// 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/gopherjs/gopherjs/js" "github.com/gopherjs/webgl" ) type Texture struct { *js.Object } type Framebuffer struct { *js.Object } var ZeroFramebuffer Framebuffer type Shader struct { *js.Object } type Program struct { *js.Object } type Buffer struct { *js.Object } // TODO: Remove this after the GopherJS bug was fixed (#159) func (p Program) Equals(other Program) bool { return p.Object == other.Object } type UniformLocation struct { *js.Object } type AttribLocation int type ProgramID int func (p Program) ID() ProgramID { return ProgramID(p.Get("__ebiten_programId").Int()) } type context struct { gl *webgl.Context lastFramebuffer Framebuffer } func NewContext() *Context { var gl *webgl.Context if js.Global.Get("require") == js.Undefined { // TODO: Define id? canvas := js.Global.Get("document").Call("querySelector", "canvas") var err error gl, err = webgl.NewContext(canvas, &webgl.ContextAttributes{ Alpha: true, PremultipliedAlpha: true, }) if err != nil { panic(err) } } else { // TODO: Now Ebiten with headless-gl doesn't work well (#141). // Use headless-gl for testing. options := map[string]bool{ "alpha": true, "premultipliedAlpha": true, } webglContext := js.Global.Call("require", "gl").Invoke(16, 16, options) gl = &webgl.Context{Object: webglContext} } c := &Context{ Nearest: Filter(gl.NEAREST), Linear: Filter(gl.LINEAR), 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), StaticDraw: BufferUsage(gl.STATIC_DRAW), Triangles: Mode(gl.TRIANGLES), Lines: Mode(gl.LINES), } c.gl = gl c.init() return c } func (c *Context) init() { gl := c.gl // Textures' pixel formats are alpha premultiplied. gl.Enable(gl.BLEND) gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA) } func (c *Context) Check() { gl := c.gl if e := gl.GetError(); e != gl.NO_ERROR { panic(fmt.Sprintf("opengl: check failed: %d", e)) } } func (c *Context) NewTexture(width, height int, pixels []uint8, filter Filter) (Texture, error) { gl := c.gl t := gl.CreateTexture() if t == nil { return Texture{nil}, errors.New("opengl: glGenTexture failed") } gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4) gl.BindTexture(gl.TEXTURE_2D, t) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int(filter)) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int(filter)) // TODO: Can we use glTexSubImage2D with linear filtering? // void texImage2D(GLenum target, GLint level, GLenum internalformat, // GLsizei width, GLsizei height, GLint border, GLenum format, // GLenum type, ArrayBufferView? pixels); var p interface{} if pixels != nil { p = pixels } gl.Call("texImage2D", gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, p) return Texture{t}, nil } func (c *Context) bindFramebuffer(f Framebuffer) { gl := c.gl // TODO: Fix this after the GopherJS bug was fixed (#159) if c.lastFramebuffer.Object != f.Object { gl.BindFramebuffer(gl.FRAMEBUFFER, f.Object) c.lastFramebuffer = f } } func (c *Context) FramebufferPixels(f Framebuffer, width, height int) ([]uint8, error) { gl := c.gl gl.Flush() c.bindFramebuffer(f) pixels := js.Global.Get("Uint8Array").New(4 * width * height) gl.ReadPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels) if e := gl.GetError(); e != gl.NO_ERROR { return nil, errors.New(fmt.Sprintf("opengl: error: %d", e)) } return pixels.Interface().([]uint8), nil } func (c *Context) BindTexture(t Texture) { gl := c.gl gl.BindTexture(gl.TEXTURE_2D, t.Object) } func (c *Context) DeleteTexture(t Texture) { gl := c.gl gl.DeleteTexture(t.Object) } func (c *Context) TexSubImage2D(p []uint8, width, height int) { gl := c.gl // void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, // GLsizei width, GLsizei height, // GLenum format, GLenum type, ArrayBufferView? pixels); gl.Call("texSubImage2D", gl.TEXTURE_2D, 0, 0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, p) } func (c *Context) NewFramebuffer(t Texture) (Framebuffer, error) { gl := c.gl f := gl.CreateFramebuffer() c.bindFramebuffer(Framebuffer{f}) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, t.Object, 0) s := gl.CheckFramebufferStatus(gl.FRAMEBUFFER) if s != gl.FRAMEBUFFER_COMPLETE { return Framebuffer{nil}, errors.New(fmt.Sprintf("opengl: creating framebuffer failed: %d", s)) } return Framebuffer{f}, nil } var lastBindedFramebuffer *js.Object func (c *Context) SetViewport(f Framebuffer, width, height int) error { // TODO: Not sure if Flush is needed here. if f.Object == nil { c.bindFramebuffer(f) gl := c.gl gl.Viewport(0, 0, width, height) return nil } c.bindFramebuffer(f) gl := c.gl gl.Viewport(0, 0, width, height) return nil } func (c *Context) FillFramebuffer(r, g, b, a float64) error { // TODO: Use f? gl := c.gl gl.ClearColor(float32(r), float32(g), float32(b), float32(a)) gl.Clear(gl.COLOR_BUFFER_BIT) return nil } func (c *Context) DeleteFramebuffer(f Framebuffer) { gl := c.gl gl.DeleteFramebuffer(f.Object) } func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) { gl := c.gl s := gl.CreateShader(int(shaderType)) if s == nil { return Shader{nil}, errors.New("opengl: glCreateShader failed") } gl.ShaderSource(s, source) gl.CompileShader(s) if !gl.GetShaderParameterb(s, gl.COMPILE_STATUS) { log := gl.GetShaderInfoLog(s) return Shader{nil}, errors.New(fmt.Sprintf("opengl: shader compile failed: %s", log)) } return Shader{s}, nil } func (c *Context) DeleteShader(s Shader) { gl := c.gl gl.DeleteShader(s.Object) } func (c *Context) GlslHighpSupported() bool { gl := c.gl // headless-gl library may not define getShaderPrecisionFormat. if gl.Get("getShaderPrecisionFormat") == js.Undefined { return false } return gl.Call("getShaderPrecisionFormat", gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).Get("precision").Int() != 0 } var lastProgramID ProgramID = 0 func (c *Context) NewProgram(shaders []Shader) (Program, error) { gl := c.gl p := gl.CreateProgram() if p == nil { return Program{nil}, errors.New("opengl: glCreateProgram failed") } p.Set("__ebiten_programId", lastProgramID) lastProgramID++ for _, shader := range shaders { gl.AttachShader(p, shader.Object) } gl.LinkProgram(p) if !gl.GetProgramParameterb(p, gl.LINK_STATUS) { return Program{nil}, errors.New("opengl: program error") } return Program{p}, nil } func (c *Context) UseProgram(p Program) { gl := c.gl gl.UseProgram(p.Object) } func (c *Context) getUniformLocation(p Program, location string) UniformLocation { gl := c.gl return UniformLocation{gl.GetUniformLocation(p.Object, location)} } func (c *Context) UniformInt(p Program, location string, v int) { gl := c.gl l := GetUniformLocation(c, p, location) gl.Uniform1i(l.Object, v) } func (c *Context) UniformFloats(p Program, location string, v []float32) { gl := c.gl l := GetUniformLocation(c, p, location) switch len(v) { case 4: gl.Call("uniform4fv", l.Object, v) case 16: gl.UniformMatrix4fv(l.Object, false, v) default: panic("not reach") } } func (c *Context) getAttribLocation(p Program, location string) AttribLocation { gl := c.gl return AttribLocation(gl.GetAttribLocation(p.Object, location)) } func (c *Context) VertexAttribPointer(p Program, location string, normalize bool, stride int, size int, v int) { gl := c.gl l := GetAttribLocation(c, p, location) gl.VertexAttribPointer(int(l), size, gl.SHORT, normalize, stride, v) } func (c *Context) EnableVertexAttribArray(p Program, location string) { gl := c.gl l := GetAttribLocation(c, p, location) gl.EnableVertexAttribArray(int(l)) } func (c *Context) DisableVertexAttribArray(p Program, location string) { gl := c.gl l := GetAttribLocation(c, p, location) gl.DisableVertexAttribArray(int(l)) } func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsage BufferUsage) Buffer { gl := c.gl b := gl.CreateBuffer() gl.BindBuffer(int(bufferType), b) gl.BufferData(int(bufferType), v, int(bufferUsage)) return Buffer{b} } func (c *Context) BindElementArrayBuffer(b Buffer) { gl := c.gl gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b.Object) } func (c *Context) BufferSubData(bufferType BufferType, data []int16) { gl := c.gl gl.BufferSubData(int(bufferType), 0, data) } func (c *Context) DrawElements(mode Mode, len int) { gl := c.gl gl.DrawElements(int(mode), len, gl.UNSIGNED_SHORT, 0) }