mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
opengl: Unexport functions
This commit is contained in:
parent
6b95a5140c
commit
e4179aee37
@ -290,7 +290,7 @@ 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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func (c *Context) newShader(shaderType ShaderType, source string) (Shader, error) {
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var shader Shader
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if err := c.runOnContextThread(func() error {
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s := gl.CreateShader(uint32(shaderType))
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@ -321,14 +321,14 @@ func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error
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return shader, 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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func (c *Context) newProgram(shaders []Shader) (Program, error) {
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var program Program
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if err := c.runOnContextThread(func() error {
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p := gl.CreateProgram()
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@ -353,14 +353,14 @@ func (c *Context) NewProgram(shaders []Shader) (Program, error) {
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return program, 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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@ -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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@ -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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@ -447,7 +447,7 @@ 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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func (c *Context) newArrayBuffer(size int) Buffer {
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var buffer Buffer
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_ = c.runOnContextThread(func() error {
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var b uint32
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@ -460,7 +460,7 @@ func (c *Context) NewArrayBuffer(size int) Buffer {
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return buffer
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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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var buffer Buffer
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_ = c.runOnContextThread(func() error {
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var b uint32
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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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@ -285,7 +285,7 @@ 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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@ -302,12 +302,12 @@ func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error
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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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@ -330,12 +330,12 @@ func (c *Context) NewProgram(shaders []Shader) (Program, error) {
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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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@ -348,13 +348,13 @@ func (c *Context) getUniformLocationImpl(p Program, location string) uniformLoca
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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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@ -386,25 +386,25 @@ func (c *Context) getAttribLocationImpl(p Program, location string) attribLocati
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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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@ -412,7 +412,7 @@ func (c *Context) NewArrayBuffer(size int) Buffer {
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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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@ -439,7 +439,7 @@ func (c *Context) ElementArrayBufferSubData(data []uint16) {
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arr.Release()
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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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gl := c.gl
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gl.Call("deleteBuffer", js.Value(b))
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}
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@ -241,7 +241,7 @@ func (c *Context) DeleteFramebuffer(f Framebuffer) {
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gl.DeleteFramebuffer(mgl.Framebuffer(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.CreateShader(mgl.Enum(shaderType))
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if s.Value == 0 {
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@ -258,12 +258,12 @@ func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error
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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.DeleteShader(mgl.Shader(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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p := gl.CreateProgram()
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if p.Value == 0 {
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@ -281,12 +281,12 @@ func (c *Context) NewProgram(shaders []Shader) (Program, error) {
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return Program(p), 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.UseProgram(mgl.Program(p))
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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.IsProgram(mgl.Program(p)) {
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return
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@ -303,17 +303,17 @@ func (c *Context) getUniformLocationImpl(p Program, location string) uniformLoca
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return u
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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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gl.Uniform1i(mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location)), 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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gl.Uniform1f(mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location)), v)
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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 := mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location))
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switch len(v) {
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@ -337,25 +337,25 @@ func (c *Context) getAttribLocationImpl(p Program, location string) attribLocati
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return a
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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.VertexAttribPointer(mgl.Attrib(l), size, mgl.Enum(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.EnableVertexAttribArray(mgl.Attrib(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.DisableVertexAttribArray(mgl.Attrib(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.CreateBuffer()
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gl.BindBuffer(mgl.Enum(ArrayBuffer), b)
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@ -363,7 +363,7 @@ func (c *Context) NewArrayBuffer(size int) Buffer {
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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.CreateBuffer()
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gl.BindBuffer(mgl.Enum(ElementArrayBuffer), b)
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@ -386,7 +386,7 @@ func (c *Context) ElementArrayBufferSubData(data []uint16) {
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gl.BufferSubData(mgl.Enum(ElementArrayBuffer), 0, uint16sToBytes(data))
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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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gl := c.gl
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gl.DeleteBuffer(mgl.Buffer(b))
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}
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@ -55,18 +55,18 @@ func (a *arrayBufferLayout) totalBytes() int {
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// newArrayBuffer creates OpenGL's buffer object for the array buffer.
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func (a *arrayBufferLayout) newArrayBuffer() Buffer {
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return GetContext().NewArrayBuffer(a.totalBytes() * IndicesNum)
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return GetContext().newArrayBuffer(a.totalBytes() * IndicesNum)
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}
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// enable binds the array buffer the given program to use the array buffer.
