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graphicsdriver/opengl: Pass uniform values to useProgram
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84e2c6f994
commit
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@ -113,13 +113,52 @@ func (g *Graphics) SetVertices(vertices []float32, indices []uint16) {
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}
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func (g *Graphics) Draw(indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address) error {
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destination := g.state.destination
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if destination == nil {
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panic("destination image is not set")
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}
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source := g.state.source
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if source == nil {
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panic("source image is not set")
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}
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g.drawCalled = true
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g.context.blendFunc(mode)
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if err := g.useProgram(colorM, filter, address); err != nil {
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if err := destination.setViewport(); err != nil {
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return err
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}
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g.context.blendFunc(mode)
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program := g.state.programs[programKey{
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useColorM: colorM != nil,
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filter: filter,
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address: address,
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}]
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uniforms := map[string][]float32{}
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vw := destination.framebuffer.width
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vh := destination.framebuffer.height
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uniforms["viewport_size"] = []float32{float32(vw), float32(vh)}
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if colorM != nil {
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// ColorM's elements are immutable. It's OK to hold the reference without copying.
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esBody, esTranslate := colorM.UnsafeElements()
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uniforms["color_matrix_body"] = esBody
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uniforms["color_matrix_translation"] = esTranslate
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}
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if filter != driver.FilterNearest {
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srcW, srcH := source.width, source.height
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sw := graphics.InternalImageSize(srcW)
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sh := graphics.InternalImageSize(srcH)
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uniforms["source_size"] = []float32{float32(sw), float32(sh)}
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}
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if err := g.useProgram(program, uniforms, filter); err != nil {
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return err
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}
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g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes
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// glFlush() might be necessary at least on MacBook Pro (a smilar problem at #419),
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// but basically this pass the tests (esp. TestImageTooManyFill).
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@ -17,7 +17,6 @@ package opengl
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import (
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"fmt"
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"github.com/hajimehoshi/ebiten/internal/affine"
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"github.com/hajimehoshi/ebiten/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/graphics"
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"github.com/hajimehoshi/ebiten/internal/web"
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@ -241,27 +240,7 @@ func areSameFloat32Array(a, b []float32) bool {
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}
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// useProgram uses the program (programTexture).
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func (g *Graphics) useProgram(colorM *affine.ColorM, filter driver.Filter, address driver.Address) error {
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destination := g.state.destination
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if destination == nil {
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panic("destination image is not set")
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}
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source := g.state.source
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if source == nil {
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panic("source image is not set")
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}
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if err := destination.setViewport(); err != nil {
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return err
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}
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dstW := destination.width
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srcW, srcH := source.width, source.height
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program := g.state.programs[programKey{
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useColorM: colorM != nil,
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filter: filter,
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address: address,
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}]
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func (g *Graphics) useProgram(program program, uniforms map[string][]float32, filter driver.Filter) error {
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if !g.state.lastProgram.equal(program) {
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g.context.useProgram(program)
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if g.state.lastProgram.equal(zeroProgram) {
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@ -275,46 +254,22 @@ func (g *Graphics) useProgram(colorM *affine.ColorM, filter driver.Filter, addre
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g.state.lastUniforms = map[string][]float32{}
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}
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vw := destination.framebuffer.width
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vh := destination.framebuffer.height
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vs := []float32{float32(vw), float32(vh)}
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if !areSameFloat32Array(g.state.lastUniforms["viewport_size"], vs) {
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g.context.uniformFloats(program, "viewport_size", vs)
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g.state.lastUniforms["viewport_size"] = vs
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}
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if colorM != nil {
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esBody, esTranslate := colorM.UnsafeElements()
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if !areSameFloat32Array(g.state.lastUniforms["color_matrix_body"], esBody) {
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g.context.uniformFloats(program, "color_matrix_body", esBody)
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// ColorM's elements are immutable. It's OK to hold the reference without copying.
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g.state.lastUniforms["color_matrix_body"] = esBody
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}
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if !areSameFloat32Array(g.state.lastUniforms["color_matrix_translation"], esTranslate) {
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g.context.uniformFloats(program, "color_matrix_translation", esTranslate)
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// ColorM's elements are immutable. It's OK to hold the reference without copying.
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g.state.lastUniforms["color_matrix_translation"] = esTranslate
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}
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}
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if filter != driver.FilterNearest {
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sw := graphics.InternalImageSize(srcW)
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sh := graphics.InternalImageSize(srcH)
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s := []float32{float32(sw), float32(sh)}
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if !areSameFloat32Array(g.state.lastUniforms["source_size"], s) {
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g.context.uniformFloats(program, "source_size", s)
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g.state.lastUniforms["source_size"] = s
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for key, u := range uniforms {
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if areSameFloat32Array(g.state.lastUniforms[key], u) {
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continue
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}
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g.context.uniformFloats(program, key, u)
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g.state.lastUniforms[key] = u
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}
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if filter == driver.FilterScreen {
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scale := float32(dstW) / float32(srcW)
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scale := float32(g.state.destination.width) / float32(g.state.source.width)
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g.context.uniformFloat(program, "scale", scale)
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}
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// We don't have to call gl.ActiveTexture here: GL_TEXTURE0 is the default active texture
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// See also: https://www.opengl.org/sdk/docs/man2/xhtml/glActiveTexture.xml
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g.context.bindTexture(source.textureNative)
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g.context.bindTexture(g.state.source.textureNative)
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g.state.source = nil
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g.state.destination = nil
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