmt.Sprintf("graphics: creating framebuffer failed: unknown error"))
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}
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return Framebuffer(f), nil
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@ -148,54 +152,45 @@ 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.BindFramebuffer(gl.FRAMEBUFFER, uint32(f))
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if err := gl.CheckFramebufferStatus(gl.FRAMEBUFFER); err != gl.FRAMEBUFFER_COMPLETE {
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gl.BindFramebuffer(mgl.FRAMEBUFFER, mgl.Framebuffer(f))
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if err := gl.CheckFramebufferStatus(mgl.FRAMEBUFFER); err != mgl.FRAMEBUFFER_COMPLETE {
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if e := gl.GetError(); e != 0 {
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return errors.New(fmt.Sprintf("glBindFramebuffer failed: %d", e))
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return errors.New(fmt.Sprintf("graphics: glBindFramebuffer failed: %d", e))
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}
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return errors.New("glBindFramebuffer failed: the context is different?")
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return errors.New("graphics: glBindFramebuffer failed: the context is different?")
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}
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gl.Viewport(0, 0, int32(width), int32(height))
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gl.Viewport(0, 0, width, 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(float32(r), float32(g), float32(b), float32(a))
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gl.Clear(gl.COLOR_BUFFER_BIT)
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gl.Clear(mgl.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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ff := uint32(f)
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gl.DeleteFramebuffers(1, &ff)
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gl.DeleteFramebuffer(mgl.Framebuffer(f))
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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(uint32(shaderType))
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if s == 0 {
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return 0, errors.New("glCreateShader failed")
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s := gl.CreateShader(mgl.Enum(shaderType))
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if s.Value == 0 {
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return Shader{}, errors.New("graphics: glCreateShader failed")
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}
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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.ShaderSource(s, source)
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gl.CompileShader(s)
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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", string(log)))
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v := gl.GetShaderi(s, mgl.COMPILE_STATUS)
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if v == mgl.FALSE {
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log := gl.GetShaderInfoLog(s)
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return Shader{}, errors.New(fmt.Sprintf("graphics: shader compile failed: %s", 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.DeleteShader(uint32(s))
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gl.DeleteShader(mgl.Shader(s))
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}
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func (c *Context) GlslHighpSupported() bool {
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@ -204,104 +199,104 @@ func (c *Context) GlslHighpSupported() bool {
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func (c *Context) NewProgram(shaders []Shader) (Program, error) {
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p := gl.CreateProgram()
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if p == 0 {
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return 0, errors.New("glCreateProgram failed")
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if p.Value == 0 {
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return Program{}, errors.New("graphics: glCreateProgram failed")
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}
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for _, shader := range shaders {
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gl.AttachShader(p, uint32(shader))
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gl.AttachShader(p, mgl.Shader(shader))
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}
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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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v := gl.GetProgrami(p, mgl.LINK_STATUS)
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if v == mgl.FALSE {
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return Program{}, errors.New("graphics: 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.UseProgram(uint32(p))
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gl.UseProgram(mgl.Program(p))
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}
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func (c *Context) GetUniformLocation(p Program, location string) UniformLocation {
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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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u := UniformLocation(gl.GetUniformLocation(mgl.Program(p), location))
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if u.Value == -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 := int32(GetUniformLocation(c, p, location))
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gl.Uniform1i(l, int32(v))
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gl.Uniform1i(gl.GetUniformLocation(mgl.Program(p), location), v)
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}
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func (c *Context) UniformFloats(p Program, location string, v []float32) {
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l := int32(GetUniformLocation(c, p, location))
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l := gl.GetUniformLocation(mgl.Program(p), location)
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switch len(v) {
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case 4:
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gl.Uniform4fv(l, 1, (*float32)(gl.Ptr(v)))
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gl.Uniform4fv(l, v)
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case 16:
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gl.UniformMatrix4fv(l, 1, false, (*float32)(gl.Ptr(v)))
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gl.UniformMatrix4fv(l, 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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a := AttribLocation(gl.GetAttribLocation(uint32(p), gl.Str(location+"\x00")))
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if a == -1 {
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a := AttribLocation(gl.GetAttribLocation(mgl.Program(p), location))
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if a.Value == ^uint(0) {
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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, normalize bool, stride int, size int, v int) {
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l := GetAttribLocation(c, p, location)
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gl.VertexAttribPointer(uint32(l), int32(size), gl.SHORT, normalize, int32(stride), gl.PtrOffset(v))
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l := c.GetAttribLocation(p, location)
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gl.VertexAttribPointer(mgl.Attrib(l), size, mgl.SHORT, normalize, stride, v)
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}
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func (c *Context) EnableVertexAttribArray(p Program, location string) {
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l := GetAttribLocation(c, p, location)
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gl.EnableVertexAttribArray(uint32(l))
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l := c.GetAttribLocation(p, location)
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gl.EnableVertexAttribArray(mgl.Attrib(l))
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}
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func (c *Context) DisableVertexAttribArray(p Program, location string) {
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l := GetAttribLocation(c, p, location)
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gl.DisableVertexAttribArray(uint32(l))
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l := c.GetAttribLocation(p, location)
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gl.DisableVertexAttribArray(mgl.Attrib(l))
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}
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func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsage BufferUsage) Buffer {
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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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b := gl.CreateBuffer()
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gl.BindBuffer(mgl.Enum(bufferType), b)
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switch v := v.(type) {
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case int:
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size = v
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ptr = nil
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gl.BufferInit(mgl.Enum(bufferType), v, mgl.Enum(bufferUsage))
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return Buffer(b)
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case []uint16:
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size = 2 * len(v)
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case []float32:
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size = 4 * len(v)
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default:
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panic("not reach")
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}
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gl.BufferData(uint32(bufferType), size, gl.Ptr(ptr), uint32(bufferUsage))
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bt := &bytes.Buffer{}
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if err := binary.Write(bt, binary.LittleEndian, v); err != nil {
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panic(fmt.Sprintf("graphics: Binary error: %v", err))
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}
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gl.BufferData(mgl.Enum(bufferType), bt.Bytes(), mgl.Enum(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.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, uint32(b))
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gl.BindBuffer(mgl.ELEMENT_ARRAY_BUFFER, mgl.Buffer(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(uint32(bufferType), 0, int16Size*len(data), gl.Ptr(data))
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bt := &bytes.Buffer{}
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if err := binary.Write(bt, binary.LittleEndian, data); err != nil {
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panic(fmt.Sprintf("graphics: Binary error: %v", err))
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}
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gl.BufferSubData(mgl.Enum(bufferType), 0, bt.Bytes())
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}
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func (c *Context) DrawElements(mode Mode, len int) {
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gl.DrawElements(uint32(mode), int32(len), gl.UNSIGNED_SHORT, gl.PtrOffset(0))
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gl.DrawElements(mgl.Enum(mode), len, mgl.UNSIGNED_SHORT, 0)
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}
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