// Copyright 2020 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 android || ios // +build android ios package gles // #cgo android CFLAGS: -Dos_android // #cgo android LDFLAGS: -lGLESv2 // #cgo ios CFLAGS: -Dos_ios // #cgo ios LDFLAGS: -framework OpenGLES // // #if defined(os_android) // #include // #endif // // #if defined(os_ios) // #define GLES_SILENCE_DEPRECATION // #include // #endif // // #include import "C" import ( "unsafe" ) func glBool(x bool) C.GLboolean { if x { return TRUE } return FALSE } type DefaultContext struct{} func (DefaultContext) ActiveTexture(texture uint32) { C.glActiveTexture(C.GLenum(texture)) } func (DefaultContext) AttachShader(program uint32, shader uint32) { C.glAttachShader(C.GLuint(program), C.GLuint(shader)) } func (DefaultContext) BindAttribLocation(program uint32, index uint32, name string) { s := C.CString(name) defer C.free(unsafe.Pointer(s)) C.glBindAttribLocation(C.GLuint(program), C.GLuint(index), (*C.GLchar)(unsafe.Pointer(s))) } func (DefaultContext) BindBuffer(target uint32, buffer uint32) { C.glBindBuffer(C.GLenum(target), C.GLuint(buffer)) } func (DefaultContext) BindFramebuffer(target uint32, framebuffer uint32) { C.glBindFramebuffer(C.GLenum(target), C.GLuint(framebuffer)) } func (DefaultContext) BindRenderbuffer(target uint32, renderbuffer uint32) { C.glBindRenderbuffer(C.GLenum(target), C.GLuint(renderbuffer)) } func (DefaultContext) BindTexture(target uint32, texture uint32) { C.glBindTexture(C.GLenum(target), C.GLuint(texture)) } func (DefaultContext) BlendFunc(sfactor uint32, dfactor uint32) { C.glBlendFunc(C.GLenum(sfactor), C.GLenum(dfactor)) } func (DefaultContext) BufferData(target uint32, size int, data []byte, usage uint32) { var p *byte if data != nil { p = &data[0] } C.glBufferData(C.GLenum(target), C.GLsizeiptr(size), unsafe.Pointer(p), C.GLenum(usage)) } func (DefaultContext) BufferSubData(target uint32, offset int, data []byte) { C.glBufferSubData(C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(len(data)), unsafe.Pointer(&data[0])) } func (DefaultContext) CheckFramebufferStatus(target uint32) uint32 { return uint32(C.glCheckFramebufferStatus(C.GLenum(target))) } func (DefaultContext) Clear(mask uint32) { C.glClear(C.GLbitfield(mask)) } func (DefaultContext) ColorMask(red, green, blue, alpha bool) { C.glColorMask(glBool(red), glBool(green), glBool(blue), glBool(alpha)) } func (DefaultContext) CompileShader(shader uint32) { C.glCompileShader(C.GLuint(shader)) } func (DefaultContext) CreateProgram() uint32 { return uint32(C.glCreateProgram()) } func (DefaultContext) CreateShader(xtype uint32) uint32 { return uint32(C.glCreateShader(C.GLenum(xtype))) } func (DefaultContext) DeleteBuffers(buffers []uint32) { C.glDeleteBuffers(C.GLsizei(len(buffers)), (*C.GLuint)(unsafe.Pointer(&buffers[0]))) } func (DefaultContext) DeleteFramebuffers(framebuffers []uint32) { C.glDeleteFramebuffers(C.GLsizei(len(framebuffers)), (*C.GLuint)(unsafe.Pointer(&framebuffers[0]))) } func (DefaultContext) DeleteProgram(program uint32) { C.glDeleteProgram(C.GLuint(program)) } func (DefaultContext) DeleteRenderbuffers(renderbuffers []uint32) { C.glDeleteRenderbuffers(C.GLsizei(len(renderbuffers)), (*C.GLuint)(unsafe.Pointer(&renderbuffers[0]))) } func (DefaultContext) DeleteShader(shader uint32) { C.glDeleteShader(C.GLuint(shader)) } func (DefaultContext) DeleteTextures(textures []uint32) { C.glDeleteTextures(C.GLsizei(len(textures)), (*C.GLuint)(unsafe.Pointer(&textures[0]))) } func (DefaultContext) Disable(cap uint32) { C.glDisable(C.GLenum(cap)) } func (DefaultContext) DisableVertexAttribArray(index uint32) { C.glDisableVertexAttribArray(C.GLuint(index)) } func (DefaultContext) DrawElements(mode uint32, count int32, xtype uint32, offset int) { C.glDrawElements(C.GLenum(mode), C.GLsizei(count), C.GLenum(xtype), unsafe.Pointer(uintptr(offset))) } func (DefaultContext) Enable(cap uint32) { C.glEnable(C.GLenum(cap)) } func (DefaultContext) EnableVertexAttribArray(index uint32) { C.glEnableVertexAttribArray(C.GLuint(index)) } func (DefaultContext) Flush() { C.glFlush() } func (DefaultContext) FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) { C.glFramebufferRenderbuffer(C.GLenum(target), C.GLenum(attachment), C.GLenum(renderbuffertarget), C.GLuint(renderbuffer)) } func (DefaultContext) FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32) { C.glFramebufferTexture2D(C.GLenum(target), C.GLenum(attachment), C.GLenum(textarget), C.GLuint(texture), C.GLint(level)) } func (DefaultContext) GenBuffers(n int32) []uint32 { buffers := make([]uint32, n) C.glGenBuffers(C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&buffers[0]))) return buffers } func (DefaultContext) GenFramebuffers(n int32) []uint32 { framebuffers := make([]uint32, n) C.glGenFramebuffers(C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&framebuffers[0]))) return framebuffers } func (DefaultContext) GenRenderbuffers(n int32) []uint32 { renderbuffers := make([]uint32, n) C.glGenRenderbuffers(C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&renderbuffers[0]))) return renderbuffers } func (DefaultContext) GenTextures(n int32) []uint32 { textures := make([]uint32, n) C.glGenTextures(C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&textures[0]))) return textures } func (DefaultContext) GetError() uint32 { return uint32(C.glGetError()) } func (DefaultContext) GetIntegerv(dst []int32, pname uint32) { C.glGetIntegerv(C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&dst[0]))) } func (DefaultContext) GetProgramiv(dst []int32, program uint32, pname uint32) { C.glGetProgramiv(C.GLuint(program), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&dst[0]))) } func (d DefaultContext) GetProgramInfoLog(program uint32) string { buflens := make([]int32, 1) d.GetProgramiv(buflens, program, INFO_LOG_LENGTH) buflen := buflens[0] if buflen == 0 { return "" } buf := make([]byte, buflen) var length int32 C.glGetProgramInfoLog(C.GLuint(program), C.GLsizei(buflen), (*C.GLsizei)(unsafe.Pointer(&length)), (*C.GLchar)(unsafe.Pointer(&buf[0]))) return string(buf[:length]) } func (DefaultContext) GetShaderiv(dst []int32, shader uint32, pname uint32) { C.glGetShaderiv(C.GLuint(shader), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&dst[0]))) } func (d DefaultContext) GetShaderInfoLog(shader uint32) string { buflens := make([]int32, 1) d.GetShaderiv(buflens, shader, INFO_LOG_LENGTH) buflen := buflens[0] if buflen == 0 { return "" } buf := make([]byte, buflen) var length int32 C.glGetShaderInfoLog(C.GLuint(shader), C.GLsizei(buflen), (*C.GLsizei)(unsafe.Pointer(&length)), (*C.GLchar)(unsafe.Pointer(&buf[0]))) return string(buf[:length]) } func (DefaultContext) GetShaderPrecisionFormat(shadertype uint32, precisiontype uint32) (rangeLow, rangeHigh, precision int) { var r [2]int32 var p int32 C.glGetShaderPrecisionFormat(C.GLenum(shadertype), C.GLenum(precisiontype), (*C.GLint)(unsafe.Pointer(&r[0])), (*C.GLint)(unsafe.Pointer(&p))) return int(r[0]), int(r[1]), int(p) } func (DefaultContext) GetUniformLocation(program uint32, name string) int32 { s := C.CString(name) defer C.free(unsafe.Pointer(s)) return int32(C.glGetUniformLocation(C.GLuint(program), (*C.GLchar)(unsafe.Pointer(s)))) } func (DefaultContext) IsFramebuffer(framebuffer uint32) bool { return C.glIsFramebuffer(C.GLuint(framebuffer)) != FALSE } func (DefaultContext) IsProgram(program uint32) bool { return C.glIsProgram(C.GLuint(program)) != FALSE } func (DefaultContext) IsRenderbuffer(renderbuffer uint32) bool { return C.glIsRenderbuffer(C.GLuint(renderbuffer)) != FALSE } func (DefaultContext) IsTexture(texture uint32) bool { return C.glIsTexture(C.GLuint(texture)) != FALSE } func (DefaultContext) LinkProgram(program