This commit is contained in:
Hajime Hoshi 2013-06-15 17:07:14 +09:00
commit b8a1a1806c
13 changed files with 1071 additions and 0 deletions

1
.gitignore vendored Normal file
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*~

10
game/game.go Normal file
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package game
import (
_ "../graphics"
)
type Game interface {
Update()
Draw()
}

112
graphics/affine_matrix.go Normal file
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package graphics
type AffineMatrixElement float64
type AffineMatrix struct {
elements []AffineMatrixElement
dimension int
}
func NewAffineMatrix(dimension int) *AffineMatrix {
if dimension < 0 {
panic("invalid dimension")
}
matrix := &AffineMatrix{}
elementsNumber := dimension * (dimension - 1)
matrix.elements = make([]AffineMatrixElement, elementsNumber)
matrix.dimension = dimension
return matrix
}
func IdentityAffineMatrix(dimension int) *AffineMatrix {
if dimension < 0 {
panic("invalid dimension")
}
matrix := NewAffineMatrix(dimension)
for i := 0; i < dimension-1; i++ {
for j := 0; j < dimension; j++ {
if i == j {
matrix.elements[i*dimension+j] = 1
} else {
matrix.elements[i*dimension+j] = 0
}
}
}
return matrix
}
func (matrix *AffineMatrix) Clone() *AffineMatrix {
result := NewAffineMatrix(matrix.dimension)
copy(result.elements, matrix.elements)
return result
}
func (matrix *AffineMatrix) Element(i, j int) AffineMatrixElement {
dimension := matrix.dimension
if i < 0 || dimension <= i {
panic("out of range index i")
}
if j < 0 || dimension <= j {
panic("out of range index j")
}
if i == dimension-1 {
if j == dimension-1 {
return 1
}
return 0
}
return matrix.elements[i*dimension+j]
}
func (matrix *AffineMatrix) SetElement(i, j int, element AffineMatrixElement) {
dimension := matrix.dimension
if i < 0 || dimension-1 <= i {
panic("out of range index i")
}
if j < 0 || dimension <= j {
panic("out of range index j")
}
matrix.elements[i*dimension+j] = element
}
func (matrix *AffineMatrix) IsIdentity() bool {
dimension := matrix.dimension
for i := 0; i < dimension-1; i++ {
for j := 0; j < dimension; j++ {
element := matrix.elements[i*dimension+j]
if i == j && element != 1 {
return false
} else if i != j && element != 0 {
return false
}
}
}
return true
}
/*
* TODO: The arguments' names are strange even though they are not wrong.
*/
func (rhs *AffineMatrix) Concat(lhs *AffineMatrix) *AffineMatrix {
dimension := lhs.dimension
if dimension != rhs.dimension {
panic("diffrent-sized matrices can't be concatenated")
}
result := NewAffineMatrix(dimension)
for i := 0; i < dimension-1; i++ {
for j := 0; j < dimension; j++ {
var element AffineMatrixElement = 0.0
for k := 0; k < dimension-1; k++ {
element += lhs.elements[i*dimension+k] *
rhs.elements[k*dimension+j]
}
if j == dimension-1 {
element += lhs.elements[i*dimension+dimension-1]
}
result.elements[i*dimension+j] = element
}
}
return result
}

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package graphics_test
import (
"testing"
. "."