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func (a *arrayBufferLayout) enable(program Program) {
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for _, p := range a.parts {
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GetContext().EnableVertexAttribArray(program, p.name)
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GetContext().enableVertexAttribArray(program, p.name)
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}
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total := a.totalBytes()
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offset := 0
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for _, p := range a.parts {
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GetContext().VertexAttribPointer(program, p.name, p.num, p.dataType, total, offset)
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GetContext().vertexAttribPointer(program, p.name, p.num, p.dataType, total, offset)
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offset += p.dataType.SizeInBytes() * p.num
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}
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}
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@ -75,7 +75,7 @@ func (a *arrayBufferLayout) enable(program Program) {
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func (a *arrayBufferLayout) disable(program Program) {
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// TODO: Disabling should be done in reversed order?
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for _, p := range a.parts {
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GetContext().DisableVertexAttribArray(program, p.name)
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GetContext().disableVertexAttribArray(program, p.name)
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}
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}
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@ -109,7 +109,7 @@ func ArrayBufferLayoutTotalBytes() int {
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return theArrayBufferLayout.totalBytes()
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}
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// openGLState is a state for
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// openGLState is a state for
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type openGLState struct {
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// arrayBuffer is OpenGL's array buffer (vertices data).
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arrayBuffer Buffer
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@ -169,51 +169,51 @@ func (s *openGLState) reset() error {
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// However, it is not assumed that reset is called only when context lost happens.
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// Let's delete them explicitly.
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if s.programNearest != zeroProgram {
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GetContext().DeleteProgram(s.programNearest)
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GetContext().deleteProgram(s.programNearest)
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}
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if s.programLinear != zeroProgram {
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GetContext().DeleteProgram(s.programLinear)
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GetContext().deleteProgram(s.programLinear)
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}
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if s.programScreen != zeroProgram {
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GetContext().DeleteProgram(s.programScreen)
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GetContext().deleteProgram(s.programScreen)
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}
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// On browsers (at least Chrome), buffers are already detached from the context
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// and must not be deleted by DeleteBuffer.
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if !web.IsBrowser() {
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if s.arrayBuffer != zeroBuffer {
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GetContext().DeleteBuffer(s.arrayBuffer)
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GetContext().deleteBuffer(s.arrayBuffer)
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}
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if s.elementArrayBuffer != zeroBuffer {
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GetContext().DeleteBuffer(s.elementArrayBuffer)
|
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GetContext().deleteBuffer(s.elementArrayBuffer)
|
||||
}
|
||||
}
|
||||
|
||||
shaderVertexModelviewNative, err := GetContext().NewShader(VertexShader, shader(shaderVertexModelview))
|
||||
shaderVertexModelviewNative, err := GetContext().newShader(VertexShader, shader(shaderVertexModelview))
|
||||
if err != nil {
|
||||
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
|
||||
}
|
||||
defer GetContext().DeleteShader(shaderVertexModelviewNative)
|
||||
defer GetContext().deleteShader(shaderVertexModelviewNative)
|
||||
|
||||
shaderFragmentNearestNative, err := GetContext().NewShader(FragmentShader, shader(shaderFragmentNearest))
|
||||
shaderFragmentNearestNative, err := GetContext().newShader(FragmentShader, shader(shaderFragmentNearest))
|
||||
if err != nil {
|
||||
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
|
||||
}
|
||||
defer GetContext().DeleteShader(shaderFragmentNearestNative)
|
||||
defer GetContext().deleteShader(shaderFragmentNearestNative)
|
||||
|
||||
shaderFragmentLinearNative, err := GetContext().NewShader(FragmentShader, shader(shaderFragmentLinear))
|
||||
shaderFragmentLinearNative, err := GetContext().newShader(FragmentShader, shader(shaderFragmentLinear))
|
||||
if err != nil {
|
||||
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
|
||||
}
|
||||
defer GetContext().DeleteShader(shaderFragmentLinearNative)
|
||||
defer GetContext().deleteShader(shaderFragmentLinearNative)
|
||||
|
||||
shaderFragmentScreenNative, err := GetContext().NewShader(FragmentShader, shader(shaderFragmentScreen))
|
||||
shaderFragmentScreenNative, err := GetContext().newShader(FragmentShader, shader(shaderFragmentScreen))
|
||||
if err != nil {
|
||||
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
|
||||
}
|
||||
defer GetContext().DeleteShader(shaderFragmentScreenNative)
|
||||
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,
|
||||
})
|
||||
@ -242,7 +242,7 @@ func (s *openGLState) reset() error {
|
||||
// Note that the indices passed to NewElementArrayBuffer is not under GC management
|
||||
// in opengl package due to unsafe-way.
