mirror of
https://github.com/hajimehoshi/ebiten.git
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opengl: Unexport types
This commit is contained in:
parent
e4179aee37
commit
ac7bf354a9
@ -26,14 +26,14 @@ var (
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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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Triangles Mode
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Lines Mode
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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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Triangles mode
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Lines mode
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Short DataType
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Float DataType
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@ -31,9 +31,9 @@ import (
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type (
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Texture uint32
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Framebuffer uint32
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Shader uint32
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Program uint32
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Buffer uint32
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shader uint32
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program uint32
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buffer uint32
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)
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var InvalidTexture Texture
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@ -50,7 +50,7 @@ const (
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invalidFramebuffer = (1 << 32) - 1
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)
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func getProgramID(p Program) programID {
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func getProgramID(p program) programID {
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return programID(p)
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}
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@ -290,8 +290,8 @@ func (c *Context) DeleteFramebuffer(f Framebuffer) {
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})
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}
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func (c *Context) newShader(shaderType ShaderType, source string) (Shader, error) {
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var shader Shader
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func (c *Context) newShader(shaderType shaderType, source string) (shader, error) {
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var sh shader
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if err := c.runOnContextThread(func() error {
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s := gl.CreateShader(uint32(shaderType))
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if s == 0 {
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@ -313,23 +313,23 @@ func (c *Context) newShader(shaderType ShaderType, source string) (Shader, error
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}
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return fmt.Errorf("opengl: shader compile failed: %s", log)
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}
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shader = Shader(s)
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sh = shader(s)
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return nil
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}); err != nil {
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return 0, err
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}
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return shader, nil
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return sh, nil
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}
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func (c *Context) deleteShader(s Shader) {
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func (c *Context) deleteShader(s shader) {
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_ = c.runOnContextThread(func() error {
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gl.DeleteShader(uint32(s))
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return nil
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})
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}
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func (c *Context) newProgram(shaders []Shader) (Program, error) {
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var program Program
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func (c *Context) newProgram(shaders []shader) (program, error) {
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var pr program
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if err := c.runOnContextThread(func() error {
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p := gl.CreateProgram()
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if p == 0 {
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@ -345,22 +345,22 @@ func (c *Context) newProgram(shaders []Shader) (Program, error) {
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if v == gl.FALSE {
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return errors.New("opengl: program error")
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}
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program = Program(p)
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pr = program(p)
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return nil
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}); err != nil {
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return 0, err
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}
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return program, nil
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return pr, nil
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}
