// Copyright 2014 Hajime Hoshi // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // +build darwin freebsd linux windows // +build !android // +build !ios package opengl import ( "errors" "fmt" "github.com/hajimehoshi/ebiten/v2/internal/driver" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) type ( textureNative uint32 framebufferNative uint32 shader uint32 program uint32 buffer uint32 ) func (t textureNative) equal(rhs textureNative) bool { return t == rhs } func (f framebufferNative) equal(rhs framebufferNative) bool { return f == rhs } func (s shader) equal(rhs shader) bool { return s == rhs } func (b buffer) equal(rhs buffer) bool { return b == rhs } func (u uniformLocation) equal(rhs uniformLocation) bool { return u == rhs } func (p program) equal(rhs program) bool { return p == rhs } var InvalidTexture textureNative type ( uniformLocation int32 attribLocation int32 ) type programID uint32 const ( invalidTexture = 0 invalidFramebuffer = (1 << 32) - 1 invalidUniform = -1 ) func getProgramID(p program) programID { return programID(p) } const ( vertexShader = shaderType(gl.VERTEX_SHADER) fragmentShader = shaderType(gl.FRAGMENT_SHADER) arrayBuffer = bufferType(gl.ARRAY_BUFFER) elementArrayBuffer = bufferType(gl.ELEMENT_ARRAY_BUFFER) dynamicDraw = bufferUsage(gl.DYNAMIC_DRAW) short = dataType(gl.SHORT) float = dataType(gl.FLOAT) zero = operation(gl.ZERO) one = operation(gl.ONE) srcAlpha = operation(gl.SRC_ALPHA) dstAlpha = operation(gl.DST_ALPHA) oneMinusSrcAlpha = operation(gl.ONE_MINUS_SRC_ALPHA) oneMinusDstAlpha = operation(gl.ONE_MINUS_DST_ALPHA) dstColor = operation(gl.DST_COLOR) ) type contextImpl struct { init bool } func (c *context) reset() error { if !c.init { // Note that this initialization must be done after Loop is called. if err := gl.Init(); err != nil { return fmt.Errorf("opengl: initializing error %v", err) } c.init = true } c.locationCache = newLocationCache() c.lastTexture = invalidTexture c.lastFramebuffer = invalidFramebuffer c.lastViewportWidth = 0 c.lastViewportHeight = 0 c.lastCompositeMode = driver.CompositeModeUnknown gl.Enable(gl.BLEND) gl.Enable(gl.SCISSOR_TEST) c.blendFunc(driver.CompositeModeSourceOver) f := int32(0) gl.GetIntegerv(gl.FRAMEBUFFER_BINDING, &f) c.screenFramebuffer = framebufferNative(f) return nil } func (c *context) blendFunc(mode driver.CompositeMode) { if c.lastCompositeMode == mode { return } c.lastCompositeMode = mode s, d := mode.Operations() s2, d2 := convertOperation(s), convertOperation(d) gl.BlendFunc(uint32(s2), uint32(d2)) } func (c *context) scissor(x, y, width, height int) { gl.Scissor(int32(x), int32(y), int32(width), int32(height)) } func (c *context) newTexture(width, height int) (textureNative, error) { var t uint32 gl.GenTextures(1, &t) // TODO: Use gl.IsTexture if t <= 0 { return 0, errors.New("opengl: creating texture failed") } gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4) texture := textureNative(t) c.bindTexture(texture) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) // If data is nil, this just allocates memory and the content is undefined. // https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexImage2D.xhtml gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil) return texture, nil } func (c *context) bindFramebufferImpl(f framebufferNative) { gl.BindFramebufferEXT(gl.FRAMEBUFFER, uint32(f)) } func (c *context) framebufferPixels(f *framebuffer, width, height int) []byte { gl.Flush() c.bindFramebuffer(f.native) pixels := make([]byte, 4*width*height) gl.ReadPixels(0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(pixels)) return pixels } func (c *context) activeTexture(idx int) { gl.ActiveTexture(gl.TEXTURE0 + uint32(idx)) } func (c *context) bindTextureImpl(t textureNative) { gl.BindTexture(gl.TEXTURE_2D, uint32(t)) } func (c *context) deleteTexture(t