)
func setElements(matrix *AffineMatrix, elements [][]AffineMatrixElement) {
dimension := len(elements) + 1
for i := 0; i < dimension-1; i++ {
for j := 0; j < dimension; j++ {
matrix.SetElement(i, j, elements[i][j])
}
}
}
func TestAffineMatrixElement(t *testing.T) {
matrix := NewAffineMatrix(4)
matrix.SetElement(0, 0, 1)
matrix.SetElement(0, 1, 2)
matrix.SetElement(0, 2, 3)
expected := [][]AffineMatrixElement{
{1, 2, 3, 0},
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 1},
}
for i := 0; i < 4; i++ {
for j := 0; j < 4; j++ {
got := matrix.Element(i, j)
want := expected[i][j]
if want != got {
t.Errorf("matrix.Element(%d, %d) = %f, want %f",
i, j, got, want)
}
}
}
matrix.SetElement(1, 0, 4)
matrix.SetElement(1, 1, 5)
matrix.SetElement(2, 3, 6)
expected = [][]AffineMatrixElement{
{1, 2, 3, 0},
{4, 5, 0, 0},
{0, 0, 0, 6},
{0, 0, 0, 1},
}
for i := 0; i < 4; i++ {
for j := 0; j < 4; j++ {
got := matrix.Element(i, j)
want := expected[i][j]
if want != got {
t.Errorf("matrix.Element(%d, %d) = %f, want %f",
i, j, got, want)
}
}
}
}
func TestAffineMatrixIsIdentity(t *testing.T) {
matrix := NewAffineMatrix(4)
matrix.SetElement(0, 0, 1)
matrix.SetElement(1, 1, 1)
matrix.SetElement(2, 2, 1)
got := matrix.IsIdentity()
want := true
if want != got {
t.Errorf("matrix.IsIdentity() = %t, want %t", got, want)
}
matrix2 := matrix.Clone()
got = matrix2.IsIdentity()
want = true
if want != got {
t.Errorf("matrix2.IsIdentity() = %t, want %t", got, want)
}
matrix2.SetElement(0, 1, 1)
got = matrix2.IsIdentity()
want = false
if want != got {
t.Errorf("matrix2.IsIdentity() = %t, want %t", got, want)
}
}
func TestAffineMatrixConcat(t *testing.T) {
matrix1 := IdentityAffineMatrix(3)
matrix2 := IdentityAffineMatrix(3)
setElements(matrix1, [][]AffineMatrixElement{
{2, 0, 0},
{0, 2, 0},
})
setElements(matrix2, [][]AffineMatrixElement{
{1, 0, 1},
{0, 1, 1},
})
// TODO: 'matrix1x2' may not be a good name.
matrix1x2 := matrix1.Concat(matrix2)
expected := [][]AffineMatrixElement{
{2, 0, 1},
{0, 2, 1},
{0, 0, 1},
}
for i := 0; i < 3; i++ {
for j := 0; j < 3; j++ {
got := matrix1x2.Element(i, j)
want := expected[i][j]
if want != got {
t.Errorf("matrix1x2.Element(%d, %d) = %f, want %f",
i, j, got, want)
}
}
}
matrix2x1 := matrix2.Concat(matrix1)
expected = [][]AffineMatrixElement{
{2, 0, 2},
{0, 2, 2},
{0, 0, 1},
}
for i := 0; i < 3; i++ {
for j := 0; j < 3; j++ {
got := matrix2x1.Element(i, j)
want := expected[i][j]
if want != got {
t.Errorf("matrix2x1.Element(%d, %d) = %f, want %f",
i, j, got, want)
}
}
}
matrix3 := NewAffineMatrix(4)
matrix4 := NewAffineMatrix(4)
setElements(matrix3, [][]AffineMatrixElement{
{1, 2, 3, 4},
{5, 6, 7, 8},
{9, 10, 11, 12},
})
setElements(matrix4, [][]AffineMatrixElement{
{13, 14, 15, 16},
{17, 18, 19, 20},
{21, 22, 23, 24},
})
matrix3x4 := matrix3.Concat(matrix4)
expected = [][]AffineMatrixElement{
{218, 260, 302, 360},
{278, 332, 386, 460},
{338, 404, 470, 560},
{0, 0, 0, 1}}
for i := 0; i < 4; i++ {
for j := 0; j < 4; j++ {
got := matrix3x4.Element(i, j)
want := expected[i][j]
if want != got {
t.Errorf("matrix3x4.Element(%d, %d) = %f, want %f",
i, j, got, want)
}
}
}
matrix4x3 := matrix4.Concat(matrix3)
expected = [][]AffineMatrixElement{
{110, 116, 122, 132},
{314, 332, 350, 376},
{518, 548, 578, 620},
{0, 0, 0, 1}}
for i := 0; i < 4; i++ {
for j := 0; j < 4; j++ {
got := matrix4x3.Element(i, j)
want := expected[i][j]
if want != got {
t.Errorf("matrix4x3.Element(%d, %d) = %f, want %f",
i, j, got, want)
}
}
}
}

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graphics/color_matrix.go Normal file
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package graphics
