diff --git a/internal/graphicsdriver/opengl/gl/default.go b/internal/graphicsdriver/opengl/gl/default.go index 4d4bc6d69..a3d22ad01 100644 --- a/internal/graphicsdriver/opengl/gl/default.go +++ b/internal/graphicsdriver/opengl/gl/default.go @@ -45,47 +45,51 @@ func glBool(x bool) C.GLboolean { return FALSE } -type DefaultContext struct{} +type defaultContext struct{} -func (DefaultContext) ActiveTexture(texture uint32) { +func NewDefaultContext() Context { + return defaultContext{} +} + +func (defaultContext) ActiveTexture(texture uint32) { C.glActiveTexture(C.GLenum(texture)) } -func (DefaultContext) AttachShader(program uint32, shader uint32) { +func (defaultContext) AttachShader(program uint32, shader uint32) { C.glAttachShader(C.GLuint(program), C.GLuint(shader)) } -func (DefaultContext) BindAttribLocation(program uint32, index uint32, name string) { +func (defaultContext) BindAttribLocation(program uint32, index uint32, name string) { s := C.CString(name) defer C.free(unsafe.Pointer(s)) C.glBindAttribLocation(C.GLuint(program), C.GLuint(index), (*C.GLchar)(unsafe.Pointer(s))) } -func (DefaultContext) BindBuffer(target uint32, buffer uint32) { +func (defaultContext) BindBuffer(target uint32, buffer uint32) { C.glBindBuffer(C.GLenum(target), C.GLuint(buffer)) } -func (DefaultContext) BindFramebuffer(target uint32, framebuffer uint32) { +func (defaultContext) BindFramebuffer(target uint32, framebuffer uint32) { C.glBindFramebuffer(C.GLenum(target), C.GLuint(framebuffer)) } -func (DefaultContext) BindRenderbuffer(target uint32, renderbuffer uint32) { +func (defaultContext) BindRenderbuffer(target uint32, renderbuffer uint32) { C.glBindRenderbuffer(C.GLenum(target), C.GLuint(renderbuffer)) } -func (DefaultContext) BindTexture(target uint32, texture uint32) { +func (defaultContext) BindTexture(target uint32, texture uint32) { C.glBindTexture(C.GLenum(target), C.GLuint(texture)) } -func (DefaultContext) BlendEquationSeparate(modeRGB uint32, modeAlpha uint32) { +func (defaultContext) BlendEquationSeparate(modeRGB uint32, modeAlpha uint32) { C.glBlendEquationSeparate(C.GLenum(modeRGB), C.GLenum(modeAlpha)) } -func (DefaultContext) BlendFuncSeparate(srcRGB uint32, dstRGB uint32, srcAlpha uint32, dstAlpha uint32) { +func (defaultContext) BlendFuncSeparate(srcRGB uint32, dstRGB uint32, srcAlpha uint32, dstAlpha uint32) { C.glBlendFuncSeparate(C.GLenum(srcRGB), C.GLenum(dstRGB), C.GLenum(srcAlpha), C.GLenum(dstAlpha)) } -func (DefaultContext) BufferData(target uint32, size int, data []byte, usage uint32) { +func (defaultContext) BufferData(target uint32, size int, data []byte, usage uint32) { var p *byte if data != nil { p = &data[0] @@ -93,123 +97,123 @@ func (DefaultContext) BufferData(target uint32, size int, data []byte, usage uin C.glBufferData(C.GLenum(target), C.GLsizeiptr(size), unsafe.Pointer(p), C.GLenum(usage)) } -func (DefaultContext) BufferSubData(target uint32, offset int, data []byte) { +func (defaultContext) BufferSubData(target uint32, offset int, data []byte) { C.glBufferSubData(C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(len(data)), unsafe.Pointer(&data[0])) } -func (DefaultContext) CheckFramebufferStatus(target uint32) uint32 { +func (defaultContext) CheckFramebufferStatus(target uint32) uint32 { return uint32(C.glCheckFramebufferStatus(C.GLenum(target))) } -func (DefaultContext) Clear(mask uint32) { +func (defaultContext) Clear(mask uint32) { C.glClear(C.GLbitfield(mask)) } -func (DefaultContext) ColorMask(red, green, blue, alpha bool) { +func (defaultContext) ColorMask(red, green, blue, alpha bool) { C.glColorMask(glBool(red), glBool(green), glBool(blue), glBool(alpha)) } -func (DefaultContext) CompileShader(shader uint32) { +func (defaultContext) CompileShader(shader uint32) { C.glCompileShader(C.GLuint(shader)) } -func (DefaultContext) CreateProgram() uint32 { +func (defaultContext) CreateProgram() uint32 { return uint32(C.glCreateProgram()) } -func (DefaultContext) CreateShader(xtype uint32) uint32 { +func (defaultContext) CreateShader(xtype uint32) uint32 { return uint32(C.glCreateShader(C.GLenum(xtype))) } -func (DefaultContext) DeleteBuffers(buffers []uint32) { +func (defaultContext) DeleteBuffers(buffers []uint32) { C.glDeleteBuffers(C.GLsizei(len(buffers)), (*C.GLuint)(unsafe.Pointer(&buffers[0]))) } -func (DefaultContext) DeleteFramebuffers(framebuffers []uint32) { +func (defaultContext) DeleteFramebuffers(framebuffers []uint32) { C.glDeleteFramebuffers(C.GLsizei(len(framebuffers)), (*C.GLuint)(unsafe.Pointer(&framebuffers[0]))) } -func (DefaultContext) DeleteProgram(program uint32) { +func (defaultContext) DeleteProgram(program uint32) { C.glDeleteProgram(C.GLuint(program)) } -func (DefaultContext) DeleteRenderbuffers(renderbuffers []uint32) { +func (defaultContext) DeleteRenderbuffers(renderbuffers []uint32) { C.glDeleteRenderbuffers(C.GLsizei(len(renderbuffers)), (*C.GLuint)(unsafe.Pointer(&renderbuffers[0]))) } -func (DefaultContext) DeleteShader(shader uint32) { +func (defaultContext) DeleteShader(shader uint32) { C.glDeleteShader(C.GLuint(shader)) } -func (DefaultContext) DeleteTextures(textures []uint32) { +func (defaultContext) DeleteTextures(textures []uint32) { C.glDeleteTextures(C.GLsizei(len(textures)), (*C.GLuint)(unsafe.Pointer(&textures[0]))) } -func (DefaultContext) Disable(cap uint32) { +func (defaultContext) Disable(cap uint32) { C.glDisable(C.GLenum(cap)) } -func (DefaultContext) DisableVertexAttribArray(index uint32) { +func (defaultContext) DisableVertexAttribArray(index uint32) { C.glDisableVertexAttribArray(C.GLuint(index)) } -func (DefaultContext) DrawElements(mode uint32, count int32, xtype uint32, offset int) { +func (defaultContext) DrawElements(mode uint32, count int32, xtype uint32, offset int) { C.glDrawElements(C.GLenum(mode), C.GLsizei(count), C.GLenum(xtype), unsafe.Pointer(uintptr(offset))) } -func (DefaultContext) Enable(cap uint32) { +func (defaultContext) Enable(cap uint32) { C.glEnable(C.GLenum(cap)) } -func (DefaultContext) EnableVertexAttribArray(index uint32) { +func (defaultContext) EnableVertexAttribArray(index uint32) { C.glEnableVertexAttribArray(C.GLuint(index)) } -func (DefaultContext) Flush() { +func (defaultContext) Flush() { C.glFlush() } -func (DefaultContext) FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) { +func (defaultContext) FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) { C.glFramebufferRenderbuffer(C.GLenum(target), C.GLenum(attachment), C.GLenum(renderbuffertarget), C.GLuint(renderbuffer)) } -func (DefaultContext) FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32) { +func (defaultContext) FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32) { C.glFramebufferTexture2D(C.GLenum(target), C.GLenum(attachment), C.GLenum(textarget), C.GLuint(texture), C.GLint(level)) } -func (DefaultContext) GenBuffers(n int32) []uint32 { +func (defaultContext) GenBuffers(n int32) []uint32 { buffers := make([]uint32, n) C.glGenBuffers(C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&buffers[0]))) return buffers } -func (DefaultContext) GenFramebuffers(n int32) []uint32 { +func (defaultContext) GenFramebuffers(n int32) []uint32 { framebuffers := make([]uint32, n) C.glGenFramebuffers(C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&framebuffers[0]))) return framebuffers } -func (DefaultContext) GenRenderbuffers(n int32) []uint32 { +func (defaultContext) GenRenderbuffers(n int32) []uint32 { renderbuffers := make([]uint32, n) C.glGenRenderbuffers(C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&renderbuffers[0]))) return renderbuffers } -func (DefaultContext) GenTextures(n int32) []uint32 { +func (defaultContext) GenTextures(n int32) []uint32 { textures := make([]uint32, n) C.glGenTextures(C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&textures[0]))) return textures } -func (DefaultContext) GetError() uint32 { +func (defaultContext) GetError() uint32 { return uint32(C.glGetError()) } -func (DefaultContext) GetIntegerv(dst []int32, pname uint32) { +func (defaultContext) GetIntegerv(dst []int32, pname uint32) { C.glGetIntegerv(C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&dst[0]))) } -func (d DefaultContext) GetProgramInfoLog(program uint32) string { +func (d defaultContext) GetProgramInfoLog(program uint32) string { buflens := make([]int32, 1) d.GetProgramiv(buflens, program, INFO_LOG_LENGTH) buflen := buflens[0] @@ -222,11 +226,11 @@ func (d DefaultContext) GetProgramInfoLog(program uint32) string { return string(buf[:length]) } -func (DefaultContext) GetProgramiv(dst []int32, program uint32, pname uint32) { +func (defaultContext) GetProgramiv(dst []int32, program uint32, pname uint32) { C.glGetProgramiv(C.GLuint(program), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&dst[0]))) } -func (d DefaultContext) GetShaderInfoLog(shader uint32) string { +func (d defaultContext) GetShaderInfoLog(shader uint32) string { buflens := make([]int32, 1) d.GetShaderiv(buflens, shader, INFO_LOG_LENGTH) buflen := buflens[0] @@ -239,67 +243,67 @@ func (d DefaultContext) GetShaderInfoLog(shader uint32) string { return string(buf[:length]) } -func (DefaultContext) GetShaderiv(dst []int32, shader uint32, pname uint32) { +func (defaultContext) GetShaderiv(dst []int32, shader uint32, pname uint32) { C.glGetShaderiv(C.GLuint(shader), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&dst[0]))) } -func (DefaultContext) GetUniformLocation(program uint32, name string) int32 { +func (defaultContext) GetUniformLocation(program uint32, name string) int32 { s := C.CString(name) defer C.free(unsafe.Pointer(s)) return int32(C.glGetUniformLocation(C.GLuint(program), (*C.GLchar)(unsafe.Pointer(s)))) } -func (DefaultContext) IsFramebuffer(framebuffer uint32) bool { +func (defaultContext) IsFramebuffer(framebuffer uint32) bool { return C.glIsFramebuffer(C.GLuint(framebuffer)) != FALSE } -func (DefaultContext) IsProgram(program uint32) bool { +func (defaultContext) IsProgram(program uint32) bool { return C.glIsProgram(C.GLuint(program)) != FALSE } -func (DefaultContext) IsRenderbuffer(renderbuffer uint32) bool { +func (defaultContext) IsRenderbuffer(renderbuffer uint32) bool { return C.glIsRenderbuffer(C.GLuint(renderbuffer)) != FALSE } -func (DefaultContext) IsTexture(texture uint32) bool { +func (defaultContext) IsTexture(texture uint32) bool { return C.glIsTexture(C.GLuint(texture)) != FALSE } -func (DefaultContext) LinkProgram(program uint32) { +func (defaultContext) LinkProgram(program uint32) { C.glLinkProgram(C.GLuint(program)) } -func (DefaultContext) PixelStorei(pname uint32, param int32) { +func (defaultContext) PixelStorei(pname uint32, param int32) { C.glPixelStorei(C.GLenum(pname), C.GLint(param)) } -func (DefaultContext) ReadPixels(dst []byte, x int32, y int32, width int32, height int32, format uint32, xtype uint32) { +func (defaultContext) ReadPixels(dst []byte, x int32, y int32, width int32, height int32, format uint32, xtype uint32) { C.glReadPixels(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(xtype), unsafe.Pointer(&dst[0])) } -func (DefaultContext) RenderbufferStorage(target uint32, internalFormat uint32, width int32, height int32) { +func (defaultContext) RenderbufferStorage(target uint32, internalFormat uint32, width int32, height int32) { C.glRenderbufferStorage(C.GLenum(target), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height)) } -func (DefaultContext) Scissor(x, y, width, height int32) { +func (defaultContext) Scissor(x, y, width, height int32) { C.glScissor(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) } -func (DefaultContext) ShaderSource(shader uint32, xstring string) { +func (defaultContext) ShaderSource(shader uint32, xstring string) { s, free := cStringPtr(xstring) defer free() C.glShaderSource(C.GLuint(shader), 1, (**C.GLchar)(s), nil) } -func (DefaultContext) StencilFunc(func_ uint32, ref int32, mask uint32) { +func (defaultContext) StencilFunc(func_ uint32, ref int32, mask uint32) { C.glStencilFunc(C.GLenum(func_), C.GLint(ref), C.GLuint(mask)) } -func (DefaultContext) StencilOp(sfail, dpfail, dppass uint32) { +func (defaultContext) StencilOp(sfail, dpfail, dppass uint32) { C.glStencilOp(C.GLenum(sfail), C.GLenum(dpfail), C.GLenum(dppass)) } -func (DefaultContext) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, format uint32, xtype uint32, pixels []byte) { +func (defaultContext) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, format uint32, xtype uint32, pixels []byte) { var p *byte if pixels != nil { p = &pixels[0] @@ -307,58 +311,58 @@ func (DefaultContext) TexImage2D(target uint32, level int32, internalformat int3 C.glTexImage2D(C.GLenum(target), C.GLint(level), C.GLint(internalformat), C.GLsizei(width), C.GLsizei(height), 0 /* border */, C.GLenum(format), C.GLenum(xtype), unsafe.Pointer(p)) } -func (DefaultContext) TexParameteri(target uint32, pname uint32, param int32) { +func (defaultContext) TexParameteri(target uint32, pname uint32, param int32) { C.glTexParameteri(C.GLenum(target), C.GLenum(pname), C.GLint(param)) } -func (DefaultContext) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels []byte) { +func (defaultContext) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels []byte) { C.glTexSubImage2D(C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(xtype), unsafe.Pointer(&pixels[0])) } -func (DefaultContext) Uniform1fv(location int32, value []float32) { +func (defaultContext) Uniform1fv(location int32, value []float32) { C.glUniform1fv(C.GLint(location), C.GLsizei(len(value)), (*C.GLfloat)(unsafe.Pointer(&value[0]))) } -func (DefaultContext) Uniform1i(location int32, v0 int32) { +func (defaultContext) Uniform1i(location int32, v0 int32) { C.glUniform1i(C.GLint(location), C.GLint(v0)) } -func (DefaultContext) Uniform1iv(location int32, value []int32) { +func (defaultContext) Uniform1iv(location int32, value []int32) { C.glUniform1iv(C.GLint(location), C.GLsizei(len(value)), (*C.GLint)(unsafe.Pointer(&value[0]))) } -func (DefaultContext) Uniform2fv(location int32, value []float32) { +func (defaultContext) Uniform2fv(location int32, value []float32) { C.glUniform2fv(C.GLint(location), C.GLsizei(len(value)/2), (*C.GLfloat)(unsafe.Pointer(&value[0]))) } -func (DefaultContext) Uniform3fv(location int32, value []float32) { +func (defaultContext) Uniform3fv(location int32, value []float32) { C.glUniform3fv(C.GLint(location), C.GLsizei(len(value)/3), (*C.GLfloat)(unsafe.Pointer(&value[0]))) } -func (DefaultContext) Uniform4fv(location int32, value []float32) { +func (defaultContext) Uniform4fv(location int32, value []float32) { C.glUniform4fv(C.GLint(location), C.GLsizei(len(value)/4), (*C.GLfloat)(unsafe.Pointer(&value[0]))) } -func (DefaultContext) UniformMatrix2fv(location int32, transpose bool, value []float32) { +func (defaultContext) UniformMatrix2fv(location int32, transpose bool, value []float32) { C.glUniformMatrix2fv(C.GLint(location), C.GLsizei(len(value)/4), glBool(transpose), (*C.GLfloat)(unsafe.Pointer(&value[0]))) } -func (DefaultContext) UniformMatrix3fv(location int32, transpose bool, value []float32) { +func (defaultContext) UniformMatrix3fv(location int32, transpose bool, value []float32) { C.glUniformMatrix3fv(C.GLint(location), C.GLsizei(len(value)/9), glBool(transpose), (*C.GLfloat)(unsafe.Pointer(&value[0]))) } -func (DefaultContext) UniformMatrix4fv(location int32, transpose bool, value []float32) { +func (defaultContext) UniformMatrix4fv(location int32, transpose bool, value []float32) { C.glUniformMatrix4fv(C.GLint(location), C.GLsizei(len(value)/16), glBool(transpose), (*C.GLfloat)(unsafe.Pointer(&value[0]))) } -func (DefaultContext) UseProgram(program uint32) { +func (defaultContext) UseProgram(program uint32) { C.glUseProgram(C.GLuint(program)) } -func (DefaultContext) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset int) { +func (defaultContext) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset int) { C.glVertexAttribPointer(C.GLuint(index), C.GLint(size), C.GLenum(xtype), glBool(normalized), C.GLsizei(stride), unsafe.Pointer(uintptr(offset))) } -func (DefaultContext) Viewport(x int32, y int32, width int32, height int32) { +func (defaultContext) Viewport(x int32, y int32, width int32, height int32) { C.glViewport(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) } diff --git a/internal/graphicsdriver/opengl/gl/gomobile.go b/internal/graphicsdriver/opengl/gl/gomobile.go index 9a53547ec..a2f05ee50 100644 --- a/internal/graphicsdriver/opengl/gl/gomobile.go +++ b/internal/graphicsdriver/opengl/gl/gomobile.go @@ -20,7 +20,7 @@ import ( "golang.org/x/mobile/gl" ) -type GomobileContext struct { +type gomobileContext struct { ctx gl.Context } @@ -31,47 +31,47 @@ func gmProgram(program uint32) gl.Program { } } -func