textureNative) { tt := uint32(t) if !gl.IsTexture(tt) { return } if c.lastTexture == t { c.lastTexture = invalidTexture } gl.DeleteTextures(1, &tt) } func (c *context) isTexture(t textureNative) bool { panic("opengl: isTexture is not implemented") } func (c *context) newFramebuffer(texture textureNative) (framebufferNative, error) { var f uint32 gl.GenFramebuffersEXT(1, &f) // TODO: Use gl.IsFramebuffer if f <= 0 { return 0, errors.New("opengl: creating framebuffer failed: gl.IsFramebuffer returns false") } c.bindFramebuffer(framebufferNative(f)) gl.FramebufferTexture2DEXT(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, uint32(texture), 0) s := gl.CheckFramebufferStatusEXT(gl.FRAMEBUFFER) if s != gl.FRAMEBUFFER_COMPLETE { if s != 0 { return 0, fmt.Errorf("opengl: creating framebuffer failed: %v", s) } if e := gl.GetError(); e != gl.NO_ERROR { return 0, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e) } return 0, fmt.Errorf("opengl: creating framebuffer failed: unknown error") } return framebufferNative(f), nil } func (c *context) setViewportImpl(width, height int) { gl.Viewport(0, 0, int32(width), int32(height)) } func (c *context) deleteFramebuffer(f framebufferNative) { ff := uint32(f) if !gl.IsFramebufferEXT(ff) { return } if c.lastFramebuffer == f { c.lastFramebuffer = invalidFramebuffer c.lastViewportWidth = 0 c.lastViewportHeight = 0 } gl.DeleteFramebuffersEXT(1, &ff) } func (c *context) newShader(shaderType shaderType, source string) (shader, error) { s := gl.CreateShader(uint32(shaderType)) if s == 0 { return 0, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType) } cSources, free := gl.Strs(source + "\x00") gl.ShaderSource(uint32(s), 1, cSources, nil) free() gl.CompileShader(s) var v int32 gl.GetShaderiv(s, gl.COMPILE_STATUS, &v) if v == gl.FALSE { var l int32 var log []byte gl.GetShaderiv(uint32(s), gl.INFO_LOG_LENGTH, &l) if l != 0 { log = make([]byte, l) gl.GetShaderInfoLog(s, l, nil, (*uint8)(gl.Ptr(log))) } return 0, fmt.Errorf("opengl: shader compile failed: %s", log) } return shader(s), nil } func (c *context) deleteShader(s shader) { gl.DeleteShader(uint32(s)) } func (c *context) newProgram(shaders []shader, attributes []string) (program, error) { p := gl.CreateProgram() if p == 0 { return 0, errors.New("opengl: glCreateProgram failed") } for _, shader := range shaders { gl.AttachShader(p, uint32(shader)) } for i, name := range attributes { l, free := gl.Strs(name + "\x00") gl.BindAttribLocation(p, uint32(i), *l) free() } gl.LinkProgram(p) var v int32 gl.GetProgramiv(p, gl.LINK_STATUS, &v) if v == gl.FALSE { var l int32 var log []byte gl.GetProgramiv(p, gl.INFO_LOG_LENGTH, &l) if l != 0 { log = make([]byte, l) gl.GetProgramInfoLog(p, l, nil, (*uint8)(gl.Ptr(log))) } return 0, fmt.Errorf("opengl: program error: %s", log) } return program(p), nil } func (c *context) useProgram(p program) { gl.UseProgram(uint32(p)) } func (c *context) deleteProgram(p program) { if !gl.IsProgram(uint32(p)) { return } gl.DeleteProgram(uint32(p)) } func (c *context) getUniformLocationImpl(p program, location string) uniformLocation { l, free := gl.Strs(location + "\x00") uniform := uniformLocation(gl.GetUniformLocation(uint32(p), *l)) free() return uniform } func (c *context) uniformInt(p program, location string, v int) bool { l := int32(c.locationCache.GetUniformLocation(c, p, location)) if l == invalidUniform { return false } gl.Uniform1i(l, int32(v)) return true } func (c *context) uniformFloat(p program, location string, v float32) bool { l := int32(c.locationCache.GetUniformLocation(c, p, location)) if l == invalidUniform { return false } gl.Uniform1f(l, v) return true } func (c *context) uniformFloats(p program, location string, v []float32, typ shaderir.Type) bool { l := int32(c.locationCache.GetUniformLocation(c, p, location)) if l == invalidUniform { return false } base := typ.Main len := int32(1) if base == shaderir.Array { base = typ.Sub[0].Main len = int32(typ.Length) } switch base { case shaderir.Float: gl.Uniform1fv(l, len, (*float32)(gl.Ptr(v))) case shaderir.Vec2: gl.Uniform2fv(l, len, (*float32)(gl.Ptr(v))) case shaderir.Vec3: gl.Uniform3fv(l, len, (*float32)(gl.Ptr(v))) case shaderir.Vec4: gl.Uniform4fv(l, len, (*float32)(gl.Ptr(v))) case shaderir.Mat2: gl.UniformMatrix2fv(l, len, false, (*float32)(gl.Ptr(v))) case shaderir.Mat3: gl.UniformMatrix3fv(l, len, false, (*float32)(gl.Ptr(v))) case shaderir.Mat4: gl.UniformMatrix4fv(l, len, false, (*float32)(gl.Ptr(v))) default: panic(fmt.Sprintf("opengl: unexpected type: %s", typ.String())) } return true } func (c *context) vertexAttribPointer(p program, index int, size int, dataType dataType, stride int, offset int) { gl.VertexAttribPointer(uint32(index), int32(size), uint32(dataType), false, int32(stride), uintptr(offset)) } func (c *context) enableVertexAttribArray(p program, index int) { gl.EnableVertexAttribArray(uint32(index)) } func (c *context) disableVertexAttribArray(p program, index int) { gl.DisableVertexAttribArray(uint32(index)) } func (c *context) newArrayBuffer(size int) buffer { var b uint32 gl.GenBuffers(1, &b) gl.BindBuffer(uint32(arrayBuffer), b) gl.BufferData(uint32(arrayBuffer), size, nil, uint32(dynamicDraw)) return buffer(b) } func (c *context) newElementArrayBuffer(size int) buffer { var b uint32 gl.GenBuffers(1, &b) gl.BindBuffer(uint32(elementArrayBuffer), b) gl.BufferData(uint32(elementArrayBuffer), size, nil, uint32(dynamicDraw)) return buffer(b) } func (c *context) bindBuffer(bufferType bufferType, b buffer) { gl.BindBuffer(uint32(bufferType), uint32(b)) } func (c *context) arrayBufferSubData(data []float32) { gl.BufferSubData(uint32(arrayBuffer), 0, len(data)*4, gl.Ptr(data)) } func (c *context) elementArrayBufferSubData(data []uint16) { gl.BufferSubData(uint32(elementArrayBuffer), 0, len(data)*2, gl.Ptr(data)) } func (c *context) deleteBuffer(b buffer) { bb := uint32(b) gl.DeleteBuffers(1, &bb) } func (c *context) drawElements(len int, offsetInBytes int) { gl.DrawElements(gl.TRIANGLES, int32(len), gl.UNSIGNED_SHORT, uintptr(offsetInBytes)) } func (c *context) maxTextureSizeImpl() int { s := int32(0) gl.GetIntegerv(gl.MAX_TEXTURE_SIZE, &s) return int(s) } func (c *context) getShaderPrecisionFormatPrecision() int { // glGetShaderPrecisionFormat is not defined at OpenGL 2.0. Assume that desktop environments always have // enough highp precision. return highpPrecision } func (c *context) flush() { gl.Flush() } func (c *context) needsRestoring() bool { return false } func (c *context) canUsePBO() bool { return isPBOAvailable() } func (c *context) texSubImage2D(t textureNative, width, height int, args []*driver.ReplacePixelsArgs) { c.bindTexture(t) for _, a := range args { gl.TexSubImage2D(gl.TEXTURE_2D, 0, int32(a.X), int32(a.Y), int32(a.Width), int32(a.Height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(a.Pixels)) } } func (c *context) newPixelBufferObject(width, height int) buffer { var b uint32 gl.GenBuffers(1, &b) gl.BindBuffer(gl.PIXEL_UNPACK_BUFFER, b) gl.BufferData(gl.PIXEL_UNPACK_BUFFER, 4*width*height, nil, gl.STREAM_DRAW) gl.BindBuffer(gl.PIXEL_UNPACK_BUFFER, 0) return buffer(b) } func (c *context) replacePixelsWithPBO(buffer buffer, t textureNative, width, height int, args []*driver.ReplacePixelsArgs) { c.bindTexture(t) gl.BindBuffer(gl.PIXEL_UNPACK_BUFFER, uint32(buffer)) stride := 4 * width for _, a := range args { offset := 4 * (a.Y*width + a.X) for j := 0; j < a.Height; j++ { gl.BufferSubData(gl.PIXEL_UNPACK_BUFFER, offset+stride*j, 4*a.Width, gl.Ptr(a.Pixels[4*a.Width*j:4*a.Width*(j+1)])) } } gl.TexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, nil) gl.BindBuffer(gl.PIXEL_UNPACK_BUFFER, 0) }