type ColorMatrix struct {
AffineMatrix
}
const colorMatrixDimension = 5
func NewColorMatrix() *ColorMatrix {
return &ColorMatrix{*NewAffineMatrix(colorMatrixDimension)}
}
func IdentityColorMatrix() *ColorMatrix {
return &ColorMatrix{*IdentityAffineMatrix(colorMatrixDimension)}
}
func (matrix *ColorMatrix) Clone() *ColorMatrix {
return &ColorMatrix{*(matrix.AffineMatrix.Clone())}
}

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graphics/device.go Normal file
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package graphics
// #cgo LDFLAGS: -framework OpenGL
//
// #include <OpenGL/gl.h>
// #include <stdlib.h>
import "C"
type device struct {
screenWidth int
screenHeight int
screenScale int
graphicsContext *GraphicsContext
offscreenTexture *Texture
drawFunc func(*GraphicsContext, *Texture)
}
// This method should be called on the UI thread??
func newDevice(screenWidth, screenHeight, screenScale int, drawFunc func(*GraphicsContext, *Texture)) *device {
return &device{
screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
graphicsContext: newGraphicsContext(screenWidth, screenHeight, screenScale),
offscreenTexture: NewTexture(screenWidth, screenHeight),
drawFunc: drawFunc,
}
}
// This method should be called on the UI thread??
func (d *device) Update() {
g := d.graphicsContext
// g.initialize()
C.glEnable(C.GL_TEXTURE_2D)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_NEAREST)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_NEAREST)
g.SetOffscreen(d.offscreenTexture)
g.Clear()
d.drawFunc(g, d.offscreenTexture)
g.flush()
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_LINEAR)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_LINEAR)
g.resetOffscreen()
g.Clear()
geometryMatrix := IdentityGeometryMatrix()
geometryMatrix.SetA(AffineMatrixElement(g.screenScale))
geometryMatrix.SetD(AffineMatrixElement(g.screenScale))
g.DrawTexture(d.offscreenTexture,
0, 0, d.screenWidth, d.screenHeight,
geometryMatrix, IdentityColorMatrix())
g.flush()
}

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package graphics
type GeometryMatrix struct {
AffineMatrix
}
const geometryMatrixDimension = 3
func NewGeometryMatrix() *GeometryMatrix {
return &GeometryMatrix{*NewAffineMatrix(geometryMatrixDimension)}
}
func IdentityGeometryMatrix() *GeometryMatrix {
return &GeometryMatrix{*IdentityAffineMatrix(geometryMatrixDimension)}
}
func (matrix *GeometryMatrix) Clone() *GeometryMatrix {
return &GeometryMatrix{*(matrix.AffineMatrix.Clone())}
}
func (matrix *GeometryMatrix) A() AffineMatrixElement {
return matrix.Element(0, 0)
}
func (matrix *GeometryMatrix) B() AffineMatrixElement {
return matrix.Element(0, 1)
}
func (matrix *GeometryMatrix) C() AffineMatrixElement {
return matrix.Element(1, 0)
}
func (matrix *GeometryMatrix) D() AffineMatrixElement {
return matrix.Element(1, 1)
}
func (matrix *GeometryMatrix) Tx() AffineMatrixElement {
return matrix.Element(0, 2)
}
func (matrix *GeometryMatrix) Ty() AffineMatrixElement {
return matrix.Element(1, 2)
}
func (matrix *GeometryMatrix) SetA(a AffineMatrixElement) {
matrix.SetElement(0, 0, a)
}
func (matrix *GeometryMatrix) SetB(b AffineMatrixElement) {
matrix.SetElement(0, 1, b)
}
func (matrix *GeometryMatrix) SetC(c AffineMatrixElement) {
matrix.SetElement(1, 0, c)
}
func (matrix *GeometryMatrix) SetD(d AffineMatrixElement) {
matrix.SetElement(1, 1, d)
}
func (matrix *GeometryMatrix) SetTx(tx AffineMatrixElement) {
matrix.SetElement(0, 2, tx)
}
func (matrix *GeometryMatrix) SetTy(ty AffineMatrixElement) {
matrix.SetElement(1, 2, ty)
}

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package graphics_test
import (
"testing"
. "."