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func (c *Context) useProgram(p Program) {
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func (c *Context) useProgram(p program) {
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_ = c.runOnContextThread(func() error {
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gl.UseProgram(uint32(p))
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return nil
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})
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}
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func (c *Context) deleteProgram(p Program) {
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func (c *Context) deleteProgram(p program) {
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_ = c.runOnContextThread(func() error {
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if !gl.IsProgram(uint32(p)) {
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return nil
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@ -370,7 +370,7 @@ func (c *Context) deleteProgram(p Program) {
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})
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}
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func (c *Context) getUniformLocationImpl(p Program, location string) uniformLocation {
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func (c *Context) getUniformLocationImpl(p program, location string) uniformLocation {
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l, free := gl.Strs(location + "\x00")
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uniform := uniformLocation(gl.GetUniformLocation(uint32(p), *l))
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free()
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@ -380,7 +380,7 @@ func (c *Context) getUniformLocationImpl(p Program, location string) uniformLoca
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return uniform
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}
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func (c *Context) uniformInt(p Program, location string, v int) {
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func (c *Context) uniformInt(p program, location string, v int) {
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_ = c.runOnContextThread(func() error {
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l := int32(c.locationCache.GetUniformLocation(c, p, location))
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gl.Uniform1i(l, int32(v))
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@ -388,7 +388,7 @@ func (c *Context) uniformInt(p Program, location string, v int) {
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})
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}
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func (c *Context) uniformFloat(p Program, location string, v float32) {
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func (c *Context) uniformFloat(p program, location string, v float32) {
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_ = c.runOnContextThread(func() error {
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l := int32(c.locationCache.GetUniformLocation(c, p, location))
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gl.Uniform1f(l, v)
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@ -396,7 +396,7 @@ func (c *Context) uniformFloat(p Program, location string, v float32) {
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})
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}
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func (c *Context) uniformFloats(p Program, location string, v []float32) {
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func (c *Context) uniformFloats(p program, location string, v []float32) {
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_ = c.runOnContextThread(func() error {
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l := int32(c.locationCache.GetUniformLocation(c, p, location))
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switch len(v) {
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@ -413,7 +413,7 @@ func (c *Context) uniformFloats(p Program, location string, v []float32) {
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})
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}
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func (c *Context) getAttribLocationImpl(p Program, location string) attribLocation {
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func (c *Context) getAttribLocationImpl(p program, location string) attribLocation {
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l, free := gl.Strs(location + "\x00")
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attrib := attribLocation(gl.GetAttribLocation(uint32(p), *l))
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free()
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@ -423,7 +423,7 @@ func (c *Context) getAttribLocationImpl(p Program, location string) attribLocati
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return attrib
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}
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func (c *Context) vertexAttribPointer(p Program, location string, size int, dataType DataType, stride int, offset int) {
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func (c *Context) vertexAttribPointer(p program, location string, size int, dataType DataType, stride int, offset int) {
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_ = c.runOnContextThread(func() error {
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.VertexAttribPointer(uint32(l), int32(size), uint32(dataType), false, int32(stride), gl.PtrOffset(offset))
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@ -431,7 +431,7 @@ func (c *Context) vertexAttribPointer(p Program, location string, size int, data
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})
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}
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func (c *Context) enableVertexAttribArray(p Program, location string) {
