mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Reduce init functions
This mitigates the init-order issue on jsgo.io.
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parent
de788603d6
commit
99e4c874fe
@ -18,24 +18,6 @@ import (
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"github.com/hajimehoshi/ebiten/internal/graphics"
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)
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var (
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vertexShader shaderType
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fragmentShader shaderType
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arrayBuffer bufferType
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elementArrayBuffer bufferType
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dynamicDraw bufferUsage
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staticDraw bufferUsage
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short dataType
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float dataType
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zero operation
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one operation
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srcAlpha operation
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dstAlpha operation
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oneMinusSrcAlpha operation
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oneMinusDstAlpha operation
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)
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func convertOperation(op graphics.Operation) operation {
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switch op {
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case graphics.Zero:
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@ -54,22 +54,22 @@ func getProgramID(p program) programID {
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return programID(p)
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}
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func init() {
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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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short = gl.SHORT
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float = gl.FLOAT
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const (
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vertexShader = shaderType(gl.VERTEX_SHADER)
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fragmentShader = shaderType(gl.FRAGMENT_SHADER)
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arrayBuffer = bufferType(gl.ARRAY_BUFFER)
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elementArrayBuffer = bufferType(gl.ELEMENT_ARRAY_BUFFER)
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dynamicDraw = bufferUsage(gl.DYNAMIC_DRAW)
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short = dataType(gl.SHORT)
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float = dataType(gl.FLOAT)
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zero = gl.ZERO
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one = gl.ONE
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srcAlpha = gl.SRC_ALPHA
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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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}
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zero = operation(gl.ZERO)
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one = operation(gl.ONE)
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srcAlpha = operation(gl.SRC_ALPHA)
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dstAlpha = operation(gl.DST_ALPHA)
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oneMinusSrcAlpha = operation(gl.ONE_MINUS_SRC_ALPHA)
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oneMinusDstAlpha = operation(gl.ONE_MINUS_DST_ALPHA)
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)
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type contextImpl struct {
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init bool
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@ -47,69 +47,46 @@ func getProgramID(p program) programID {
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}
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var (
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blend js.Value
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clampToEdge js.Value
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colorAttachment0 js.Value
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compileStatus js.Value
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framebuffer_ js.Value
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framebufferBinding js.Value
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framebufferComplete js.Value
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linkStatus js.Value
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maxTextureSize js.Value
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nearest js.Value
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noError js.Value
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texture2d js.Value
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textureMagFilter js.Value
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textureMinFilter js.Value
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textureWrapS js.Value
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textureWrapT js.Value
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triangles js.Value
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rgba js.Value
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unpackAlignment js.Value
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unsignedByte js.Value
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unsignedShort js.Value
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)
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func init() {
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// Accessing the prototype is rquired on Safari.
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c := js.Global().Get("WebGLRenderingContext").Get("prototype")
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vertexShader = shaderType(c.Get("VERTEX_SHADER").Int())
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fragmentShader = shaderType(c.Get("FRAGMENT_SHADER").Int())
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arrayBuffer = bufferType(c.Get("ARRAY_BUFFER").Int())
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elementArrayBuffer = bufferType(c.Get("ELEMENT_ARRAY_BUFFER").Int())
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dynamicDraw = bufferUsage(c.Get("DYNAMIC_DRAW").Int())
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short = dataType(c.Get("SHORT").Int())
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float = dataType(c.Get("FLOAT").Int())
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contextPrototype = js.Global().Get("WebGLRenderingContext").Get("prototype")
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zero = operation(c.Get("ZERO").Int())
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one = operation(c.Get("ONE").Int())
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srcAlpha = operation(c.Get("SRC_ALPHA").Int())
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dstAlpha = operation(c.Get("DST_ALPHA").Int())
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oneMinusSrcAlpha = operation(c.Get("ONE_MINUS_SRC_ALPHA").Int())
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oneMinusDstAlpha = operation(c.Get("ONE_MINUS_DST_ALPHA").Int())
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vertexShader = shaderType(contextPrototype.Get("VERTEX_SHADER").Int())
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fragmentShader = shaderType(contextPrototype.Get("FRAGMENT_SHADER").Int())