)
func TestGeometryMatrixElements(t *testing.T) {
matrix := NewGeometryMatrix()
matrix.SetA(1)
matrix.SetB(2)
matrix.SetC(3)
matrix.SetD(4)
matrix.SetTx(5)
matrix.SetTy(6)
got := matrix.A()
want := AffineMatrixElement(1)
if want != got {
t.Errorf("matrix.A() = %f, want %f", got, want)
}
got = matrix.B()
want = AffineMatrixElement(2)
if want != got {
t.Errorf("matrix.B() = %f, want %f", got, want)
}
got = matrix.C()
want = AffineMatrixElement(3)
if want != got {
t.Errorf("matrix.C() = %f, want %f", got, want)
}
got = matrix.D()
want = AffineMatrixElement(4)
if want != got {
t.Errorf("matrix.D() = %f, want %f", got, want)
}
got = matrix.Tx()
want = AffineMatrixElement(5)
if want != got {
t.Errorf("matrix.Tx() = %f, want %f", got, want)
}
got = matrix.Ty()
want = AffineMatrixElement(6)
if want != got {
t.Errorf("matrix.Ty() = %f, want %f", got, want)
}
}
func TestGeometryIdentity(t *testing.T) {
matrix := IdentityGeometryMatrix()
got := matrix.IsIdentity()
want := true
if want != got {
t.Errorf("matrix.IsIdentity() = %t, want %t", got, want)
}
}

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package graphics
// #cgo LDFLAGS: -framework OpenGL
//
// #include <OpenGL/gl.h>
// #include <stdlib.h>
import "C"
import (
"image/color"
"math"
"unsafe"
"../ui"
)
type GraphicsContext struct {
screenWidth int
screenHeight int
screenScale int
mainFramebuffer C.GLuint
projectionMatrix [16]float32
currentShaderProgram C.GLuint
framebuffers map[C.GLuint]C.GLuint
}
// This method should be called on the UI thread.
func newGraphicsContext(screenWidth, screenHeight, screenScale int) *GraphicsContext {
context := &GraphicsContext{
screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
mainFramebuffer: 0,
framebuffers: map[C.GLuint]C.GLuint{},
}
// main framebuffer should be created sooner than any other framebuffers!