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func (c *Context) enableVertexAttribArray(p program, location string) {
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_ = c.runOnContextThread(func() error {
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.EnableVertexAttribArray(uint32(l))
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@ -439,7 +439,7 @@ func (c *Context) enableVertexAttribArray(p Program, location string) {
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})
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}
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func (c *Context) disableVertexAttribArray(p Program, location string) {
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func (c *Context) disableVertexAttribArray(p program, location string) {
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_ = c.runOnContextThread(func() error {
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.DisableVertexAttribArray(uint32(l))
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@ -447,33 +447,33 @@ func (c *Context) disableVertexAttribArray(p Program, location string) {
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})
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}
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func (c *Context) newArrayBuffer(size int) Buffer {
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var buffer Buffer
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func (c *Context) newArrayBuffer(size int) buffer {
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var bf buffer
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_ = c.runOnContextThread(func() error {
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var b uint32
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gl.GenBuffers(1, &b)
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gl.BindBuffer(uint32(ArrayBuffer), b)
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gl.BufferData(uint32(ArrayBuffer), size, nil, uint32(DynamicDraw))
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buffer = Buffer(b)
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bf = buffer(b)
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return nil
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})
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return buffer
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return bf
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}
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func (c *Context) newElementArrayBuffer(size int) Buffer {
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var buffer Buffer
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func (c *Context) newElementArrayBuffer(size int) buffer {
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var bf buffer
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_ = c.runOnContextThread(func() error {
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var b uint32
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gl.GenBuffers(1, &b)
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gl.BindBuffer(uint32(ElementArrayBuffer), b)
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gl.BufferData(uint32(ElementArrayBuffer), size, nil, uint32(DynamicDraw))
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buffer = Buffer(b)
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bf = buffer(b)
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return nil
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})
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return buffer
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return bf
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}
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func (c *Context) BindBuffer(bufferType BufferType, b Buffer) {
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func (c *Context) BindBuffer(bufferType bufferType, b buffer) {
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_ = c.runOnContextThread(func() error {
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gl.BindBuffer(uint32(bufferType), uint32(b))
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return nil
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@ -494,7 +494,7 @@ func (c *Context) ElementArrayBufferSubData(data []uint16) {
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})
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}
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func (c *Context) deleteBuffer(b Buffer) {
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func (c *Context) deleteBuffer(b buffer) {
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_ = c.runOnContextThread(func() error {
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bb := uint32(b)
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gl.DeleteBuffers(1, &bb)
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@ -502,7 +502,7 @@ func (c *Context) deleteBuffer(b Buffer) {
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})
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}
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func (c *Context) DrawElements(mode Mode, len int, offsetInBytes int) {
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func (c *Context) DrawElements(mode mode, len int, offsetInBytes int) {
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_ = c.runOnContextThread(func() error {
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gl.DrawElements(uint32(mode), int32(len), gl.UNSIGNED_SHORT, gl.PtrOffset(offsetInBytes))
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return nil
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@ -28,13 +28,13 @@ import (
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type (
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Texture js.Value
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Framebuffer js.Value
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Shader js.Value
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Buffer js.Value
