// 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 !js package opengl import ( "errors" "fmt" "github.com/go-gl/gl" ) type Texture int type Framebuffer int type Shader int type Program int type context struct{} func NewContext() *Context { c := &Context{ Nearest: gl.NEAREST, Linear: gl.LINEAR, VertexShader: gl.VERTEX_SHADER, FragmentShader: gl.FRAGMENT_SHADER, ArrayBuffer: gl.ARRAY_BUFFER, ElementArrayBuffer: gl.ELEMENT_ARRAY_BUFFER, DynamicDraw: gl.DYNAMIC_DRAW, StaticDraw: gl.STATIC_DRAW, } c.init() return c } func (c *Context) init() { gl.Init() gl.Enable(gl.TEXTURE_2D) // Textures' pixel formats are alpha premultiplied. gl.Enable(gl.BLEND) gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA) } func (c *Context) NewTexture(width, height int, pixels []uint8, filter FilterType) (Texture, error) { t := gl.GenTexture() if t < 0 { return 0, errors.New("glGenTexture failed") } gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4) t.Bind(gl.TEXTURE_2D) defer gl.Texture(0).Bind(gl.TEXTURE_2D) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int(filter)) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int(filter)) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels) return Texture(t), nil } func (c *Context) TexturePixels(t Texture, width, height int) ([]uint8, error) { // TODO: Use glGetTexLevelParameteri and GL_TEXTURE_WIDTH? pixels := make([]uint8, 4*width*height) gl.Texture(t).Bind(gl.TEXTURE_2D) gl.GetTexImage(gl.TEXTURE_2D, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels) if e := gl.GetError(); e != gl.NO_ERROR { // TODO: Use glu.ErrorString return nil, errors.New(fmt.Sprintf("gl error: %d", e)) } return pixels, nil } func (c *Context) BindTexture(t Texture) { gl.Texture(t).Bind(gl.TEXTURE_2D) } func (c *Context) DeleteTexture(t Texture) { gl.Texture(t).Delete() } func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) { f := gl.GenFramebuffer() f.Bind() gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, gl.Texture(texture), 0) if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE { return 0, errors.New("creating framebuffer failed") } return Framebuffer(f), nil } func (c *Context) SetViewport(f Framebuffer, width, height int) error { gl.Flush() gl.Framebuffer(f).Bind() err := gl.CheckFramebufferStatus(gl.FRAMEBUFFER) if err != gl.FRAMEBUFFER_COMPLETE { if gl.GetError() != 0 { return errors.New(fmt.Sprintf("glBindFramebuffer failed: %d", gl.GetError())) } return errors.New("glBindFramebuffer failed: the context is different?") } gl.Viewport(0, 0, width, height) return nil } func (c *Context) FillFramebuffer(f Framebuffer, r, g, b, a float64) error { gl.ClearColor(gl.GLclampf(r), gl.GLclampf(g), gl.GLclampf(b), gl.GLclampf(a)) gl.Clear(gl.COLOR_BUFFER_BIT) return nil } func (c *Context) DeleteFramebuffer(f Framebuffer) { gl.Framebuffer(f).Delete() } func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) { s := gl.CreateShader(gl.GLenum(shaderType)) if s == 0 { println(gl.GetError()) return 0, errors.New("glCreateShader failed") } s.Source(source) s.Compile() if s.Get(gl.COMPILE_STATUS) == gl.FALSE { log := "" if s.Get(gl.INFO_LOG_LENGTH) != 0 { log = s.GetInfoLog() } return 0, errors.New(fmt.Sprintf("shader compile failed: %s", log)) } return Shader(s), nil } func (c *Context) DeleteShader(s Shader) { gl.Shader(s).Delete() } func (c *Context) NewProgram(shaders []Shader) (Program, error) { p := gl.CreateProgram() if p == 0 { return 0, errors.New("glCreateProgram failed") } for _, shader := range shaders { p.AttachShader(gl.Shader(shader)) } p.Link() if p.Get(gl.LINK_STATUS) == gl.FALSE { return 0, errors.New("program error") } return Program(p), nil } func (c *Context) UseProgram(p Program) { gl.Program(p).Use() } func (c *Context) Uniform(p Program, location string, v interface{}) { l := gl.Program(p).GetUniformLocation(location) switch v := v.(type) { case int: l.Uniform1i(v) case [4]float32: l.Uniform4fv(1, v[:]) case [16]float32: l.UniformMatrix4fv(false, v) } } func (c *Context) VertexAttribPointer(p Program, location string, stride int, v uintptr) { gl.Program(p).GetAttribLocation(location).AttribPointer(2, gl.FLOAT, false, stride, v) } func (c *Context) EnableVertexAttribArray(p Program, location string) { gl.Program(p).GetAttribLocation(location).EnableArray() } func (c *Context) DisableVertexAttribArray(p Program, location string) { gl.Program(p).GetAttribLocation(location).DisableArray() } func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsageType BufferUsageType) { gl.GenBuffer().Bind(gl.GLenum(bufferType)) size := 0 switch v := v.(type) { case []uint16: size = 2 * len(v) case []float32: size = 4 * len(v) default: panic("not reach") } gl.BufferData(gl.GLenum(bufferType), size, v, gl.GLenum(bufferUsageType)) } func (c *Context) BufferSubData(bufferType BufferType, data []float32) { const float32Size = 4 gl.BufferSubData(gl.GLenum(bufferType), 0, float32Size*len(data), data) } func (c *Context) DrawElements(len int) { gl.DrawElements(gl.TRIANGLES, len, gl.UNSIGNED_SHORT, uintptr(0)) } func (c *Context) Flush() { gl.Flush() }