mainFramebuffer := C.GLint(0)
C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &mainFramebuffer)
context.mainFramebuffer = C.GLuint(mainFramebuffer)
return context
}
func (context *GraphicsContext) Clear() {
ui.ExecuteOnUIThread(func() {
C.glClearColor(0, 0, 0, 1)
C.glClear(C.GL_COLOR_BUFFER_BIT)
})
}
func (context *GraphicsContext) Fill(color color.Color) {
r, g, b, a := color.RGBA()
ui.ExecuteOnUIThread(func() {
max := 65535.0
C.glClearColor(
C.GLclampf(float64(r) / max),
C.GLclampf(float64(g) / max),
C.GLclampf(float64(b) / max),
C.GLclampf(float64(a) / max))
C.glClear(C.GL_COLOR_BUFFER_BIT)
})
}
func (context *GraphicsContext) DrawRect(x, y, width, height int, color color.Color) {
}
func (context *GraphicsContext) DrawTexture(texture *Texture,
srcX, srcY, srcWidth, srcHeight int,
geometryMatrix *GeometryMatrix, colorMatrix *ColorMatrix) {
geometryMatrix = geometryMatrix.Clone()
colorMatrix = colorMatrix.Clone()
ui.ExecuteOnUIThread(func() {
context.setShaderProgram(geometryMatrix, colorMatrix)
C.glBindTexture(C.GL_TEXTURE_2D, texture.id)
x1 := float32(0)
x2 := float32(srcWidth)
y1 := float32(0)
y2 := float32(srcHeight)
vertex := [...]float32{
x1, y1,
x2, y1,
x1, y2,
x2, y2,
}
tu1 := float32(srcX) / float32(texture.TextureWidth)
tu2 := float32(srcX + srcWidth) / float32(texture.TextureWidth)
tv1 := float32(srcY) / float32(texture.TextureHeight)
tv2 := float32(srcY + srcHeight) / float32(texture.TextureHeight)
texCoord := [...]float32{
tu1, tv1,
tu2, tv1,
tu1, tv2,
tu2, tv2,
}
vertexAttrLocation := getAttributeLocation(context.currentShaderProgram, "vertex")
textureAttrLocation := getAttributeLocation(context.currentShaderProgram, "texture")
C.glEnableClientState(C.GL_VERTEX_ARRAY)
C.glEnableClientState(C.GL_TEXTURE_COORD_ARRAY)
C.glEnableVertexAttribArray(C.GLuint(vertexAttrLocation))
C.glEnableVertexAttribArray(C.GLuint(textureAttrLocation))
C.glVertexAttribPointer(C.GLuint(vertexAttrLocation), 2, C.GL_FLOAT, C.GL_FALSE,
0, unsafe.Pointer(&vertex[0]))
C.glVertexAttribPointer(C.GLuint(textureAttrLocation), 2, C.GL_FLOAT, C.GL_FALSE,
0, unsafe.Pointer(&texCoord[0]))
C.glDrawArrays(C.GL_TRIANGLE_STRIP, 0, 4)
C.glDisableVertexAttribArray(C.GLuint(textureAttrLocation))
C.glDisableVertexAttribArray(C.GLuint(vertexAttrLocation))
C.glDisableClientState(C.GL_TEXTURE_COORD_ARRAY)
C.glDisableClientState(C.GL_VERTEX_ARRAY)
})
}
func (context *GraphicsContext) SetOffscreen(texture *Texture) {
ui.ExecuteOnUIThread(func() {
framebuffer := C.GLuint(0)
if texture != nil {
framebuffer = context.getFramebuffer(texture)
} else {
framebuffer = context.mainFramebuffer
}
C.glBindFramebuffer(C.GL_FRAMEBUFFER, framebuffer)
// TODO: assert glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE
C.glEnable(C.GL_BLEND)
C.glBlendFunc(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA)
width, height, tx, ty := 0, 0, 0, 0
if framebuffer != context.mainFramebuffer {
width = texture.TextureWidth
height = texture.TextureHeight
tx = -1
ty = -1
} else {
width = context.screenWidth * context.screenScale
height = -1 * context.screenHeight * context.screenScale
tx = -1
ty = 1
}
C.glViewport(0, 0,
C.GLsizei(math.Abs(float64(width))),
C.GLsizei(math.Abs(float64(height))))
e11 := float32(2.0 / width)
e22 := float32(2.0 / height)
e41 := float32(tx)
e42 := float32(ty)
context.projectionMatrix = [...]float32{
e11, 0, 0, 0,
0, e22, 0, 0,
0, 0, 1, 0,
e41, e42, 0, 1,
}
})
}
func (context *GraphicsContext) resetOffscreen() {
context.SetOffscreen(nil)
}
// This method should be called on the UI thread.
func (context *GraphicsContext) flush() {
C.glFlush()
}
// This method should be called on the UI thread.
func (context *GraphicsContext) setShaderProgram(
geometryMatrix *GeometryMatrix, colorMatrix *ColorMatrix) {
program := C.GLuint(0)
if colorMatrix.IsIdentity() {
program = regularShaderProgram
} else {
program = colorMatrixShaderProgram
}
// TODO: cache and skip?