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shader js.Value
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buffer js.Value
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uniformLocation js.Value
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attribLocation int
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programID int
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Program struct {
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program struct {
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value js.Value
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id programID
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}
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@ -42,7 +42,7 @@ type (
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var InvalidTexture = Texture(js.Null())
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func getProgramID(p Program) programID {
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func getProgramID(p program) programID {
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return p.id
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}
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@ -72,13 +72,13 @@ var (
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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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Triangles = Mode(c.Get("TRIANGLES").Int())
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Lines = Mode(c.Get("LINES").Int())
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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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Triangles = mode(c.Get("TRIANGLES").Int())
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Lines = mode(c.Get("LINES").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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@ -285,11 +285,11 @@ func (c *Context) DeleteFramebuffer(f Framebuffer) {
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gl.Call("deleteFramebuffer", js.Value(f))
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}
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func (c *Context) newShader(shaderType ShaderType, source string) (Shader, error) {
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func (c *Context) newShader(shaderType shaderType, source string) (shader, error) {
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gl := c.gl
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s := gl.Call("createShader", int(shaderType))
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if s == js.Null() {
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return Shader(js.Null()), fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
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return shader(js.Null()), fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
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}
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gl.Call("shaderSource", js.Value(s), source)
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@ -297,21 +297,21 @@ func (c *Context) newShader(shaderType ShaderType, source string) (Shader, error
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if !gl.Call("getShaderParameter", js.Value(s), compileStatus).Bool() {
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log := gl.Call("getShaderInfoLog", js.Value(s))
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return Shader(js.Null()), fmt.Errorf("opengl: shader compile failed: %s", log)
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return shader(js.Null()), fmt.Errorf("opengl: shader compile failed: %s", log)
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}
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return Shader(s), nil
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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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func (c *Context) deleteShader(s shader) {
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gl := c.gl
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gl.Call("deleteShader", js.Value(s))
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}
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func (c *Context) newProgram(shaders []Shader) (Program, error) {
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func (c *Context) newProgram(shaders []shader) (program, error) {
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gl := c.gl
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v := gl.Call("createProgram")
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if v == js.Null() {
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return Program{}, errors.New("opengl: glCreateProgram failed")
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return program{}, errors.New("opengl: glCreateProgram failed")
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}
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for _, shader := range shaders {
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@ -319,23 +319,23 @@ func (c *Context) newProgram(shaders []Shader) (Program, error) {
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}
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gl.Call("linkProgram", v)
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if !gl.Call("getProgramParameter", v, linkStatus).Bool() {
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return Program{}, errors.New("opengl: program error")
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return program{}, errors.New("opengl: program error")
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}
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id := c.lastProgramID
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c.lastProgramID++
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return Program{
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return program{
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value: v,
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id: id,