uint32) { C.glLinkProgram(C.GLuint(program)) } func (DefaultContext) PixelStorei(pname uint32, param int32) { C.glPixelStorei(C.GLenum(pname), C.GLint(param)) } func (DefaultContext) ReadPixels(dst []byte, x int32, y int32, width int32, height int32, format uint32, xtype uint32) { C.glReadPixels(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(xtype), unsafe.Pointer(&dst[0])) } func (DefaultContext) RenderbufferStorage(target uint32, internalFormat uint32, width int32, height int32) { C.glRenderbufferStorage(C.GLenum(target), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height)) } func (DefaultContext) Scissor(x, y, width, height int32) { C.glScissor(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) } func (DefaultContext) ShaderSource(shader uint32, xstring string) { s, free := cStringPtr(xstring) defer free() C.glShaderSource(C.GLuint(shader), 1, (**C.GLchar)(s), nil) } func (DefaultContext) StencilFunc(func_ uint32, ref int32, mask uint32) { C.glStencilFunc(C.GLenum(func_), C.GLint(ref), C.GLuint(mask)) } func (DefaultContext) StencilOp(sfail, dpfail, dppass uint32) { C.glStencilOp(C.GLenum(sfail), C.GLenum(dpfail), C.GLenum(dppass)) } func (DefaultContext) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, format uint32, xtype uint32, pixels []byte) { var p *byte if pixels != nil { p = &pixels[0] } C.glTexImage2D(C.GLenum(target), C.GLint(level), C.GLint(internalformat), C.GLsizei(width), C.GLsizei(height), 0 /* border */, C.GLenum(format), C.GLenum(xtype), unsafe.Pointer(p)) } func (DefaultContext) TexParameteri(target uint32, pname uint32, param int32) { C.glTexParameteri(C.GLenum(target), C.GLenum(pname), C.GLint(param)) } func (DefaultContext) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels []byte) { C.glTexSubImage2D(C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(xtype), unsafe.Pointer(&pixels[0])) } func (DefaultContext) Uniform1f(location int32, v0 float32) { C.glUniform1f(C.GLint(location), C.GLfloat(v0)) } func (DefaultContext) Uniform1fv(location int32, value []float32) { C.glUniform1fv(C.GLint(location), C.GLsizei(len(value)), (*C.GLfloat)(unsafe.Pointer(&value[0]))) } func (DefaultContext) Uniform1i(location int32, v0 int32) { C.glUniform1i(C.GLint(location), C.GLint(v0)) } func (DefaultContext) Uniform2fv(location int32, value []float32) { C.glUniform2fv(C.GLint(location), C.GLsizei(len(value)/2), (*C.GLfloat)(unsafe.Pointer(&value[0]))) } func (DefaultContext) Uniform3fv(location int32, value []float32) { C.glUniform3fv(C.GLint(location), C.GLsizei(len(value)/3), (*C.GLfloat)(unsafe.Pointer(&value[0]))) } func (DefaultContext) Uniform4fv(location int32, value []float32) { C.glUniform4fv(C.GLint(location), C.GLsizei(len(value)/4), (*C.GLfloat)(unsafe.Pointer(&value[0]))) } func (DefaultContext) UniformMatrix2fv(location int32, transpose bool, value []float32) { C.glUniformMatrix2fv(C.GLint(location), C.GLsizei(len(value)/4), glBool(transpose), (*C.GLfloat)(unsafe.Pointer(&value[0]))) } func (DefaultContext) UniformMatrix3fv(location int32, transpose bool, value []float32) { C.glUniformMatrix3fv(C.GLint(location), C.GLsizei(len(value)/9), glBool(transpose), (*C.GLfloat)(unsafe.Pointer(&value[0]))) } func (DefaultContext) UniformMatrix4fv(location int32, transpose bool, value []float32) { C.glUniformMatrix4fv(C.GLint(location), C.GLsizei(len(value)/16), glBool(transpose), (*C.GLfloat)(unsafe.Pointer(&value[0]))) } func (DefaultContext) UseProgram(program uint32) { C.glUseProgram(C.GLuint(program)) } func (DefaultContext) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset int) { C.glVertexAttribPointer(C.GLuint(index), C.GLint(size), C.GLenum(xtype), glBool(normalized), C.GLsizei(stride), unsafe.Pointer(uintptr(offset))) } func (DefaultContext) Viewport(x int32, y int32, width int32, height int32) { C.glViewport(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) }