From ac7bf354a902ae123c4890237ca498e218bb1930 Mon Sep 17 00:00:00 2001 From: Hajime Hoshi Date: Tue, 30 Oct 2018 01:52:59 +0900 Subject: [PATCH] opengl: Unexport types --- internal/opengl/context.go | 16 +++---- internal/opengl/context_desktop.go | 68 +++++++++++++-------------- internal/opengl/context_js.go | 74 +++++++++++++++--------------- internal/opengl/context_mobile.go | 60 ++++++++++++------------ internal/opengl/locationcache.go | 4 +- internal/opengl/program.go | 38 +++++++-------- internal/opengl/shader.go | 2 +- internal/opengl/types.go | 8 ++-- 8 files changed, 135 insertions(+), 135 deletions(-) diff --git a/internal/opengl/context.go b/internal/opengl/context.go index 2162c8795..95d110a80 100644 --- a/internal/opengl/context.go +++ b/internal/opengl/context.go @@ -26,14 +26,14 @@ var ( ) var ( - VertexShader ShaderType - FragmentShader ShaderType - ArrayBuffer BufferType - ElementArrayBuffer BufferType - DynamicDraw BufferUsage - StaticDraw BufferUsage - Triangles Mode - Lines Mode + VertexShader shaderType + FragmentShader shaderType + ArrayBuffer bufferType + ElementArrayBuffer bufferType + DynamicDraw bufferUsage + StaticDraw bufferUsage + Triangles mode + Lines mode Short DataType Float DataType diff --git a/internal/opengl/context_desktop.go b/internal/opengl/context_desktop.go index a0508761a..50650e530 100644 --- a/internal/opengl/context_desktop.go +++ b/internal/opengl/context_desktop.go @@ -31,9 +31,9 @@ import ( type ( Texture uint32 Framebuffer uint32 - Shader uint32 - Program uint32 - Buffer uint32 + shader uint32 + program uint32 + buffer uint32 ) var InvalidTexture Texture @@ -50,7 +50,7 @@ const ( invalidFramebuffer = (1 << 32) - 1 ) -func getProgramID(p Program) programID { +func getProgramID(p program) programID { return programID(p) } @@ -290,8 +290,8 @@ func (c *Context) DeleteFramebuffer(f Framebuffer) { }) } -func (c *Context) newShader(shaderType ShaderType, source string) (Shader, error) { - var shader Shader +func (c *Context) newShader(shaderType shaderType, source string) (shader, error) { + var sh shader if err := c.runOnContextThread(func() error { s := gl.CreateShader(uint32(shaderType)) if s == 0 { @@ -313,23 +313,23 @@ func (c *Context) newShader(shaderType ShaderType, source string) (Shader, error } return fmt.Errorf("opengl: shader compile failed: %s", log) } - shader = Shader(s) + sh = shader(s) return nil }); err != nil { return 0, err } - return shader, nil + return sh, nil } -func (c *Context) deleteShader(s Shader) { +func (c *Context) deleteShader(s shader) { _ = c.runOnContextThread(func() error { gl.DeleteShader(uint32(s)) return nil }) } -func (c *Context) newProgram(shaders []Shader) (Program, error) { - var program Program +func (c *Context) newProgram(shaders []shader) (program, error) { + var pr program if err := c.runOnContextThread(func() error { p := gl.CreateProgram() if p == 0 { @@ -345,22 +345,22 @@ func (c *Context) newProgram(shaders []Shader) (Program, error) { if v == gl.FALSE { return errors.New("opengl: program error") } - program = Program(p) + pr = program(p) return nil }); err != nil { return 0, err } - return program, nil + return pr, nil } -func (c *Context) useProgram(p Program) { +func (c *Context) useProgram(p program) { _ = c.runOnContextThread(func() error { gl.UseProgram(uint32(p)) return nil }) } -func (c *Context) deleteProgram(p Program) { +func (c *Context) deleteProgram(p program) { _ = c.runOnContextThread(func() error { if !gl.IsProgram(uint32(p)) { return nil @@ -370,7 +370,7 @@ func (c *Context) deleteProgram(p Program) { }) } -func (c *Context) getUniformLocationImpl(p Program, location string) uniformLocation { +func (c *Context) getUniformLocationImpl(p program, location