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}, nil
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}
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func (c *Context) useProgram(p Program) {
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func (c *Context) useProgram(p program) {
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gl := c.gl
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gl.Call("useProgram", p.value)
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}
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func (c *Context) deleteProgram(p Program) {
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func (c *Context) deleteProgram(p program) {
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gl := c.gl
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if !gl.Call("isProgram", p.value).Bool() {
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return
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@ -343,18 +343,18 @@ func (c *Context) deleteProgram(p Program) {
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gl.Call("deleteProgram", p.value)
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}
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func (c *Context) getUniformLocationImpl(p Program, location string) uniformLocation {
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func (c *Context) getUniformLocationImpl(p program, location string) uniformLocation {
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gl := c.gl
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return uniformLocation(gl.Call("getUniformLocation", p.value, location))
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}
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func (c *Context) uniformInt(p Program, location string, v int) {
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func (c *Context) uniformInt(p program, location string, v int) {
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gl := c.gl
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l := c.locationCache.GetUniformLocation(c, p, location)
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gl.Call("uniform1i", js.Value(l), v)
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}
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func (c *Context) uniformFloat(p Program, location string, v float32) {
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func (c *Context) uniformFloat(p program, location string, v float32) {
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gl := c.gl
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l := c.locationCache.GetUniformLocation(c, p, location)
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gl.Call("uniform1f", js.Value(l), v)
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@ -364,7 +364,7 @@ var (
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float32Array = js.Global().Get("Float32Array")
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)
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func (c *Context) uniformFloats(p Program, location string, v []float32) {
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func (c *Context) uniformFloats(p program, location string, v []float32) {
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gl := c.gl
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l := c.locationCache.GetUniformLocation(c, p, location)
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switch len(v) {
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@ -381,46 +381,46 @@ func (c *Context) uniformFloats(p Program, location string, v []float32) {
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}
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}
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func (c *Context) getAttribLocationImpl(p Program, location string) attribLocation {
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func (c *Context) getAttribLocationImpl(p program, location string) attribLocation {
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gl := c.gl
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return attribLocation(gl.Call("getAttribLocation", p.value, location).Int())
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}
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func (c *Context) vertexAttribPointer(p Program, location string, size int, dataType DataType, stride int, offset int) {
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func (c *Context) vertexAttribPointer(p program, location string, size int, dataType DataType, stride int, offset int) {
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gl := c.gl
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.Call("vertexAttribPointer", int(l), size, int(dataType), false, stride, offset)
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}
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func (c *Context) enableVertexAttribArray(p Program, location string) {
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func (c *Context) enableVertexAttribArray(p program, location string) {
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gl := c.gl
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.Call("enableVertexAttribArray", int(l))
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}
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func (c *Context) disableVertexAttribArray(p Program, location string) {
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func (c *Context) disableVertexAttribArray(p program, location string) {
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gl := c.gl
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.Call("disableVertexAttribArray", int(l))
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}
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func (c *Context) newArrayBuffer(size int) Buffer {
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func (c *Context) newArrayBuffer(size int) buffer {
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gl := c.gl
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b := gl.Call("createBuffer")
