// 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. //go:build !android && !ios && !js && !opengles // +build !android,!ios,!js,!opengles package opengl import ( "errors" "fmt" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/glconst" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) type ( textureNative uint32 renderbufferNative uint32 framebufferNative uint32 shader uint32 program uint32 buffer uint32 ) func (t textureNative) equal(rhs textureNative) bool { return t == rhs } func (r renderbufferNative) equal(rhs renderbufferNative) bool { return r == 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) } 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.lastBlend = graphicsdriver.Blend{} gl.Enable(glconst.BLEND) gl.Enable(glconst.SCISSOR_TEST) // Set the source over blending. c.blend(graphicsdriver.BlendSourceOver) f := int32(0) gl.GetIntegerv(glconst.FRAMEBUFFER_BINDING, &f) c.screenFramebuffer = framebufferNative(f) return nil } func (c *context) blend(blend graphicsdriver.Blend) { if c.lastBlend == blend { return } c.lastBlend = blend gl.BlendFuncSeparate( uint32(convertBlendFactor(blend.BlendFactorSourceRGB)), uint32(convertBlendFactor(blend.BlendFactorDestinationRGB)), uint32(convertBlendFactor(blend.BlendFactorSourceAlpha)), uint32(convertBlendFactor(blend.BlendFactorDestinationAlpha)), ) gl.BlendEquationSeparate( uint32(convertBlendOperation(blend.BlendOperationRGB)), uint32(convertBlendOperation(blend.BlendOperationAlpha)), ) } 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") } texture := textureNative(t) c.bindTexture(texture) gl.TexParameteri(glconst.TEXTURE_2D, glconst.TEXTURE_MAG_FILTER, glconst.NEAREST) gl.TexParameteri(glconst.TEXTURE_2D, glconst.TEXTURE_MIN_FILTER, glconst.NEAREST) gl.TexParameteri(glconst.TEXTURE_2D, glconst.TEXTURE_WRAP_S, glconst.CLAMP_TO_EDGE) gl.TexParameteri(glconst.TEXTURE_2D, glconst.TEXTURE_WRAP_T, glconst.CLAMP_TO_EDGE) gl.PixelStorei(glconst.UNPACK_ALIGNMENT, 4) // 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(glconst.TEXTURE_2D, 0, glconst.RGBA, int32(width), int32(height), 0, glconst.RGBA, glconst.UNSIGNED_BYTE, nil) return texture, nil } func (c *context) bindFramebufferImpl(f framebufferNative) { gl.BindFramebufferEXT(glconst.FRAMEBUFFER, uint32(f)) } func (c *context) framebufferPixels(buf []byte, f *framebuffer, x, y, width, height int) { gl.Flush() c.bindFramebuffer(f.native) gl.ReadPixels(int32(x), int32(y), int32(width), int32(height), glconst.RGBA, glconst.UNSIGNED_BYTE, gl.Ptr(buf)) } func (c *context) framebufferPixelsToBuffer(f *framebuffer, buffer buffer, width, height int) { gl.Flush() c.bindFramebuffer(f.native) gl.BindBuffer(glconst.PIXEL_PACK_BUFFER, uint32(buffer)) gl.ReadPixels(0, 0, int32(width), int32(height), glconst.RGBA, glconst.UNSIGNED_BYTE, nil) gl.BindBuffer(glconst.PIXEL_PACK_BUFFER, 0) } func (c *context) activeTexture(idx int) { gl.ActiveTexture(glconst.TEXTURE0 + uint32(idx)) } func (c *context) bindTextureImpl(t textureNative) { gl.BindTexture(glconst.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) newRenderbuffer(width, height int) (renderbufferNative, error) { var r uint32 gl.GenRenderbuffersEXT(1, &r) if r <= 0 { return 0, errors.New("opengl: creating renderbuffer failed") } renderbuffer := renderbufferNative(r) c.bindRenderbuffer(renderbuffer) // GL_STENCIL_INDEX8 might not be available with OpenGL 2.1. // https://www.khronos.org/opengl/wiki/Image_Format gl.RenderbufferStorageEXT(glconst.RENDERBUFFER, glconst.DEPTH24_STENCIL8, int32(width), int32(height)) return renderbuffer, nil } func (c *context) bindRenderbufferImpl(r renderbufferNative) { gl.BindRenderbufferEXT(glconst.RENDERBUFFER, uint32(r)) } func (c *context) deleteRenderbuffer(r renderbufferNative) { rr := uint32(r) if !gl.IsRenderbufferEXT(rr) { return } if c.lastRenderbuffer.equal(r) { c.lastRenderbuffer = 0 } gl.DeleteRenderbuffersEXT(1, &rr) } func (c *context) newFramebuffer(texture textureNative) (framebufferNative, error) { var f uint32 gl.GenFramebuffersEXT(1, &f) if f <= 0 { return 0, errors.New("opengl: creating framebuffer failed") } c.bindFramebuffer(framebufferNative(f)) gl.FramebufferTexture2DEXT(glconst.FRAMEBUFFER, glconst.COLOR_ATTACHMENT0, glconst.TEXTURE_2D, uint32(texture), 0) s := gl.CheckFramebufferStatusEXT(glconst.FRAMEBUFFER) if s != glconst.FRAMEBUFFER_COMPLETE { if s != 0 { return 0, fmt.Errorf("opengl: creating framebuffer failed: %v", s) } if e := gl.GetError(); e != glconst.