C.glUseProgram(program)
context.currentShaderProgram = program
C.glUniformMatrix4fv(getUniformLocation(program, "projection_matrix"),
1, C.GL_FALSE,
(*C.GLfloat)(&context.projectionMatrix[0]))
a := float32(geometryMatrix.A())
b := float32(geometryMatrix.B())
c := float32(geometryMatrix.C())
d := float32(geometryMatrix.D())
tx := float32(geometryMatrix.Tx())
ty := float32(geometryMatrix.Ty())
glModelviewMatrix := [...]float32{
a, c, 0, 0,
b, d, 0, 0,
0, 0, 1, 0,
tx, ty, 0, 1,
}
C.glUniformMatrix4fv(getUniformLocation(program, "modelview_matrix"),
1, C.GL_FALSE,
(*C.GLfloat)(&glModelviewMatrix[0]))
C.glUniform1i(getUniformLocation(program, "texture"), 0)
if program != colorMatrixShaderProgram {
return
}
e := [4][5]float32{}
for i := 0; i < 4; i++ {
for j := 0; j < 5; j++ {
e[i][j] = float32(colorMatrix.Element(i, j))
}
}
glColorMatrix := [...]float32{
e[0][0], e[0][1], e[0][2], e[0][3],
e[1][0], e[1][1], e[1][2], e[1][3],
e[2][0], e[2][1], e[2][2], e[2][3],
e[3][0], e[3][1], e[3][2], e[3][3],
}
C.glUniformMatrix4fv(getUniformLocation(program, "color_matrix"),
1, C.GL_FALSE, (*C.GLfloat)(&glColorMatrix[0]))
glColorMatrixTranslation := [...]float32{
e[0][4], e[1][4], e[2][4], e[3][4],
}
C.glUniform4fv(getUniformLocation(program, "color_matrix_translation"),
1, (*C.GLfloat)(&glColorMatrixTranslation[0]))
}
// This method should be called on the UI thread.
func (context *GraphicsContext) getFramebuffer(texture *Texture) C.GLuint{
framebuffer, ok := context.framebuffers[texture.id]
if ok {
return framebuffer
}
newFramebuffer := C.GLuint(0)
C.glGenFramebuffers(1, &newFramebuffer)
origFramebuffer := C.GLint(0)
C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &origFramebuffer)
C.glBindFramebuffer(C.GL_FRAMEBUFFER, newFramebuffer)
C.glFramebufferTexture2D(C.GL_FRAMEBUFFER, C.GL_COLOR_ATTACHMENT0,
C.GL_TEXTURE_2D, texture.id, 0)
C.glBindFramebuffer(C.GL_FRAMEBUFFER, C.GLuint(origFramebuffer))
if C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER) != C.GL_FRAMEBUFFER_COMPLETE {
panic("creating framebuffer failed")
}
context.framebuffers[texture.id] = newFramebuffer
return newFramebuffer
}
// This method should be called on the UI thread.
func (context *GraphicsContext) deleteFramebuffer(texture *Texture) {
framebuffer, ok := context.framebuffers[texture.id]
if !ok {
// TODO: panic?