string) uniformLocation { l, free := gl.Strs(location + "\x00") uniform := uniformLocation(gl.GetUniformLocation(uint32(p), *l)) free() @@ -380,7 +380,7 @@ func (c *Context) getUniformLocationImpl(p Program, location string) uniformLoca return uniform } -func (c *Context) uniformInt(p Program, location string, v int) { +func (c *Context) uniformInt(p program, location string, v int) { _ = c.runOnContextThread(func() error { l := int32(c.locationCache.GetUniformLocation(c, p, location)) gl.Uniform1i(l, int32(v)) @@ -388,7 +388,7 @@ func (c *Context) uniformInt(p Program, location string, v int) { }) } -func (c *Context) uniformFloat(p Program, location string, v float32) { +func (c *Context) uniformFloat(p program, location string, v float32) { _ = c.runOnContextThread(func() error { l := int32(c.locationCache.GetUniformLocation(c, p, location)) gl.Uniform1f(l, v) @@ -396,7 +396,7 @@ func (c *Context) uniformFloat(p Program, location string, v float32) { }) } -func (c *Context) uniformFloats(p Program, location string, v []float32) { +func (c *Context) uniformFloats(p program, location string, v []float32) { _ = c.runOnContextThread(func() error { l := int32(c.locationCache.GetUniformLocation(c, p, location)) switch len(v) { @@ -413,7 +413,7 @@ 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 { l, free := gl.Strs(location + "\x00") attrib := attribLocation(gl.GetAttribLocation(uint32(p), *l)) free() @@ -423,7 +423,7 @@ func (c *Context) getAttribLocationImpl(p Program, location string) attribLocati return attrib } -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) { _ = c.runOnContextThread(func() error { l := c.locationCache.GetAttribLocation(c, p, location) gl.VertexAttribPointer(uint32(l), int32(size), uint32(dataType), false, int32(stride), gl.PtrOffset(offset)) @@ -431,7 +431,7 @@ func (c *Context) vertexAttribPointer(p Program, location string, size int, data }) } -func (c *Context) enableVertexAttribArray(p Program, location string) { +func (c *Context) enableVertexAttribArray(p program, location string) { _ = c.runOnContextThread(func() error { l := c.locationCache.GetAttribLocation(c, p, location) gl.EnableVertexAttribArray(uint32(l)) @@ -439,7 +439,7 @@ func (c *Context) enableVertexAttribArray(p Program, location string) { }) } -func (c *Context) disableVertexAttribArray(p Program, location string) { +func (c *Context) disableVertexAttribArray(p program, location string) { _ = c.runOnContextThread(func() error { l := c.locationCache.GetAttribLocation(c, p, location) gl.DisableVertexAttribArray(uint32(l)) @@ -447,33 +447,33 @@ func (c *Context) disableVertexAttribArray(p Program, location string) { }) } -func (c *Context) newArrayBuffer(size int) Buffer { - var buffer Buffer +func (c *Context) newArrayBuffer(size int) buffer { + var bf buffer _ = c.runOnContextThread(func() error { var b uint32 gl.GenBuffers(1, &b) gl.BindBuffer(uint32(ArrayBuffer), b) gl.BufferData(uint32(ArrayBuffer), size, nil, uint32(DynamicDraw)) - buffer = Buffer(b) + bf = buffer(b) return nil }) - return buffer + return bf } -func (c *Context) newElementArrayBuffer(size int) Buffer { - var buffer Buffer +func (c *Context) newElementArrayBuffer(size int) buffer { + var bf buffer _ = c.runOnContextThread(func() error { var b uint32 gl.GenBuffers(1, &b) gl.BindBuffer(uint32(ElementArrayBuffer), b) gl.BufferData(uint32(ElementArrayBuffer), size, nil, uint32(DynamicDraw)) - buffer = Buffer(b) + bf = buffer(b) return nil }) - return buffer + return bf } -func (c *Context) BindBuffer(bufferType BufferType, b Buffer) { +func (c *Context) BindBuffer(bufferType bufferType, b buffer) { _ = c.runOnContextThread(func() error { gl.BindBuffer(uint32(bufferType), uint32(b)) return nil @@ -494,7 +494,7 @@ func (c *Context) ElementArrayBufferSubData(data []uint16) { }) } -func (c *Context) deleteBuffer(b Buffer) { +func (c *Context) deleteBuffer(b buffer) { _ = c.runOnContextThread(func() error { bb := uint32(b) gl.DeleteBuffers(1, &bb) @@ -502,7 +502,7 @@ func (c *Context) deleteBuffer(b Buffer) { }) } -func (c *Context) DrawElements(mode Mode, len int, offsetInBytes int) { +func (c *Context) DrawElements(mode mode, len int, offsetInBytes int) { _ = c.runOnContextThread(func() error { gl.DrawElements(uint32(mode), int32(len), gl.UNSIGNED_SHORT, gl.PtrOffset(offsetInBytes)) return nil diff --git a/internal/opengl/context_js.go b/internal/opengl/context_js.go index 25e369291..36f4a87b8 100644 --- a/internal/opengl/context_js.go +++ b/internal/opengl/context_js.go @@ -28,13 +28,13 @@ import ( type ( Texture js.Value Framebuffer js.Value - Shader js.Value - Buffer js.Value + shader js.Value + buffer js.Value uniformLocation js.Value attribLocation int programID int - Program struct { + program struct { value js.Value id programID } @@ -42,7 +42,7 @@ type ( var InvalidTexture = Texture(js.Null()) -func getProgramID(p Program) programID { +func getProgramID(p program) programID { return p.id } @@ -72,13 +72,13 @@ var ( func init() { // Accessing the prototype is rquired on Safari. c := js.Global().Get("WebGLRenderingContext").Get("prototype") - VertexShader = ShaderType(c.Get("VERTEX_SHADER").Int()) - FragmentShader = ShaderType(c.Get("FRAGMENT_SHADER").Int()) - ArrayBuffer = BufferType(c.Get("ARRAY_BUFFER").Int()) - ElementArrayBuffer = BufferType(c.Get("ELEMENT_ARRAY_BUFFER").Int()) - DynamicDraw = BufferUsage(c.Get("DYNAMIC_DRAW").Int()) - Triangles = Mode(c.Get("TRIANGLES").Int()) - Lines = Mode(c.Get("LINES").Int()) + VertexShader = shaderType(c.Get("VERTEX_SHADER").Int()) + FragmentShader = shaderType(c.Get("FRAGMENT_SHADER").Int()) + ArrayBuffer = bufferType(c.Get("ARRAY_BUFFER").Int()) + ElementArrayBuffer = bufferType(c.Get("ELEMENT_ARRAY_BUFFER").Int()) + DynamicDraw = bufferUsage(c.Get("DYNAMIC_DRAW").Int()) + Triangles = mode(c.Get("TRIANGLES").Int()) + Lines = mode(c.Get("LINES").Int()) Short = DataType(c.Get("SHORT").Int()) Float = DataType(c.Get("FLOAT").Int()) @@ -285,11 +285,11 @@ func (c *Context) DeleteFramebuffer(f Framebuffer) { gl.Call("deleteFramebuffer", js.Value(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.Call("createShader", int(shaderType)) if s == js.Null() { - return Shader(js.Null()), fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType) + return shader(js.Null()), fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType) } gl.Call("shaderSource", js.Value(s), source) @@ -297,21 +297,21 @@ func (c *Context) newShader(shaderType ShaderType, source string) (Shader, error if !gl.Call("getShaderParameter", js.Value(s), compileStatus).Bool() { log := gl.Call("getShaderInfoLog", js.Value(s)) - return Shader(js.Null()), fmt.Errorf("opengl: shader compile failed: %s", log) + return shader(js.Null()), 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.Call("deleteShader", js.Value(s)) } -func (c *Context) newProgram(shaders []Shader) (Program, error) { +func (c *Context) newProgram(shaders []shader) (program, error) { gl := c.gl v := gl.Call("createProgram") if v == js.Null() { - return Program{}, errors.New("opengl: glCreateProgram failed") + return program{}, errors.New("opengl: glCreateProgram failed") } for _, shader := range shaders { @@ -319,23 +319,23 @@ func (c *Context) newProgram(shaders []Shader) (Program, error) { } gl.Call("linkProgram", v) if !gl.Call("getProgramParameter", v, linkStatus).Bool() { - return Program{}, errors.New("opengl: program error") + return program{}, errors.New("opengl: program error") } id := c.lastProgramID c.lastProgramID++ - return Program{ + return program{ value: v, id: id, }, nil } -func (c *Context) useProgram(p Program) { +func (c *Context) useProgram(p program) { gl := c.gl gl.Call("useProgram", p.value) } -func (c *Context) deleteProgram(p Program) { +func (c *Context) deleteProgram(p program) { gl := c.gl if !gl.Call("isProgram", p.value).Bool() { return @@ -343,18 +343,18 @@ func (c *Context) deleteProgram(p Program) { gl.Call("deleteProgram", p.value) } -func (c *Context) getUniformLocationImpl(p Program, location string) uniformLocation { +func (c *Context) getUniformLocationImpl(p program, location string) uniformLocation { gl := c.gl return uniformLocation(gl.Call("getUniformLocation", p.value, location)) } -func (c *Context) uniformInt(p Program, location string, v int) { +func (c *Context) uniformInt(p program, location string, v int) { gl := c.gl l := c.locationCache.GetUniformLocation(c, p, location) gl.Call("uniform1i", js.Value(l), v) } -func (c *Context) uniformFloat(p Program, location string, v float32) { +func (c *Context) uniformFloat(p program, location string, v float32) { gl := c.gl l := c.locationCache.GetUniformLocation(c, p, location) gl.Call("uniform1f", js.Value(l), v) @@ -364,7 +364,7 @@ var ( float32Array = js.Global().Get("Float32Array") ) -func (c *Context) uniformFloats(p Program, location string, v []float32) { +func (c *Context) uniformFloats(p program, location string, v []float32) { gl := c.gl l := c.locationCache.GetUniformLocation(c, p, location) switch len(v) { @@ -381,46 +381,46 @@ 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 return attribLocation(gl.Call("getAttribLocation", p.value, location).Int()) } -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.Call("vertexAttribPointer", int(l), size, int(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.Call("enableVertexAttribArray", int(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.Call("disableVertexAttribArray", int(l)) } -func (c *Context) newArrayBuffer(size int) Buffer { +func (c *Context) newArrayBuffer(size int) buffer { gl := c.gl b := gl.Call("createBuffer") gl.Call("bindBuffer", int(ArrayBuffer), js.Value(b)) gl.Call("bufferData", int(ArrayBuffer), size, int(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.Call("createBuffer") gl.Call("bindBuffer", int(ElementArrayBuffer), js.Value(b)) 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) } diff --git a/internal/opengl/context_mobile.go b/internal/opengl/context_mobile.go index 7af5a53dd..05aa89148 100644 --- a/internal/opengl/context_mobile.go +++ b/internal/opengl/context_mobile.go @@ -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) } diff --git a/internal/opengl/locationcache.go b/internal/opengl/locationcache.go index 3c39c8f3f..71ad8c586 100644 --- a/internal/opengl/locationcache.go +++ b/internal/opengl/locationcache.go @@ -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{} diff --git a/internal/opengl/program.go b/internal/opengl/program.go index 9fad62a9e..9885a4b46 100644 --- a/internal/opengl/program.go +++ b/internal/opengl/program.go @@ -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 diff --git a/internal/opengl/shader.go b/internal/opengl/shader.go index 311068ae6..7c2e4b2fc 100644 --- a/internal/opengl/shader.go +++ b/internal/opengl/shader.go @@ -27,7 +27,7 @@ const ( shaderFragmentScreen ) -func shader(id shaderID) string { +func shaderStr(id shaderID) string { if id == shaderVertexModelview { return shaderStrVertex } diff --git a/internal/opengl/types.go b/internal/opengl/types.go index 6af1dee20..289ed814a 100644 --- a/internal/opengl/types.go +++ b/internal/opengl/types.go @@ -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 )