// 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. package opengl import ( "errors" "fmt" "os" "strings" "syscall/js" "unsafe" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) type ( textureNative uint32 renderbufferNative uint32 framebufferNative uint32 shader uint32 program uint32 buffer uint32 ) type ( uniformLocation int32 attribLocation int32 ) const ( invalidFramebuffer = (1 << 32) - 1 invalidUniform = -1 ) type webGLVersion int const ( webGLVersionUnknown webGLVersion = iota webGLVersion1 webGLVersion2 ) func webGL2MightBeAvailable() bool { env := os.Getenv("EBITENGINE_OPENGL") for _, t := range strings.Split(env, ",") { switch strings.TrimSpace(t) { case "webgl1": return false } } return js.Global().Get("WebGL2RenderingContext").Truthy() } type contextImpl struct { ctx gl.Context canvas js.Value webGLVersion webGLVersion fnGetExtension js.Value fnIsContextLost js.Value } func (c *context) usesWebGL2() bool { return c.webGLVersion == webGLVersion2 } func (c *context) initGL() error { c.webGLVersion = webGLVersionUnknown var glContext js.Value if doc := js.Global().Get("document"); doc.Truthy() { canvas := c.canvas attr := js.Global().Get("Object").New() attr.Set("alpha", true) attr.Set("premultipliedAlpha", true) attr.Set("stencil", true) if webGL2MightBeAvailable() { glContext = canvas.Call("getContext", "webgl2", attr) if glContext.Truthy() { c.webGLVersion = webGLVersion2 } } // Even though WebGL2RenderingContext exists, getting a webgl2 context might fail (#1738). if !glContext.Truthy() { glContext = canvas.Call("getContext", "webgl", attr) if !glContext.Truthy() { glContext = canvas.Call("getContext", "experimental-webgl", attr) } if glContext.Truthy() { c.webGLVersion = webGLVersion1 } } if !glContext.Truthy() { return fmt.Errorf("opengl: getContext failed") } } ctx, err := gl.NewDefaultContext(glContext) if err != nil { return err } c.ctx = ctx c.fnGetExtension = glContext.Get("getExtension").Call("bind", glContext) c.fnIsContextLost = glContext.Get("isContextLost").Call("bind", glContext) return nil } func (c *context) reset() error { c.locationCache = newLocationCache() c.lastTexture = 0 c.lastFramebuffer = invalidFramebuffer c.lastViewportWidth = 0 c.lastViewportHeight = 0 c.lastBlend = graphicsdriver.Blend{} if err := c.initGL(); err != nil { return err } if c.fnIsContextLost.Invoke().Bool() { return graphicsdriver.GraphicsNotReady } c.ctx.Enable(gl.BLEND) c.ctx.Enable(gl.SCISSOR_TEST) c.blend(graphicsdriver.BlendSourceOver) f := c.ctx.GetInteger(gl.FRAMEBUFFER_BINDING) c.screenFramebuffer = framebufferNative(f) if !c.usesWebGL2() { c.fnGetExtension.Invoke("OES_standard_derivatives") } return nil } func (c *context) blend(blend graphicsdriver.Blend) { if c.lastBlend == blend { return } c.lastBlend = blend c.ctx.BlendFuncSeparate( uint32(convertBlendFactor(blend.BlendFactorSourceRGB)), uint32(convertBlendFactor(blend.BlendFactorDestinationRGB)), uint32(convertBlendFactor(blend.BlendFactorSourceAlpha)), uint32(convertBlendFactor(blend.BlendFactorDestinationAlpha)), ) c.ctx.BlendEquationSeparate( uint32(convertBlendOperation(blend.BlendOperationRGB)), uint32(convertBlendOperation(blend.BlendOperationAlpha)), ) } func (c *context) scissor(x, y, width, height int) { c.ctx.Scissor(int32(x), int32(y), int32(width), int32(height)) } func (c *context) newTexture(width, height int) (textureNative, error) { t := c.ctx.CreateTexture() if t <= 0 { return 0, errors.New("opengl: createTexture failed") } c.bindTexture(textureNative(t)) c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) c.ctx.PixelStorei(gl.UNPACK_ALIGNMENT, 4) // Firefox warns the usage of textures without specifying pixels (#629) // // Error: WebGL warning: drawElements: This operation requires zeroing texture data. This is slow. // // In Ebitengine, textures are filled with pixels later by the filter that ignores destination, so it is fine // to leave textures as uninitialized here. Rather, extra memory allocating for initialization should be // avoided. c.ctx.