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arrayBuffer = bufferType(contextPrototype.Get("ARRAY_BUFFER").Int())
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elementArrayBuffer = bufferType(contextPrototype.Get("ELEMENT_ARRAY_BUFFER").Int())
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dynamicDraw = bufferUsage(contextPrototype.Get("DYNAMIC_DRAW").Int())
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short = dataType(contextPrototype.Get("SHORT").Int())
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float = dataType(contextPrototype.Get("FLOAT").Int())
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blend = c.Get("BLEND")
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clampToEdge = c.Get("CLAMP_TO_EDGE")
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compileStatus = c.Get("COMPILE_STATUS")
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colorAttachment0 = c.Get("COLOR_ATTACHMENT0")
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framebuffer_ = c.Get("FRAMEBUFFER")
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framebufferBinding = c.Get("FRAMEBUFFER_BINDING")
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framebufferComplete = c.Get("FRAMEBUFFER_COMPLETE")
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linkStatus = c.Get("LINK_STATUS")
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maxTextureSize = c.Get("MAX_TEXTURE_SIZE")
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nearest = c.Get("NEAREST")
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noError = c.Get("NO_ERROR")
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rgba = c.Get("RGBA")
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texture2d = c.Get("TEXTURE_2D")
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textureMagFilter = c.Get("TEXTURE_MAG_FILTER")
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textureMinFilter = c.Get("TEXTURE_MIN_FILTER")
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textureWrapS = c.Get("TEXTURE_WRAP_S")
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textureWrapT = c.Get("TEXTURE_WRAP_T")
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triangles = c.Get("TRIANGLES")
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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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}
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zero = operation(contextPrototype.Get("ZERO").Int())
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one = operation(contextPrototype.Get("ONE").Int())
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srcAlpha = operation(contextPrototype.Get("SRC_ALPHA").Int())
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dstAlpha = operation(contextPrototype.Get("DST_ALPHA").Int())
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oneMinusSrcAlpha = operation(contextPrototype.Get("ONE_MINUS_SRC_ALPHA").Int())
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oneMinusDstAlpha = operation(contextPrototype.Get("ONE_MINUS_DST_ALPHA").Int())
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blend = contextPrototype.Get("BLEND")
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clampToEdge = contextPrototype.Get("CLAMP_TO_EDGE")
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compileStatus = contextPrototype.Get("COMPILE_STATUS")
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colorAttachment0 = contextPrototype.Get("COLOR_ATTACHMENT0")
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framebuffer_ = contextPrototype.Get("FRAMEBUFFER")
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framebufferBinding = contextPrototype.Get("FRAMEBUFFER_BINDING")
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framebufferComplete = contextPrototype.Get("FRAMEBUFFER_COMPLETE")
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linkStatus = contextPrototype.Get("LINK_STATUS")
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maxTextureSize = contextPrototype.Get("MAX_TEXTURE_SIZE")
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nearest = contextPrototype.Get("NEAREST")
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noError = contextPrototype.Get("NO_ERROR")
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rgba = contextPrototype.Get("RGBA")
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texture2d = contextPrototype.Get("TEXTURE_2D")
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textureMagFilter = contextPrototype.Get("TEXTURE_MAG_FILTER")
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textureMinFilter = contextPrototype.Get("TEXTURE_MIN_FILTER")
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textureWrapS = contextPrototype.Get("TEXTURE_WRAP_S")
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textureWrapT = contextPrototype.Get("TEXTURE_WRAP_T")
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triangles = contextPrototype.Get("TRIANGLES")
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unpackAlignment = contextPrototype.Get("UNPACK_ALIGNMENT")
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unsignedByte = contextPrototype.Get("UNSIGNED_BYTE")
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unsignedShort = contextPrototype.Get("UNSIGNED_SHORT")
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)
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type contextImpl struct {
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gl js.Value
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@ -51,22 +51,22 @@ func getProgramID(p program) programID {
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return programID(p.Value)
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}
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func init() {
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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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short = mgl.SHORT
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float = mgl.FLOAT
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const (
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vertexShader = shaderType(mgl.VERTEX_SHADER)
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fragmentShader = shaderType(mgl.FRAGMENT_SHADER)
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arrayBuffer = bufferType(mgl.ARRAY_BUFFER)
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elementArrayBuffer = bufferType(mgl.ELEMENT_ARRAY_BUFFER)
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dynamicDraw = bufferUsage(mgl.DYNAMIC_DRAW)
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short = dataType(mgl.SHORT)
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float = dataType(mgl.FLOAT)
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zero = mgl.ZERO
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one = mgl.ONE
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srcAlpha = mgl.SRC_ALPHA
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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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}
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zero = operation(mgl.ZERO)
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one = operation(mgl.ONE)
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srcAlpha = operation(mgl.SRC_ALPHA)
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dstAlpha = operation(mgl.DST_ALPHA)
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oneMinusSrcAlpha = operation(mgl.ONE_MINUS_SRC_ALPHA)
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oneMinusDstAlpha = operation(mgl.ONE_MINUS_DST_ALPHA)
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)
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type contextImpl struct {
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gl mgl.Context
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