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gl.Call("bindBuffer", int(ArrayBuffer), js.Value(b))
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gl.Call("bufferData", int(ArrayBuffer), size, int(DynamicDraw))
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return Buffer(b)
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return buffer(b)
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}
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func (c *Context) newElementArrayBuffer(size int) Buffer {
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func (c *Context) newElementArrayBuffer(size int) buffer {
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gl := c.gl
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b := gl.Call("createBuffer")
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gl.Call("bindBuffer", int(ElementArrayBuffer), js.Value(b))
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gl.Call("bufferData", int(ElementArrayBuffer), size, int(DynamicDraw))
|
||||
return Buffer(b)
|
||||
return buffer(b)
|
||||
}
|
||||
|
||||
func (c *Context) BindBuffer(bufferType BufferType, b Buffer) {
|
||||
func (c *Context) BindBuffer(bufferType bufferType, b buffer) {
|
||||
gl := c.gl
|
||||
gl.Call("bindBuffer", int(bufferType), js.Value(b))
|
||||
}
|
||||
@ -439,12 +439,12 @@ func (c *Context) ElementArrayBufferSubData(data []uint16) {
|
||||
arr.Release()
|
||||
}
|
||||
|
||||
func (c *Context) deleteBuffer(b Buffer) {
|
||||
func (c *Context) deleteBuffer(b buffer) {
|
||||
gl := c.gl
|
||||
gl.Call("deleteBuffer", js.Value(b))
|
||||
}
|
||||
|
||||
func (c *Context) DrawElements(mode Mode, len int, offsetInBytes int) {
|
||||
func (c *Context) DrawElements(mode mode, len int, offsetInBytes int) {
|
||||
gl := c.gl
|
||||
gl.Call("drawElements", int(mode), len, unsignedShort, offsetInBytes)
|
||||
}
|
||||
|
@ -28,9 +28,9 @@ import (
|
||||
type (
|
||||
Texture mgl.Texture
|
||||
Framebuffer mgl.Framebuffer
|
||||
Shader mgl.Shader
|
||||
Program mgl.Program
|
||||
Buffer mgl.Buffer
|
||||
shader mgl.Shader
|
||||
program mgl.Program
|
||||
buffer mgl.Buffer
|
||||
)
|
||||
|
||||
var InvalidTexture Texture
|
||||
@ -47,7 +47,7 @@ var (
|
||||
invalidFramebuffer = Framebuffer(mgl.Framebuffer{(1 << 32) - 1})
|
||||
)
|
||||
|
||||
func getProgramID(p Program) programID {
|
||||
func getProgramID(p program) programID {
|
||||
return programID(p.Value)
|
||||
}
|
||||
|
||||
@ -241,11 +241,11 @@ func (c *Context) DeleteFramebuffer(f Framebuffer) {
|
||||
gl.DeleteFramebuffer(mgl.Framebuffer(f))
|
||||
}
|
||||
|
||||
func (c *Context) newShader(shaderType ShaderType, source string) (Shader, error) {
|
||||
func (c *Context) newShader(shaderType shaderType, source string) (shader, error) {
|
||||
gl := c.gl
|
||||
s := gl.CreateShader(mgl.Enum(shaderType))
|
||||
if s.Value == 0 {
|
||||
return Shader{}, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
|
||||
return shader{}, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
|
||||
}
|
||||
gl.ShaderSource(s, source)
|
||||
gl.CompileShader(s)
|
||||
@ -253,21 +253,21 @@ func (c *Context) newShader(shaderType ShaderType, source string) (Shader, error
|
||||
v := gl.GetShaderi(s, mgl.COMPILE_STATUS)
|
||||
if v == mgl.FALSE {
|
||||
log := gl.GetShaderInfoLog(s)
|
||||
return Shader{}, fmt.Errorf("opengl: shader compile failed: %s", log)
|
||||
return shader{}, fmt.Errorf("opengl: 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.DeleteShader(mgl.Shader(s))
|
||||
}
|
||||
|
||||
func (c *Context) newProgram(shaders []Shader) (Program, error) {
|
||||
func (c *Context) newProgram(shaders []shader) (program, error) {
|
||||
gl := c.gl
|
||||
p := gl.CreateProgram()
|
||||
if p.Value == 0 {
|
||||
return Program{}, errors.New("opengl: glCreateProgram failed")
|
||||
return program{}, errors.New("opengl: glCreateProgram failed")
|
||||
}
|
||||
|
||||
for _, shader := range shaders {
|
||||
@ -276,17 +276,17 @@ func (c *Context) newProgram(shaders []Shader) (Program, error) {
|
||||
gl.LinkProgram(p)
|
||||
v := gl.GetProgrami(p, mgl.LINK_STATUS)
|
||||
if v == mgl.FALSE {
|
||||
return Program{}, errors.New("opengl: program error")
|
||||
return program{}, errors.New("opengl: 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.UseProgram(mgl.Program(p))
|
||||
}
|
||||
|
||||
func (c *Context) deleteProgram(p Program) {
|
||||
func (c *Context) deleteProgram(p program) {
|
||||
gl := c.gl
|
||||
if !gl.IsProgram(mgl.Program(p)) {
|
||||
return
|
||||
@ -294,7 +294,7 @@ func (c *Context) deleteProgram(p Program) {
|
||||
gl.DeleteProgram(mgl.Program(p))
|
||||
}
|
||||
|
||||
func (c *Context) getUniformLocationImpl(p Program, location string) uniformLocation {
|
||||
func (c *Context) getUniformLocationImpl(p program, location string) uniformLocation {
|
||||
gl := c.gl
|
||||
u := uniformLocation(gl.GetUniformLocation(mgl.Program(p), location))
|
||||
if u.Value == -1 {
|
||||
@ -303,17 +303,17 @@ func (c *Context) getUniformLocationImpl(p Program, location string) uniformLoca
|
||||
return u
|
||||
}
|
||||
|
||||
func (c *Context) uniformInt(p Program, location string, v int) {
|
||||
func (c *Context) uniformInt(p program, location string, v int) {
|
||||
gl := c.gl
|
||||
gl.Uniform1i(mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location)), v)
|
||||
}
|
||||
|
||||
func (c *Context) uniformFloat(p Program, location string, v float32) {
|
||||
func (c *Context) uniformFloat(p program, location string, v float32) {
|
||||
gl := c.gl
|
||||
gl.Uniform1f(mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location)), v)
|
||||
}
|
||||
|
||||
func (c *Context) uniformFloats(p Program, location string, v []float32) {
|
||||
func (c *Context) uniformFloats(p program, location string, v []float32) {
|
||||
gl := c.gl
|
||||
l := mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location))
|
||||
switch len(v) {
|
||||
@ -328,7 +328,7 @@ func (c *Context) uniformFloats(p Program, location string, v []float32) {
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Context) getAttribLocationImpl(p Program, location string) attribLocation {
