// Copyright 2018 The Ebiten Authors // // 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. package opengl import ( "fmt" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) // NewGraphics creates an implementation of graphicsdriver.Graphics for OpenGL. // The returned graphics value is nil iff the error is not nil. func NewGraphics() (graphicsdriver.Graphics, error) { if microsoftgdk.IsXbox() { return nil, fmt.Errorf("opengl: OpenGL is not supported on Xbox") } g := &Graphics{} g.init() return g, nil } type activatedTexture struct { textureNative textureNative index int } type Graphics struct { state openGLState context context nextImageID graphicsdriver.ImageID images map[graphicsdriver.ImageID]*Image nextShaderID graphicsdriver.ShaderID shaders map[graphicsdriver.ShaderID]*Shader // drawCalled is true just after Draw is called. This holds true until WritePixels is called. drawCalled bool uniformVariableNameCache map[int]string textureVariableNameCache map[int]string uniformVars []uniformVariable // activatedTextures is a set of activated textures. // textureNative cannot be a map key unfortunately. activatedTextures []activatedTexture } func (g *Graphics) Begin() error { // Do nothing. return nil } func (g *Graphics) End(present bool) error { // Call glFlush to prevent black flicking (especially on Android (#226) and iOS). // TODO: examples/sprites worked without this. Is this really needed? g.context.flush() return nil } func (g *Graphics) SetTransparent(transparent bool) { // Do nothings. } func (g *Graphics) checkSize(width, height int) { if width < 1 { panic(fmt.Sprintf("opengl: width (%d) must be equal or more than %d", width, 1)) } if height < 1 { panic(fmt.Sprintf("opengl: height (%d) must be equal or more than %d", height, 1)) } m := g.context.getMaxTextureSize() if width > m { panic(fmt.Sprintf("opengl: width (%d) must be less than or equal to %d", width, m)) } if height > m { panic(fmt.Sprintf("opengl: height (%d) must be less than or equal to %d", height, m)) } } func (g *Graphics) genNextImageID() graphicsdriver.ImageID { g.nextImageID++ return g.nextImageID } func (g *Graphics) genNextShaderID() graphicsdriver.ShaderID { g.nextShaderID++ return g.nextShaderID } func (g *Graphics) NewImage(width, height int) (graphicsdriver.Image, error) { i := &Image{ id: g.genNextImageID(), graphics: g, width: width, height: height, } w := graphics.InternalImageSize(width) h := graphics.InternalImageSize(height) g.checkSize(w, h) t, err := g.context.newTexture(w, h) if err != nil { return nil, err } i.texture = t g.addImage(i) return i, nil } func (g *Graphics) NewScreenFramebufferImage(width, height int) (graphicsdriver.Image, error) { g.checkSize(width, height) i := &Image{ id: g.genNextImageID(), graphics: g, width: width, height: height, screen: true, } g.addImage(i) return i, nil } func (g *Graphics) addImage(img *Image) { if g.images == nil { g.images = map[graphicsdriver.ImageID]*Image{} } if _, ok := g.images[img.id]; ok { panic(fmt.Sprintf("opengl: image ID %d was already registered", img.id)) } g.images[img.id] = img } func (g *Graphics) removeImage(img *Image) { delete(g.images, img.id) } func (g *Graphics) Initialize() error { return g.state.reset(&g.context) } // Reset resets or initializes the current OpenGL state. func (g *Graphics) Reset() error { return g.state.reset(&g.context) } func (g *Graphics) SetVertices(vertices []float32, indices []uint16) error { // Note that the vertices passed to BufferSubData is not under GC management // in opengl package due to unsafe-way. // See BufferSubData in context_mobile.go. g.context.arrayBufferSubData(vertices) g.context.elementArrayBufferSubData(indices) return nil } func (g *Graphics) uniformVariableName(idx int) string { if v, ok := g.uniformVariableNameCache[idx]; ok { return v } if g.uniformVariableNameCache == nil { g.uniformVariableNameCache = map[int]string{} } name := fmt.Sprintf("U%d", idx) g.uniformVariableNameCache[idx] = name return name } func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, offsets [graphics.ShaderImageCount - 1][2]float32, shaderID graphicsdriver.ShaderID, indexLen int, indexOffset int, mode graphicsdriver.CompositeMode, dstRegion, srcRegion graphicsdriver.Region, uniforms [][]float32, evenOdd bool) error { if shaderID == graphicsdriver.InvalidShaderID { return fmt.Errorf("opengl: shader ID is invalid") } destination := g.images[dstID] g.drawCalled = true if err := destination.setViewport(); err != nil { return err } g.context.scissor( int(dstRegion.X), int(dstRegion.Y), int(dstRegion.Width), int(dstRegion.Height), ) g.context.blendFunc(mode) shader := g.shaders[shaderID] program := shader.p ulen := graphics.PreservedUniformVariablesCount + len(uniforms) if cap(g.uniformVars) < ulen { g.uniformVars = make([]uniformVariable, ulen) } else { g.uniformVars = g.uniformVars[:ulen] } { const idx = graphics.TextureDestinationSizeUniformVariableIndex w, h := destination.framebufferSize() g.uniformVars[idx].name = g.uniformVariableName(idx) g.uniformVars[idx].value = []float32{float32(w), float32(h)} g.uniformVars[idx].typ = shader.ir.Uniforms[idx] } { sizes := make([]float32, 2*len(srcIDs)) for i, srcID := range srcIDs { if img := g.images[srcID]; img != nil { w, h := img.framebufferSize() sizes[2*i] = float32(w) sizes[2*i+1] = float32(h) } } const idx = graphics.TextureSourceSizesUniformVariableIndex g.uniformVars[idx].name = g.uniformVariableName(idx) g.uniformVars[idx].value = sizes g.uniformVars[idx].typ = shader.ir.Uniforms[idx] } dw, dh := destination.framebufferSize() { origin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)} const idx = graphics.TextureDestinationRegionOriginUniformVariableIndex g.uniformVars[idx].name = g.uniformVariableName(idx) g.uniformVars[idx].value = origin g.uniformVars[idx].typ = shader.ir.Uniforms[idx] } { size := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)} const idx = graphics.TextureDestinationRegionSizeUniformVariableIndex g.uniformVars[idx].name = g.uniformVariableName(idx) g.uniformVars[idx].value = size g.uniformVars[idx].typ = shader.ir.Uniforms[idx] } { voffsets := make([]float32, 2*len(offsets)) for i, o := range offsets { voffsets[2*i] = o[0] voffsets[2*i+1] = o[1] } const idx = graphics.TextureSourceOffsetsUniformVariableIndex g.uniformVars[idx].name = g.uniformVariableName(idx) g.uniformVars[idx].value = voffsets g.uniformVars[idx].typ = shader.ir.Uniforms[idx] } { origin := []float32{float32(srcRegion.X), float32(srcRegion.Y)} const idx = graphics.TextureSourceRegionOriginUniformVariableIndex g.uniformVars[idx].name = g.uniformVariableName(idx) g.uniformVars[idx].value = origin g.uniformVars[idx].typ = shader.ir.Uniforms[idx] } { size := []float32{float32(srcRegion.Width), float32(srcRegion.Height)} const idx = graphics.TextureSourceRegionSizeUniformVariableIndex g.uniformVars[idx].name = g.uniformVariableName(idx) g.uniformVars[idx].value = size g.uniformVars[idx].typ = shader.ir.Uniforms[idx] } { const idx = graphics.ProjectionMatrixUniformVariableIndex g.uniformVars[idx].name = g.uniformVariableName(idx) g.uniformVars[idx].value = []float32{ 2 / float32(dw), 0, 0, 0, 0, 2 / float32(dh), 0, 0, 0, 0, 1, 0, -1, -1, 0, 1, } g.uniformVars[idx].typ = shader.ir.Uniforms[idx] } for i, v := range uniforms { const offset = graphics.PreservedUniformVariablesCount g.uniformVars[i+offset].name = g.uniformVariableName(i + offset) g.uniformVars[i+offset].value = v g.uniformVars[i+offset].typ = shader.ir.Uniforms[i+offset] } var imgs [graphics.ShaderImageCount]textureVariable for i, srcID := range srcIDs { if srcID == graphicsdriver.InvalidImageID { continue } imgs[i].valid = true imgs[i].native = g.images[srcID].texture } if err := g.useProgram(program, g.uniformVars, imgs); err != nil { return err } for i := range g.uniformVars { g.uniformVars[i] = uniformVariable{} } g.uniformVars = g.uniformVars[:0] if evenOdd { if err := destination.ensureStencilBuffer(); err != nil { return err } g.context.enableStencilTest() g.context.beginStencilWithEvenOddRule() g.context.drawElements(indexLen, indexOffset*2) g.context.endStencilWithEvenOddRule() } g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes if evenOdd { g.context.disableStencilTest() } return nil } func (g *Graphics) SetVsyncEnabled(enabled bool) { // Do nothing } func (g *Graphics) SetFullscreen(fullscreen bool) { // Do nothing } func (g *Graphics) FramebufferYDirection() graphicsdriver.YDirection { return graphicsdriver.Upward } func (g *Graphics) NeedsRestoring() bool { return g.context.needsRestoring() } func (g *Graphics) NeedsClearingScreen() bool { return true } func (g *Graphics) IsGL() bool { return true } func (g *Graphics) IsDirectX() bool { return false } func (g *Graphics) MaxImageSize() int { return g.context.getMaxTextureSize() } func (g *Graphics) NewShader(program *shaderir.Program) (graphicsdriver.Shader, error) { s, err := newShader(g.genNextShaderID(), g, program) if err != nil { return nil, err } g.addShader(s) return s, nil } func (g *Graphics) addShader(shader *Shader) { if g.shaders == nil { g.shaders = map[graphicsdriver.ShaderID]*Shader{} } if _, ok := g.shaders[shader.id]; ok { panic(fmt.Sprintf("opengl: shader ID %d was already registered", shader.id)) } g.shaders[shader.id] = shader } func (g *Graphics) removeShader(shader *Shader) { delete(g.shaders, shader.id) }