return
}
C.glDeleteFramebuffers(1, &framebuffer)
delete(context.framebuffers, texture.id)
}

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graphics/shader.go Normal file
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package graphics
// #cgo LDFLAGS: -framework OpenGL
//
// #include <OpenGL/gl.h>
// #include <stdlib.h>
import "C"
import (
"unsafe"
)
type shader struct {
id C.GLuint
name string
source string
}
var (
vertexShader = &shader{
id: 0,
name: "vertex_shader",
source: `
attribute /*highp*/ vec2 vertex;
attribute /*highp*/ vec2 texture;
uniform /*highp*/ mat4 projection_matrix;
uniform /*highp*/ mat4 modelview_matrix;
varying /*highp*/ vec2 tex_coord;
void main(void) {
tex_coord = texture;
gl_Position = projection_matrix * modelview_matrix * vec4(vertex, 0, 1);
}
`,
}
fragmentShader = &shader{
id: 0,
name: "fragment_shader",
source: `
uniform /*lowp*/ sampler2D texture;
varying /*highp*/ vec2 tex_coord;
void main(void) {
gl_FragColor = texture2D(texture, tex_coord);
}
`,
}
colorMatrixShader = &shader{
id: 0,
name: "color_matrix_shader",
source: `
uniform /*highp*/ sampler2D texture;
uniform /*lowp*/ mat4 color_matrix;
uniform /*lowp*/ vec4 color_matrix_translation;
varying /*highp*/ vec2 tex_coord;
void main(void) {
/*lowp*/ vec4 color = texture2D(texture, tex_coord);
gl_FragColor = (color_matrix * color) + color_matrix_translation;
}
`,
}
)
var (
regularShaderProgram = C.GLuint(0)
colorMatrixShaderProgram = C.GLuint(0)
)
func (s *shader) compile() {
csource := (*C.GLchar)(C.CString(s.source))
// TODO: defer?
//defer C.free(unsafe.Pointer(csource))
C.glShaderSource(s.id, 1, &csource, nil)
C.glCompileShader(s.id)
compiled := C.GLint(C.GL_FALSE)
C.glGetShaderiv(s.id, C.GL_COMPILE_STATUS, &compiled)
if compiled == C.GL_FALSE {
s.showShaderLog()
panic("shader compile failed: " + s.name)
}
}
func (s *shader) showShaderLog() {
logSize := C.GLint(0)
C.glGetShaderiv(s.id, C.GL_INFO_LOG_LENGTH, &logSize)
if logSize == 0 {
return
}
length := C.GLsizei(0)
buffer := make([]C.GLchar, logSize)
C.glGetShaderInfoLog(s.id, C.GLsizei(logSize), &length, &buffer[0])
message := string(C.GoBytes(unsafe.Pointer(&buffer[0]), C.int(length)))
print("shader error (", s.name, "):\n", message)
}
func createProgram(shaders ...*shader) C.GLuint {
program := C.glCreateProgram()
for _, shader := range shaders {
C.glAttachShader(program, shader.id)
}
C.glLinkProgram(program)
linked := C.GLint(C.GL_FALSE)
C.glGetProgramiv(program, C.GL_LINK_STATUS, &linked)
if linked == C.GL_FALSE {
panic("program error")
}
return program
}
func initializeShaders() {
// TODO: when should this function be called?
vertexShader.id = C.glCreateShader(C.GL_VERTEX_SHADER)
if vertexShader.id == 0 {
panic("creating shader failed")
}
fragmentShader.id = C.glCreateShader(C.GL_FRAGMENT_SHADER)
if fragmentShader.id == 0 {
panic("creating shader failed")
}
colorMatrixShader.id = C.glCreateShader(C.GL_FRAGMENT_SHADER)
if colorMatrixShader.id == 0 {
panic("creating shader failed")
}
vertexShader.compile()
fragmentShader.compile()
colorMatrixShader.compile()
regularShaderProgram = createProgram(vertexShader, fragmentShader)
colorMatrixShaderProgram = createProgram(vertexShader, colorMatrixShader)
C.glDeleteShader(vertexShader.id)
C.glDeleteShader(fragmentShader.id)
C.glDeleteShader(colorMatrixShader.id)
}
func isOpenGLES2() bool {
// TODO: Implement!
return false
}
const (
qualifierVariableTypeAttribute = iota
qualifierVariableTypeUniform
)
// This method should be called on the UI thread.