|
||||
// See NewElementArrayBuffer in context_mobile.go.
|
||||
s.elementArrayBuffer = GetContext().NewElementArrayBuffer(IndicesNum * 2)
|
||||
s.elementArrayBuffer = GetContext().newElementArrayBuffer(IndicesNum * 2)
|
||||
|
||||
return nil
|
||||
}
|
||||
@ -281,7 +281,7 @@ func (s *openGLState) useProgram(proj []float32, texture Texture, dstW, dstH, sr
|
||||
}
|
||||
|
||||
if s.lastProgram != program {
|
||||
c.UseProgram(program)
|
||||
c.useProgram(program)
|
||||
if s.lastProgram != zeroProgram {
|
||||
theArrayBufferLayout.disable(s.lastProgram)
|
||||
}
|
||||
@ -290,7 +290,7 @@ func (s *openGLState) useProgram(proj []float32, texture Texture, dstW, dstH, sr
|
||||
if s.lastProgram == zeroProgram {
|
||||
c.BindBuffer(ArrayBuffer, s.arrayBuffer)
|
||||
c.BindBuffer(ElementArrayBuffer, s.elementArrayBuffer)
|
||||
c.UniformInt(program, "texture", 0)
|
||||
c.uniformInt(program, "texture", 0)
|
||||
}
|
||||
|
||||
s.lastProgram = program
|
||||
@ -302,7 +302,7 @@ func (s *openGLState) useProgram(proj []float32, texture Texture, dstW, dstH, sr
|
||||
}
|
||||
|
||||
if !areSameFloat32Array(s.lastProjectionMatrix, proj) {
|
||||
c.UniformFloats(program, "projection_matrix", proj)
|
||||
c.uniformFloats(program, "projection_matrix", proj)
|
||||
if s.lastProjectionMatrix == nil {
|
||||
s.lastProjectionMatrix = make([]float32, 16)
|
||||
}
|
||||
@ -314,7 +314,7 @@ func (s *openGLState) useProgram(proj []float32, texture Texture, dstW, dstH, sr
|
||||
esBody, esTranslate := colorM.UnsafeElements()
|
||||
|
||||
if !areSameFloat32Array(s.lastColorMatrix, esBody) {
|
||||
c.UniformFloats(program, "color_matrix_body", esBody)
|
||||
c.uniformFloats(program, "color_matrix_body", esBody)
|
||||
if s.lastColorMatrix == nil {
|
||||
s.lastColorMatrix = make([]float32, 16)
|
||||
}
|
||||
@ -322,7 +322,7 @@ func (s *openGLState) useProgram(proj []float32, texture Texture, dstW, dstH, sr
|
||||
s.lastColorMatrix = esBody
|
||||
}
|
||||
if !areSameFloat32Array(s.lastColorMatrixTranslation, esTranslate) {
|
||||
c.UniformFloats(program, "color_matrix_translation", esTranslate)
|
||||
c.uniformFloats(program, "color_matrix_translation", esTranslate)
|
||||
if s.lastColorMatrixTranslation == nil {
|
||||
s.lastColorMatrixTranslation = make([]float32, 4)
|
||||
}
|
||||
@ -334,14 +334,14 @@ func (s *openGLState) useProgram(proj []float32, texture Texture, dstW, dstH, sr
|
||||
sh := emath.NextPowerOf2Int(srcH)
|
||||
|
||||
if s.lastSourceWidth != sw || s.lastSourceHeight != sh {
|
||||
c.UniformFloats(program, "source_size", []float32{float32(sw), float32(sh)})
|
||||
c.uniformFloats(program, "source_size", []float32{float32(sw), float32(sh)})
|
||||
s.lastSourceWidth = sw
|
||||
s.lastSourceHeight = sh
|
||||
}
|
||||
|
||||
if program == s.programScreen {
|
||||
scale := float32(dstW) / float32(srcW)
|
||||
c.UniformFloat(program, "scale", scale)
|
||||
c.uniformFloat(program, "scale", scale)
|
||||
}
|
||||
|
||||
// We don't have to call gl.ActiveTexture here: GL_TEXTURE0 is the default active texture
|
||||
|
Loading…
Reference in New Issue
Block a user