|
||||
func (c *Context) getAttribLocationImpl(p program, location string) attribLocation {
|
||||
gl := c.gl
|
||||
a := attribLocation(gl.GetAttribLocation(mgl.Program(p), location))
|
||||
if a.Value == ^uint(0) {
|
||||
@ -337,41 +337,41 @@ func (c *Context) getAttribLocationImpl(p Program, location string) attribLocati
|
||||
return a
|
||||
}
|
||||
|
||||
func (c *Context) vertexAttribPointer(p Program, location string, size int, dataType DataType, stride int, offset int) {
|
||||
func (c *Context) vertexAttribPointer(p program, location string, size int, dataType DataType, stride int, offset int) {
|
||||
gl := c.gl
|
||||
l := c.locationCache.GetAttribLocation(c, p, location)
|
||||
gl.VertexAttribPointer(mgl.Attrib(l), size, mgl.Enum(dataType), false, stride, offset)
|
||||
}
|
||||
|
||||
func (c *Context) enableVertexAttribArray(p Program, location string) {
|
||||
func (c *Context) enableVertexAttribArray(p program, location string) {
|
||||
gl := c.gl
|
||||
l := c.locationCache.GetAttribLocation(c, p, location)
|
||||
gl.EnableVertexAttribArray(mgl.Attrib(l))
|
||||
}
|
||||
|
||||
func (c *Context) disableVertexAttribArray(p Program, location string) {
|
||||
func (c *Context) disableVertexAttribArray(p program, location string) {
|
||||
gl := c.gl
|
||||
l := c.locationCache.GetAttribLocation(c, p, location)
|
||||
gl.DisableVertexAttribArray(mgl.Attrib(l))
|
||||
}
|
||||
|
||||
func (c *Context) newArrayBuffer(size int) Buffer {
|
||||
func (c *Context) newArrayBuffer(size int) buffer {
|
||||
gl := c.gl
|
||||
b := gl.CreateBuffer()
|
||||
gl.BindBuffer(mgl.Enum(ArrayBuffer), b)
|
||||
gl.BufferInit(mgl.Enum(ArrayBuffer), size, mgl.Enum(DynamicDraw))
|
||||
return Buffer(b)
|
||||
return buffer(b)
|
||||
}
|
||||
|
||||
func (c *Context) newElementArrayBuffer(size int) Buffer {
|
||||
func (c *Context) newElementArrayBuffer(size int) buffer {
|
||||
gl := c.gl
|
||||
b := gl.CreateBuffer()
|
||||
gl.BindBuffer(mgl.Enum(ElementArrayBuffer), b)
|
||||
gl.BufferInit(mgl.Enum(ElementArrayBuffer), size, mgl.Enum(DynamicDraw))
|
||||
return Buffer(b)
|
||||
return buffer(b)
|
||||
}
|
||||
|
||||
func (c *Context) BindBuffer(bufferType BufferType, b Buffer) {
|
||||
func (c *Context) BindBuffer(bufferType bufferType, b buffer) {
|
||||
gl := c.gl
|
||||
gl.BindBuffer(mgl.Enum(bufferType), mgl.Buffer(b))
|
||||
}
|
||||
@ -386,12 +386,12 @@ func (c *Context) ElementArrayBufferSubData(data []uint16) {
|
||||
gl.BufferSubData(mgl.Enum(ElementArrayBuffer), 0, uint16sToBytes(data))
|
||||
}
|
||||
|
||||
func (c *Context) deleteBuffer(b Buffer) {
|
||||
func (c *Context) deleteBuffer(b buffer) {
|
||||
gl := c.gl
|
||||
gl.DeleteBuffer(mgl.Buffer(b))
|
||||
}
|
||||
|
||||
func (c *Context) DrawElements(mode Mode, len int, offsetInBytes int) {
|
||||
func (c *Context) DrawElements(mode mode, len int, offsetInBytes int) {
|
||||
gl := c.gl
|
||||
gl.DrawElements(mgl.Enum(mode), len, mgl.UNSIGNED_SHORT, offsetInBytes)
|
||||
}
|
||||
|
@ -28,7 +28,7 @@ func newLocationCache() *locationCache {
|
||||
}
|
||||
}
|
||||
|
||||
func (c *locationCache) GetUniformLocation(context *Context, p Program, location string) uniformLocation {
|
||||
func (c *locationCache) GetUniformLocation(context *Context, p program, location string) uniformLocation {
|
||||
id := getProgramID(p)
|
||||
if _, ok := c.uniformLocationCache[id]; !ok {
|
||||
c.uniformLocationCache[id] = map[string]uniformLocation{}
|
||||
@ -41,7 +41,7 @@ func (c *locationCache) GetUniformLocation(context *Context, p Program, location
|
||||
return l
|
||||
}
|
||||
|
||||
func (c *locationCache) GetAttribLocation(context *Context, p Program, location string) attribLocation {
|
||||
func (c *locationCache) GetAttribLocation(context *Context, p program, location string) attribLocation {
|
||||
id := getProgramID(p)
|
||||
if _, ok := c.attribLocationCache[id]; !ok {
|
||||
c.attribLocationCache[id] = map[string]attribLocation{}
|
||||
|
@ -54,12 +54,12 @@ func (a *arrayBufferLayout) totalBytes() int {
|
||||
}
|
||||
|
||||
// newArrayBuffer creates OpenGL's buffer object for the array buffer.
|
||||
func (a *arrayBufferLayout) newArrayBuffer() Buffer {
|
||||
func (a *arrayBufferLayout) newArrayBuffer() buffer {
|
||||
return GetContext().newArrayBuffer(a.totalBytes() * IndicesNum)
|
||||
}
|
||||
|
||||
// enable binds the array buffer the given program to use the array buffer.
|
||||
func (a *arrayBufferLayout) enable(program Program) {
|
||||
func (a *arrayBufferLayout) enable(program program) {
|
||||
for _, p := range a.parts {
|
||||
GetContext().enableVertexAttribArray(program, p.name)
|
||||
}
|
||||
@ -72,7 +72,7 @@ func (a *arrayBufferLayout) enable(program Program) {
|
||||
}
|
||||
|
||||
// disable stops using the array buffer.
|
||||
func (a *arrayBufferLayout) disable(program Program) {
|
||||
func (a *arrayBufferLayout) disable(program program) {
|
||||
// TODO: Disabling should be done in reversed order?
|
||||
for _, p := range a.parts {
|
||||
GetContext().disableVertexAttribArray(program, p.name)
|
||||
@ -112,20 +112,20 @@ func ArrayBufferLayoutTotalBytes() int {
|
||||
// openGLState is a state for
|
||||
type openGLState struct {
|
||||
// arrayBuffer is OpenGL's array buffer (vertices data).
|
||||
arrayBuffer Buffer
|
||||
arrayBuffer buffer
|
||||
|
||||
// elementArrayBuffer is OpenGL's element array buffer (indices data).
|
||||
elementArrayBuffer Buffer
|
||||
elementArrayBuffer buffer
|
||||
|
||||
// programNearest is OpenGL's program for rendering a texture with nearest filter.
|
||||
programNearest Program
|
||||
programNearest program
|
||||
|
||||
// programLinear is OpenGL's program for rendering a texture with linear filter.
|
||||
programLinear Program
|
||||
programLinear program
|
||||
|
||||
programScreen Program
|
||||
programScreen program
|
||||
|
||||
lastProgram Program
|
||||
lastProgram program
|
||||
lastProjectionMatrix []float32
|
||||
lastColorMatrix []float32
|
||||
lastColorMatrixTranslation []float32
|
||||
@ -137,8 +137,8 @@ var (
|
||||
// theOpenGLState is the OpenGL state in the current process.