NewGomobileContext(ctx gl.Context) *GomobileContext { - return &GomobileContext{ctx} +func NewGomobileContext(ctx gl.Context) Context { + return &gomobileContext{ctx} } -func (g *GomobileContext) ActiveTexture(texture uint32) { +func (g *gomobileContext) ActiveTexture(texture uint32) { g.ctx.ActiveTexture(gl.Enum(texture)) } -func (g *GomobileContext) AttachShader(program uint32, shader uint32) { +func (g *gomobileContext) AttachShader(program uint32, shader uint32) { g.ctx.AttachShader(gmProgram(program), gl.Shader{Value: shader}) } -func (g *GomobileContext) BindAttribLocation(program uint32, index uint32, name string) { +func (g *gomobileContext) BindAttribLocation(program uint32, index uint32, name string) { g.ctx.BindAttribLocation(gmProgram(program), gl.Attrib{Value: uint(index)}, name) } -func (g *GomobileContext) BindBuffer(target uint32, buffer uint32) { +func (g *gomobileContext) BindBuffer(target uint32, buffer uint32) { g.ctx.BindBuffer(gl.Enum(target), gl.Buffer{Value: buffer}) } -func (g *GomobileContext) BindFramebuffer(target uint32, framebuffer uint32) { +func (g *gomobileContext) BindFramebuffer(target uint32, framebuffer uint32) { g.ctx.BindFramebuffer(gl.Enum(target), gl.Framebuffer{Value: framebuffer}) } -func (g *GomobileContext) BindRenderbuffer(target uint32, renderbuffer uint32) { +func (g *gomobileContext) BindRenderbuffer(target uint32, renderbuffer uint32) { g.ctx.BindRenderbuffer(gl.Enum(target), gl.Renderbuffer{Value: renderbuffer}) } -func (g *GomobileContext) BindTexture(target uint32, texture uint32) { +func (g *gomobileContext) BindTexture(target uint32, texture uint32) { g.ctx.BindTexture(gl.Enum(target), gl.Texture{Value: texture}) } -func (g *GomobileContext) BlendEquationSeparate(modeRGB uint32, modeAlpha uint32) { +func (g *gomobileContext) BlendEquationSeparate(modeRGB uint32, modeAlpha uint32) { g.ctx.BlendEquationSeparate(gl.Enum(modeRGB), gl.Enum(modeAlpha)) } -func (g *GomobileContext) BlendFuncSeparate(srcRGB uint32, dstRGB uint32, srcAlpha uint32, dstAlpha uint32) { +func (g *gomobileContext) BlendFuncSeparate(srcRGB uint32, dstRGB uint32, srcAlpha uint32, dstAlpha uint32) { g.ctx.BlendFuncSeparate(gl.Enum(srcRGB), gl.Enum(dstRGB), gl.Enum(srcAlpha), gl.Enum(dstAlpha)) } -func (g *GomobileContext) BufferData(target uint32, size int, data []byte, usage uint32) { +func (g *gomobileContext) BufferData(target uint32, size int, data []byte, usage uint32) { if data == nil { g.ctx.BufferInit(gl.Enum(target), size, gl.Enum(usage)) } else { @@ -82,99 +82,99 @@ func (g *GomobileContext) BufferData(target uint32, size int, data []byte, usage } } -func (g *GomobileContext) BufferSubData(target uint32, offset int, data []byte) { +func (g *gomobileContext) BufferSubData(target uint32, offset int, data []byte) { g.ctx.BufferSubData(gl.Enum(target), offset, data) } -func (g *GomobileContext) CheckFramebufferStatus(target uint32) uint32 { +func (g *gomobileContext) CheckFramebufferStatus(target uint32) uint32 { return uint32(g.ctx.CheckFramebufferStatus(gl.Enum(target))) } -func (g *GomobileContext) Clear(mask uint32) { +func (g *gomobileContext) Clear(mask uint32) { g.ctx.Clear(gl.Enum(mask)) } -func (g *GomobileContext) ColorMask(red, green, blue, alpha bool) { +func (g *gomobileContext) ColorMask(red, green, blue, alpha bool) { g.ctx.ColorMask(red, green, blue, alpha) } -func (g *GomobileContext) CompileShader(shader uint32) { +func (g *gomobileContext) CompileShader(shader uint32) { g.ctx.CompileShader(gl.Shader{Value: shader}) } -func (g *GomobileContext) CreateProgram() uint32 { +func (g *gomobileContext) CreateProgram() uint32 { return g.ctx.CreateProgram().Value } -func (g *GomobileContext) CreateShader(xtype uint32) uint32 { +func (g *gomobileContext) CreateShader(xtype uint32) uint32 { return g.ctx.CreateShader(gl.Enum(xtype)).Value } -func (g *GomobileContext) DeleteBuffers(buffers []uint32) { +func (g *gomobileContext) DeleteBuffers(buffers []uint32) { for _, b := range buffers { g.ctx.DeleteBuffer(gl.Buffer{Value: b}) } } -func (g *GomobileContext) DeleteFramebuffers(framebuffers []uint32) { +func (g *gomobileContext) DeleteFramebuffers(framebuffers []uint32) { for _, b := range framebuffers { g.ctx.DeleteFramebuffer(gl.Framebuffer{Value: b}) } } -func (g *GomobileContext) DeleteProgram(program uint32) { +func (g *gomobileContext) DeleteProgram(program uint32) { g.ctx.DeleteProgram(gmProgram(program)) } -func (g *GomobileContext) DeleteRenderbuffers(renderbuffers []uint32) { +func (g *gomobileContext) DeleteRenderbuffers(renderbuffers []uint32) { for _, r := range renderbuffers { g.ctx.DeleteRenderbuffer(gl.Renderbuffer{Value: r}) } } -func (g *GomobileContext) DeleteShader(shader uint32) { +func (g *gomobileContext) DeleteShader(shader uint32) { g.ctx.DeleteShader(gl.Shader{Value: shader}) } -func (g *GomobileContext) DeleteTextures(textures []uint32) { +func (g *gomobileContext) DeleteTextures(textures []uint32) { for _, t := range textures { g.ctx.DeleteTexture(gl.Texture{Value: t}) } } -func (g *GomobileContext) Disable(cap uint32) { +func (g *gomobileContext) Disable(cap uint32) { g.ctx.Disable(gl.Enum(cap)) } -func (g *GomobileContext) DisableVertexAttribArray(index uint32) { +func (g *gomobileContext) DisableVertexAttribArray(index uint32) { g.ctx.DisableVertexAttribArray(gl.Attrib{Value: uint(index)}) } -func (g *GomobileContext) DrawElements(mode uint32, count int32, xtype uint32, offset int) { +func (g *gomobileContext) DrawElements(mode uint32, count int32, xtype uint32, offset int) { g.ctx.DrawElements(gl.Enum(mode), int(count), gl.Enum(xtype), offset) } -func (g *GomobileContext) Enable(cap uint32) { +func (g *gomobileContext) Enable(cap uint32) { g.ctx.Enable(gl.Enum(cap)) } -func (g *GomobileContext) EnableVertexAttribArray(index uint32) { +func (g *gomobileContext) EnableVertexAttribArray(index uint32) { g.ctx.EnableVertexAttribArray(gl.Attrib{Value: uint(index)}) } -func (g *GomobileContext) Flush() { +func (g *gomobileContext) Flush() { g.ctx.Flush() } -func (g *GomobileContext) FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) { +func (g *gomobileContext) FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) { g.ctx.FramebufferRenderbuffer(gl.Enum(target), gl.Enum(attachment), gl.Enum(renderbuffertarget), gl.Renderbuffer{Value: renderbuffer}) } -func (g *GomobileContext) FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32) { +func (g *gomobileContext) FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32) { g.ctx.FramebufferTexture2D(gl.Enum(target), gl.Enum(attachment), gl.Enum(textarget), gl.Texture{Value: texture}, int(level)) } -func (g *GomobileContext) GenBuffers(n int32) []uint32 { +func (g *gomobileContext) GenBuffers(n int32) []uint32 { buffers := make([]uint32, n) for i := range buffers { buffers[i] = g.ctx.CreateBuffer().Value @@ -182,7 +182,7 @@ func (g *GomobileContext) GenBuffers(n int32) []uint32 { return buffers } -func (g *GomobileContext) GenFramebuffers(n int32) []uint32 { +func (g *gomobileContext) GenFramebuffers(n int32) []uint32 { framebuffers := make([]uint32, n) for i := range framebuffers { framebuffers[i] = g.ctx.CreateFramebuffer().Value @@ -190,7 +190,7 @@ func (g *GomobileContext) GenFramebuffers(n int32) []uint32 { return framebuffers } -func (g *GomobileContext) GenRenderbuffers(n int32) []uint32 { +func (g *gomobileContext) GenRenderbuffers(n int32) []uint32 { renderbuffers := make([]uint32, n) for i := range renderbuffers { renderbuffers[i] = g.ctx.CreateRenderbuffer().Value @@ -198,7 +198,7 @@ func (g *GomobileContext) GenRenderbuffers(n int32) []uint32 { return renderbuffers } -func (g *GomobileContext) GenTextures(n int32) []uint32 { +func (g *gomobileContext) GenTextures(n int32) []uint32 { textures := make([]uint32, n) for i := range textures { textures[i] = g.ctx.CreateTexture().Value @@ -206,147 +206,147 @@ func (g *GomobileContext) GenTextures(n int32) []uint32 { return textures } -func (g *GomobileContext) GetError() uint32 { +func (g *gomobileContext) GetError() uint32 { return uint32(g.ctx.GetError()) } -func (g *GomobileContext) GetIntegerv(dst []int32, pname uint32) { +func (g *gomobileContext) GetIntegerv(dst []int32, pname uint32) { g.ctx.GetIntegerv(dst, gl.Enum(pname)) } -func (g *GomobileContext) GetProgramInfoLog(program uint32) string { +func (g *gomobileContext) GetProgramInfoLog(program