// TODO: Can we cache the locations?
func getLocation(program C.GLuint, name string, qualifierVariableType int) C.GLint {
locationName := C.CString(name)
defer C.free(unsafe.Pointer(locationName))
location := C.GLint(-1)
switch qualifierVariableType {
case qualifierVariableTypeAttribute:
location = C.glGetAttribLocation(program, (*C.GLchar)(locationName))
case qualifierVariableTypeUniform:
location = C.glGetUniformLocation(program, (*C.GLchar)(locationName))
default:
panic("no reach")
}
if location == -1 {
panic("glGetUniformLocation failed")
}
return location
}
// This method should be called on the UI thread.
func getAttributeLocation(program C.GLuint, name string) C.GLint {
return getLocation(program, name, qualifierVariableTypeAttribute)
}
// This method should be called on the UI thread.
func getUniformLocation(program C.GLuint, name string) C.GLint {
return getLocation(program, name, qualifierVariableTypeUniform)
}

96
graphics/texture.go Normal file
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package graphics
// #cgo LDFLAGS: -framework OpenGL
//
// #include <OpenGL/gl.h>
import "C"
import (
"image"
"unsafe"
"../ui"
)
func Clp2(x uint64) uint64 {
x -= 1
x |= (x >> 1)
x |= (x >> 2)
x |= (x >> 4)
x |= (x >> 8)
x |= (x >> 16)
x |= (x >> 32)
return x + 1
}
type Texture struct {
id C.GLuint
Width int
Height int
TextureWidth int
TextureHeight int
}
func createTexture(width, height int, pixels []uint8) *Texture{
textureWidth := int(Clp2(uint64(width)))
textureHeight := int(Clp2(uint64(height)))
if width != textureWidth {
panic("sorry, but width should be power of 2")
}
if height != textureHeight {
panic("sorry, but height should be power of 2")
}
texture := &Texture{
id: 0,
Width: width,
Height: height,
TextureWidth: textureWidth,
TextureHeight: textureHeight,
}
ch := make(chan C.GLuint)
ui.ExecuteOnUIThread(func() {
textureID := C.GLuint(0)
C.glGenTextures(1, (*C.GLuint)(&textureID))
C.glPixelStorei(C.GL_UNPACK_ALIGNMENT, 4)
C.glBindTexture(C.GL_TEXTURE_2D, C.GLuint(textureID))
if textureID != 0 {
panic("glBindTexture failed")
}
ptr := unsafe.Pointer(nil)
if pixels != nil {
ptr = unsafe.Pointer(&pixels[0])
}
C.glTexImage2D(C.GL_TEXTURE_2D, 0, C.GL_RGBA,
C.GLsizei(textureWidth), C.GLsizei(textureHeight),
0, C.GL_RGBA, C.GL_UNSIGNED_BYTE, ptr)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_LINEAR)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_LINEAR)
C.glBindTexture(C.GL_TEXTURE_2D, 0)
ch<- textureID
close(ch)
})
// TODO: should wait?
go func() {
texture.id = <-ch
}()
return texture
}
func NewTexture(width, height int) *Texture {
return createTexture(width, height, nil)
}
func NewTextureFromRGBA(image *image.RGBA) *Texture {
return createTexture(image.Rect.Size().X, image.Rect.Size().Y, image.Pix)
}
func (texture *Texture) IsAvailable() bool {
return texture.id != 0
}
func init() {
// TODO: Initialize OpenGL here?
}

27
graphics/texture_test.go Normal file
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package graphics_test
import (
"testing"
. "."
)
func TestClp2(t *testing.T) {
testCases := []struct {
expected uint64
arg uint64
}{
{256, 255},
{256, 256},
{512, 257},
}
for _, testCase := range testCases {
got := Clp2(testCase.arg)
wanted := testCase.expected
if wanted != got {
t.Errorf("Clp(%d) = %d, wanted %d",
testCase.arg, got, wanted)
}
}
}

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ui/ui.go Normal file
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package ui
func ExecuteOnUIThread(f func()) {
// TODO: implement!
f()
}