|
||||
theOpenGLState openGLState
|
||||
|
||||
zeroBuffer Buffer
|
||||
zeroProgram Program
|
||||
zeroBuffer buffer
|
||||
zeroProgram program
|
||||
)
|
||||
|
||||
const (
|
||||
@ -189,31 +189,31 @@ func (s *openGLState) reset() error {
|
||||
}
|
||||
}
|
||||
|
||||
shaderVertexModelviewNative, err := GetContext().newShader(VertexShader, shader(shaderVertexModelview))
|
||||
shaderVertexModelviewNative, err := GetContext().newShader(VertexShader, shaderStr(shaderVertexModelview))
|
||||
if err != nil {
|
||||
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
|
||||
}
|
||||
defer GetContext().deleteShader(shaderVertexModelviewNative)
|
||||
|
||||
shaderFragmentNearestNative, err := GetContext().newShader(FragmentShader, shader(shaderFragmentNearest))
|
||||
shaderFragmentNearestNative, err := GetContext().newShader(FragmentShader, shaderStr(shaderFragmentNearest))
|
||||
if err != nil {
|
||||
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
|
||||
}
|
||||
defer GetContext().deleteShader(shaderFragmentNearestNative)
|
||||
|
||||
shaderFragmentLinearNative, err := GetContext().newShader(FragmentShader, shader(shaderFragmentLinear))
|
||||
shaderFragmentLinearNative, err := GetContext().newShader(FragmentShader, shaderStr(shaderFragmentLinear))
|
||||
if err != nil {
|
||||
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
|
||||
}
|
||||
defer GetContext().deleteShader(shaderFragmentLinearNative)
|
||||
|
||||
shaderFragmentScreenNative, err := GetContext().newShader(FragmentShader, shader(shaderFragmentScreen))
|
||||
shaderFragmentScreenNative, err := GetContext().newShader(FragmentShader, shaderStr(shaderFragmentScreen))
|
||||
if err != nil {
|
||||
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
|
||||
}
|
||||
defer GetContext().deleteShader(shaderFragmentScreenNative)
|
||||
|
||||
s.programNearest, err = GetContext().newProgram([]Shader{
|
||||
s.programNearest, err = GetContext().newProgram([]shader{
|
||||
shaderVertexModelviewNative,
|
||||
shaderFragmentNearestNative,
|
||||
})
|
||||
@ -221,7 +221,7 @@ func (s *openGLState) reset() error {
|
||||
return err
|
||||
}
|
||||
|
||||
s.programLinear, err = GetContext().newProgram([]Shader{
|
||||
s.programLinear, err = GetContext().newProgram([]shader{
|
||||
shaderVertexModelviewNative,
|
||||
shaderFragmentLinearNative,
|
||||
})
|
||||
@ -229,7 +229,7 @@ func (s *openGLState) reset() error {
|
||||
return err
|
||||
}
|
||||
|
||||
s.programScreen, err = GetContext().newProgram([]Shader{
|
||||
s.programScreen, err = GetContext().newProgram([]shader{
|
||||
shaderVertexModelviewNative,
|
||||
shaderFragmentScreenNative,
|
||||
})
|
||||
@ -268,7 +268,7 @@ func UseProgram(proj []float32, texture Texture, dstW, dstH, srcW, srcH int, col
|
||||
func (s *openGLState) useProgram(proj []float32, texture Texture, dstW, dstH, srcW, srcH int, colorM *affine.ColorM, filter graphics.Filter) {
|
||||
c := GetContext()
|
||||
|
||||
var program Program
|
||||
var program program
|
||||
switch filter {
|
||||
case graphics.FilterNearest:
|
||||
program = s.programNearest
|
||||
|
@ -27,7 +27,7 @@ const (
|
||||
shaderFragmentScreen
|
||||
)
|
||||
|
||||
func shader(id shaderID) string {
|
||||
func shaderStr(id shaderID) string {
|
||||
if id == shaderVertexModelview {
|
||||
return shaderStrVertex
|
||||
}
|
||||
|
@ -15,10 +15,10 @@
|
||||
package opengl
|
||||
|
||||
type (
|
||||
ShaderType int
|
||||
BufferType int
|
||||
BufferUsage int
|
||||
Mode int
|
||||
shaderType int
|
||||
bufferType int
|
||||
bufferUsage int
|
||||
mode int
|
||||
operation int
|
||||
)
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user