// 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. //go:build !playstation5 package opengl import ( "fmt" "unsafe" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) type activatedTexture struct { textureNative textureNative index int } type Graphics struct { state openGLState context context vsync bool 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 graphicsPlatform } func newGraphics(ctx gl.Context) *Graphics { g := &Graphics{ vsync: true, } if isDebug { g.context.ctx = &gl.DebugContext{Context: ctx} } else { g.context.ctx = ctx } return g } 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.ctx.Flush() // The last uniforms must be reset before swapping the buffer (#2517). if present { g.state.resetLastUniforms() if err := g.swapBuffers(); err != nil { return err } } return nil } func (g *Graphics) SetTransparent(transparent bool) { // Do nothing. } 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 { if err := g.makeContextCurrent(); err != nil { return err } if err := g.state.reset(&g.context); err != nil { return err } return nil } // 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 []uint32) error { g.state.setVertices(&g.context, vertices, 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(dstIDs [graphics.ShaderDstImageCount]graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error { if shaderID == graphicsdriver.InvalidShaderID { return fmt.Errorf("opengl: shader ID is invalid") } g.drawCalled = true targetCount := 0 firstTarget := -1 var dsts [graphics.ShaderDstImageCount]*Image for i, dstID := range dstIDs { if dstID == graphicsdriver.InvalidImageID { continue } dst := g.images[dstIDs[i]] if dst == nil { continue } if firstTarget == -1 { firstTarget = i } if err := dst.ensureFramebuffer(); err != nil { return err } dsts[i] = dst targetCount++ } f := uint32(dsts[firstTarget].framebuffer.native) // If the number of targets is more than one, or if the only target is the first one, then // it is safe to assume that MRT is used. // Also, it only matters in order to specify empty targets/viewports when not all slots are // being filled. usesMRT := firstTarget > 0 || targetCount > 1 if usesMRT { f = uint32(g.context.mrtFramebuffer) // Create the initial MRT framebuffer if f == 0 { f = g.context.ctx.CreateFramebuffer() if f <= 0 { return fmt.Errorf("opengl: creating framebuffer failed: the returned value is not positive but %d", f) } g.context.mrtFramebuffer = framebufferNative(f) } g.context.bindFramebuffer(framebufferNative(f)) // Reset color attachments if s := g.context.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s == gl.FRAMEBUFFER_COMPLETE { g.context.ctx.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) } for i, dst := range dsts { if dst == nil { continue } g.context.ctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0+uint32(i), gl.TEXTURE_2D, uint32(dst.texture), 0) } if s := g.context.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE { if s != 0 { return fmt.Errorf("opengl: creating framebuffer failed: %v", s) } if e := g.context.ctx.GetError(); e != gl.NO_ERROR { return fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e) } return fmt.Errorf("opengl: creating framebuffer failed: unknown error") } // Color attachments var attached []uint32 for i, dst := range dsts { if dst == nil { attached = append(attached, gl.NONE) continue } attached = append(attached, uint32(gl.COLOR_ATTACHMENT0+i)) } g.context.ctx.DrawBuffers(attached) } else { g.context.bindFramebuffer(framebufferNative(f)) } w, h := dsts[firstTarget].viewportSize() //.framebuffer.viewportWidth, dsts[firstTarget].framebuffer.viewportHeight g.context.setViewport(w, h, dsts[firstTarget].screen) g.context.blend(blend) shader := g.shaders[shaderID] program := shader.p ulen := len(shader.ir.Uniforms) if cap(g.uniformVars) < ulen { g.uniformVars = make([]uniformVariable, ulen) } else { g.uniformVars = g.uniformVars[:ulen] } var idx int for i, typ := range shader.ir.Uniforms { n := typ.Uint32Count() g.uniformVars[i].name = g.uniformVariableName(i) g.uniformVars[i].value = uniforms[idx : idx+n] g.uniformVars[i].typ = typ idx += n } // In OpenGL, the NDC's Y direction is upward, so flip the Y direction for the final framebuffer. if !usesMRT && dsts[firstTarget].screen { const idx = graphics.ProjectionMatrixUniformVariableIndex // Invert the sign bits as float32 values. g.uniformVars[idx].value[1] ^= 1 << 31 g.uniformVars[idx].value[5] ^= 1 << 31 g.uniformVars[idx].value[9] ^= 1 << 31 g.uniformVars[idx].value[13] ^= 1 << 31 } var imgs [graphics.ShaderSrcImageCount]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 fillRule != graphicsdriver.FillRuleFillAll { if err := dsts[firstTarget].ensureStencilBuffer(framebufferNative(f)); err != nil { return err } g.context.ctx.Enable(gl.STENCIL_TEST) } for _, dstRegion := range dstRegions { g.context.ctx.Scissor( int32(dstRegion.Region.Min.X), int32(dstRegion.Region.Min.Y), int32(dstRegion.Region.Dx()), int32(dstRegion.Region.Dy()), ) switch fillRule { case graphicsdriver.FillRuleNonZero: g.context.ctx.Clear(gl.STENCIL_BUFFER_BIT) g.context.ctx.StencilFunc(gl.ALWAYS, 0x00, 0xff) g.context.ctx.StencilOpSeparate(gl.FRONT, gl.KEEP, gl.KEEP, gl.INCR_WRAP) g.context.ctx.StencilOpSeparate(gl.BACK, gl.KEEP, gl.KEEP, gl.DECR_WRAP) g.context.ctx.ColorMask(false, false, false, false) g.context.ctx.DrawElements(gl.TRIANGLES, int32(dstRegion.IndexCount), gl.UNSIGNED_INT, indexOffset*int(unsafe.Sizeof(uint32(0)))) case graphicsdriver.FillRuleEvenOdd: g.context.ctx.Clear(gl.STENCIL_BUFFER_BIT) g.context.ctx.StencilFunc(gl.ALWAYS, 0x00, 0xff) g.context.ctx.StencilOpSeparate(gl.FRONT_AND_BACK, gl.KEEP, gl.KEEP, gl.INVERT) g.context.ctx.ColorMask(false, false, false, false) g.context.ctx.DrawElements(gl.TRIANGLES, int32(dstRegion.IndexCount), gl.UNSIGNED_INT, indexOffset*int(unsafe.Sizeof(uint32(0)))) } if fillRule != graphicsdriver.FillRuleFillAll { g.context.ctx.StencilFunc(gl.NOTEQUAL, 0x00, 0xff) g.context.ctx.StencilOpSeparate(gl.FRONT_AND_BACK, gl.KEEP, gl.KEEP, gl.KEEP) g.context.ctx.ColorMask(true, true, true, true) } g.context.ctx.DrawElements(gl.TRIANGLES, int32(dstRegion.IndexCount), gl.UNSIGNED_INT, indexOffset*int(unsafe.Sizeof(uint32(0)))) indexOffset += dstRegion.IndexCount } if fillRule != graphicsdriver.FillRuleFillAll { g.context.ctx.Disable(gl.STENCIL_TEST) } // Detach existing color attachments //g.context.bindFramebuffer(fb) //TODO: return nil } func (g *Graphics) SetVsyncEnabled(enabled bool) { g.vsync = enabled } func (g *Graphics) NeedsClearingScreen() bool { return true } 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) }