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) bindStencilBuffer(f framebufferNative, r renderbufferNative) error { c.bindFramebuffer(f) gl.FramebufferRenderbufferEXT(glconst.FRAMEBUFFER, glconst.STENCIL_ATTACHMENT, glconst.RENDERBUFFER, uint32(r)) if s := gl.CheckFramebufferStatusEXT(glconst.FRAMEBUFFER); s != glconst.FRAMEBUFFER_COMPLETE { return errors.New(fmt.Sprintf("opengl: glFramebufferRenderbuffer failed: %d", s)) } return 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) newVertexShader(source string) (shader, error) { return c.newShader(glconst.VERTEX_SHADER, source) } func (c *context) newFragmentShader(source string) (shader, error) { return c.newShader(glconst.FRAGMENT_SHADER, source) } func (c *context) newShader(shaderType uint32, source string) (shader, error) { s := gl.CreateShader(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, glconst.COMPILE_STATUS, &v) if v == glconst.FALSE { var l int32 var log []byte gl.GetShaderiv(uint32(s), glconst.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, glconst.LINK_STATUS, &v) if v == glconst.FALSE { var l int32 var log []byte gl.GetProgramiv(p, glconst.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) { c.locationCache.deleteProgram(p) 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(index int, size int, stride int, offset int) { gl.VertexAttribPointer(uint32(index), int32(size), glconst.FLOAT, false, int32(stride), uintptr(offset)) } func (c *context) enableVertexAttribArray(index int) { gl.EnableVertexAttribArray(uint32(index)) } func (c *context) disableVertexAttribArray(index int) { gl.DisableVertexAttribArray(uint32(index)) } func (c *context) newArrayBuffer(size int) buffer { var b uint32 gl.GenBuffers(1, &b) gl.BindBuffer(glconst.ARRAY_BUFFER, b) gl.BufferData(glconst.ARRAY_BUFFER, size, nil, glconst.DYNAMIC_DRAW) return buffer(b) } func (c *context) newElementArrayBuffer(size int) buffer { var b uint32 gl.GenBuffers(1, &b) gl.BindBuffer(glconst.ELEMENT_ARRAY_BUFFER, b) gl.BufferData(glconst.ELEMENT_ARRAY_BUFFER, size, nil, glconst.DYNAMIC_DRAW) return buffer(b) } func (c *context) bindArrayBuffer(b buffer) { gl.BindBuffer(glconst.ARRAY_BUFFER, uint32(b)) } func (c *context) bindElementArrayBuffer(b buffer) { gl.BindBuffer(glconst.ELEMENT_ARRAY_BUFFER, uint32(b)) } func (c *context) arrayBufferSubData(data []float32) { gl.BufferSubData(glconst.ARRAY_BUFFER, 0, len(data)*4, gl.Ptr(data)) } func (c *context) elementArrayBufferSubData(data []uint16) { gl.BufferSubData(glconst.ELEMENT_ARRAY_BUFFER, 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(glconst.TRIANGLES, int32(len), glconst.UNSIGNED_SHORT, uintptr(offsetInBytes)) } func (c *context) maxTextureSizeImpl() int { s := int32(0) gl.GetIntegerv(glconst.MAX_TEXTURE_SIZE, &s) return int(s) } func (c *context) flush() { gl.Flush() } func (c *context) needsRestoring() bool { return false } func (c *context) texSubImage2D(t textureNative, args []*graphicsdriver.WritePixelsArgs) { c.bindTexture(t) for _, a := range args { gl.TexSubImage2D(glconst.TEXTURE_2D, 0, int32(a.X), int32(a.Y), int32(a.Width), int32(a.Height), glconst.RGBA, glconst.UNSIGNED_BYTE, gl.Ptr(a.Pixels)) } } func (c *context) enableStencilTest() { gl.Enable(glconst.STENCIL_TEST) } func (c *context) disableStencilTest() { gl.Disable(glconst.STENCIL_TEST) } func (c *context) beginStencilWithEvenOddRule() { gl.Clear(glconst.STENCIL_BUFFER_BIT) gl.StencilFunc(glconst.ALWAYS, 0x00, 0xff) gl.StencilOp(glconst.KEEP, glconst.KEEP, glconst.INVERT) gl.ColorMask(false, false, false, false) } func (c *context) endStencilWithEvenOddRule() { gl.StencilFunc(glconst.NOTEQUAL, 0x00, 0xff) gl.StencilOp(glconst.KEEP, glconst.KEEP, glconst.KEEP) gl.ColorMask(true, true, true, true) }