uint32) string { return g.ctx.GetProgramInfoLog(gmProgram(program)) } -func (g *GomobileContext) GetProgramiv(dst []int32, program uint32, pname uint32) { +func (g *gomobileContext) GetProgramiv(dst []int32, program uint32, pname uint32) { dst[0] = int32(g.ctx.GetProgrami(gmProgram(program), gl.Enum(pname))) } -func (g *GomobileContext) GetShaderInfoLog(shader uint32) string { +func (g *gomobileContext) GetShaderInfoLog(shader uint32) string { return g.ctx.GetShaderInfoLog(gl.Shader{Value: shader}) } -func (g *GomobileContext) GetShaderiv(dst []int32, shader uint32, pname uint32) { +func (g *gomobileContext) GetShaderiv(dst []int32, shader uint32, pname uint32) { dst[0] = int32(g.ctx.GetShaderi(gl.Shader{Value: shader}, gl.Enum(pname))) } -func (g *GomobileContext) GetUniformLocation(program uint32, name string) int32 { +func (g *gomobileContext) GetUniformLocation(program uint32, name string) int32 { return g.ctx.GetUniformLocation(gmProgram(program), name).Value } -func (g *GomobileContext) IsFramebuffer(framebuffer uint32) bool { +func (g *gomobileContext) IsFramebuffer(framebuffer uint32) bool { return g.ctx.IsFramebuffer(gl.Framebuffer{Value: framebuffer}) } -func (g *GomobileContext) IsProgram(program uint32) bool { +func (g *gomobileContext) IsProgram(program uint32) bool { return g.ctx.IsProgram(gmProgram(program)) } -func (g *GomobileContext) IsRenderbuffer(renderbuffer uint32) bool { +func (g *gomobileContext) IsRenderbuffer(renderbuffer uint32) bool { return g.ctx.IsRenderbuffer(gl.Renderbuffer{Value: renderbuffer}) } -func (g *GomobileContext) IsTexture(texture uint32) bool { +func (g *gomobileContext) IsTexture(texture uint32) bool { return g.ctx.IsTexture(gl.Texture{Value: texture}) } -func (g *GomobileContext) LinkProgram(program uint32) { +func (g *gomobileContext) LinkProgram(program uint32) { g.ctx.LinkProgram(gmProgram(program)) } -func (g *GomobileContext) PixelStorei(pname uint32, param int32) { +func (g *gomobileContext) PixelStorei(pname uint32, param int32) { g.ctx.PixelStorei(gl.Enum(pname), param) } -func (g *GomobileContext) ReadPixels(dst []byte, x int32, y int32, width int32, height int32, format uint32, xtype uint32) { +func (g *gomobileContext) ReadPixels(dst []byte, x int32, y int32, width int32, height int32, format uint32, xtype uint32) { g.ctx.ReadPixels(dst, int(x), int(y), int(width), int(height), gl.Enum(format), gl.Enum(xtype)) } -func (g *GomobileContext) RenderbufferStorage(target uint32, internalFormat uint32, width int32, height int32) { +func (g *gomobileContext) RenderbufferStorage(target uint32, internalFormat uint32, width int32, height int32) { g.ctx.RenderbufferStorage(gl.Enum(target), gl.Enum(internalFormat), int(width), int(height)) } -func (g *GomobileContext) Scissor(x, y, width, height int32) { +func (g *gomobileContext) Scissor(x, y, width, height int32) { g.ctx.Scissor(x, y, width, height) } -func (g *GomobileContext) ShaderSource(shader uint32, xstring string) { +func (g *gomobileContext) ShaderSource(shader uint32, xstring string) { g.ctx.ShaderSource(gl.Shader{Value: shader}, xstring) } -func (g *GomobileContext) StencilFunc(func_ uint32, ref int32, mask uint32) { +func (g *gomobileContext) StencilFunc(func_ uint32, ref int32, mask uint32) { g.ctx.StencilFunc(gl.Enum(func_), int(ref), mask) } -func (g *GomobileContext) StencilOp(sfail, dpfail, dppass uint32) { +func (g *gomobileContext) StencilOp(sfail, dpfail, dppass uint32) { g.ctx.StencilOp(gl.Enum(sfail), gl.Enum(dpfail), gl.Enum(dppass)) } -func (g *GomobileContext) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, format uint32, xtype uint32, pixels []byte) { +func (g *gomobileContext) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, format uint32, xtype uint32, pixels []byte) { g.ctx.TexImage2D(gl.Enum(target), int(level), int(internalformat), int(width), int(height), gl.Enum(format), gl.Enum(xtype), pixels) } -func (g *GomobileContext) TexParameteri(target uint32, pname uint32, param int32) { +func (g *gomobileContext) TexParameteri(target uint32, pname uint32, param int32) { g.ctx.TexParameteri(gl.Enum(target), gl.Enum(pname), int(param)) } -func (g *GomobileContext) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels []byte) { +func (g *gomobileContext) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels []byte) { g.ctx.TexSubImage2D(gl.Enum(target), int(level), int(xoffset), int(yoffset), int(width), int(height), gl.Enum(format), gl.Enum(xtype), pixels) } -func (g *GomobileContext) Uniform1fv(location int32, value []float32) { +func (g *gomobileContext) Uniform1fv(location int32, value []float32) { g.ctx.Uniform1fv(gl.Uniform{Value: location}, value) } -func (g *GomobileContext) Uniform1i(location int32, v0 int32) { +func (g *gomobileContext) Uniform1i(location int32, v0 int32) { g.ctx.Uniform1i(gl.Uniform{Value: location}, int(v0)) } -func (g *GomobileContext) Uniform1iv(location int32, value []int32) { +func (g *gomobileContext) Uniform1iv(location int32, value []int32) { g.ctx.Uniform1iv(gl.Uniform{Value: location}, value) } -func (g *GomobileContext) Uniform2fv(location int32, value []float32) { +func (g *gomobileContext) Uniform2fv(location int32, value []float32) { g.ctx.Uniform2fv(gl.Uniform{Value: location}, value) } -func (g *GomobileContext) Uniform3fv(location int32, value []float32) { +func (g *gomobileContext) Uniform3fv(location int32, value []float32) { g.ctx.Uniform3fv(gl.Uniform{Value: location}, value) } -func (g *GomobileContext) Uniform4fv(location int32, value []float32) { +func (g *gomobileContext) Uniform4fv(location int32, value []float32) { g.ctx.Uniform4fv(gl.Uniform{Value: location}, value) } -func (g *GomobileContext) UniformMatrix2fv(location int32, transpose bool, value []float32) { +func (g *gomobileContext) UniformMatrix2fv(location int32, transpose bool, value []float32) { if transpose { panic("gl: UniformMatrix2fv with transpose is not implemented") } g.ctx.UniformMatrix2fv(gl.Uniform{Value: location}, value) } -func (g *GomobileContext) UniformMatrix3fv(location int32, transpose bool, value []float32) { +func (g *gomobileContext) UniformMatrix3fv(location int32, transpose bool, value []float32) { if transpose { panic("gl: UniformMatrix3fv with transpose is not implemented") } g.ctx.UniformMatrix3fv(gl.Uniform{Value: location}, value) } -func (g *GomobileContext) UniformMatrix4fv(location int32, transpose bool, value []float32) { +func (g *gomobileContext) UniformMatrix4fv(location int32, transpose bool, value []float32) { if transpose { panic("gl: UniformMatrix4fv with transpose is not implemented") } g.ctx.UniformMatrix4fv(gl.Uniform{Value: location}, value) } -func (g *GomobileContext) UseProgram(program uint32) { +func (g *gomobileContext) UseProgram(program uint32) { g.ctx.UseProgram(gmProgram(program)) } -func (g *GomobileContext) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset int) { +func (g *gomobileContext) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset int) { g.ctx.VertexAttribPointer(gl.Attrib{Value: uint(index)}, int(size), gl.Enum(xtype), normalized, int(stride), int(offset)) } -func (g *GomobileContext) Viewport(x int32, y int32, width int32, height int32) { +func (g *gomobileContext) Viewport(x int32, y int32, width int32, height int32) { g.ctx.Viewport(int(x), int(y), int(width), int(height)) } diff --git a/internal/graphicsdriver/opengl/graphics_gles.go b/internal/graphicsdriver/opengl/graphics_gles.go index 18a029028..6975c6dc8 100644 --- a/internal/graphicsdriver/opengl/graphics_gles.go +++ b/internal/graphicsdriver/opengl/graphics_gles.go @@ -25,6 +25,6 @@ import ( // The returned graphics value is nil iff the error is not nil. func NewGraphics() (graphicsdriver.Graphics, error) { g := &Graphics{} - g.context.ctx = gl.DefaultContext{} + g.context.ctx = gl.NewDefaultContext() return g, nil } diff --git a/internal/graphicsdriver/opengl/graphics_mobile.go b/internal/graphicsdriver/opengl/graphics_mobile.go index 1aa9477a1..cf3ab252c 100644 --- a/internal/graphicsdriver/opengl/graphics_mobile.go +++ b/internal/graphicsdriver/opengl/graphics_mobile.go @@ -30,7 +30,7 @@ func NewGraphics(context mgl.Context) (graphicsdriver.Graphics, error) { if context != nil { g.context.ctx = gl.NewGomobileContext(context.(mgl.Context)) } else { - g.context.ctx = gl.DefaultContext{} + g.context.ctx = gl.NewDefaultContext() } return g, nil }