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, nil) return textureNative(t), nil } func (c *context) bindFramebufferImpl(f framebufferNative) { c.ctx.BindFramebuffer(gl.FRAMEBUFFER, uint32(f)) } func (c *context) framebufferPixels(buf []byte, f *framebuffer, x, y, width, height int) { if got, want := len(buf), 4*width*height; got != want { panic(fmt.Sprintf("opengl: len(buf) must be %d but %d", got, want)) } c.bindFramebuffer(f.native) c.ctx.ReadPixels(buf, int32(x), int32(y), int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE) } func (c *context) framebufferPixelsToBuffer(f *framebuffer, buffer buffer, width, height int) { c.bindFramebuffer(f.native) c.ctx.BindBuffer(gl.PIXEL_PACK_BUFFER, uint32(buffer)) // void gl.readPixels(x, y, width, height, format, type, GLintptr offset); c.ctx.ReadPixels(nil, 0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE) c.ctx.BindBuffer(gl.PIXEL_PACK_BUFFER, 0) } func (c *context) activeTexture(idx int) { c.ctx.ActiveTexture(uint32(gl.TEXTURE0 + idx)) } func (c *context) bindTextureImpl(t textureNative) { c.ctx.BindTexture(gl.TEXTURE_2D, uint32(t)) } func (c *context) deleteTexture(t textureNative) { if !c.ctx.IsTexture(uint32(t)) { return } if c.lastTexture == t { c.lastTexture = 0 } c.ctx.DeleteTexture(uint32(t)) } func (c *context) isTexture(t textureNative) bool { // isTexture should not be called to detect context-lost since this performance is not good (#1175). panic("opengl: isTexture is not implemented") } func (c *context) newRenderbuffer(width, height int) (renderbufferNative, error) { r := c.ctx.CreateRenderbuffer() if r <= 0 { return 0, errors.New("opengl: createRenderbuffer failed") } renderbuffer := renderbufferNative(r) c.bindRenderbuffer(renderbuffer) // TODO: Is STENCIL_INDEX8 portable? // https://stackoverflow.com/questions/11084961/binding-a-stencil-render-buffer-to-a-frame-buffer-in-opengl c.ctx.RenderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, int32(width), int32(height)) return renderbuffer, nil } func (c *context) bindRenderbufferImpl(r renderbufferNative) { c.ctx.BindRenderbuffer(gl.RENDERBUFFER, uint32(r)) } func (c *context) deleteRenderbuffer(r renderbufferNative) { if !c.ctx.IsRenderbuffer(uint32(r)) { return } if c.lastRenderbuffer == r { c.lastRenderbuffer = 0 } c.ctx.DeleteRenderbuffer(uint32(r)) } func (c *context) newFramebuffer(t textureNative) (framebufferNative, error) { f := c.ctx.CreateFramebuffer() if f <= 0 { return 0, fmt.Errorf("opengl: creating framebuffer failed: the returned value is not positive but %d", f) } c.bindFramebuffer(framebufferNative(f)) c.ctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, uint32(t), 0) if s := c.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE { return 0, errors.New(fmt.Sprintf("opengl: creating framebuffer failed: %d", s)) } return framebufferNative(f), nil } func (c *context) bindStencilBuffer(f framebufferNative, r renderbufferNative) error { c.bindFramebuffer(f) c.ctx.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, uint32(r)) if s := c.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE { return errors.New(fmt.Sprintf("opengl: framebufferRenderbuffer failed: %d", s)) } return nil } func (c *context) setViewportImpl(width, height int) { c.ctx.Viewport(0, 0, int32(width), int32(height)) } func (c *context) deleteFramebuffer(f framebufferNative) { if !c.ctx.IsFramebuffer(uint32(f)) { return } // If a framebuffer to be deleted is bound, a newly bound framebuffer // will be a default framebuffer. // https://www.khronos.org/opengles/sdk/docs/man/xhtml/glDeleteFramebuffers.xml if c.lastFramebuffer == f { c.lastFramebuffer = invalidFramebuffer c.lastViewportWidth = 0 c.lastViewportHeight = 0 } c.ctx.DeleteFramebuffer(uint32(f)) } func (c *context) newVertexShader(source string) (shader, error) { return c.newShader(gl.VERTEX_SHADER, source) } func (c *context) newFragmentShader(source string) (shader, error) { return c.newShader(gl.FRAGMENT_SHADER, source) } func (c *context) newShader(shaderType uint32, source string) (shader, error) { s := c.ctx.CreateShader(shaderType) if s == 0 { return 0, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType) } c.ctx.ShaderSource(s, source) c.ctx.CompileShader(s) if c.ctx.GetShaderi(s, gl.COMPILE_STATUS) == gl.FALSE { log := c.ctx.GetShaderInfoLog(s) return 0, fmt.Errorf("opengl: shader compile failed: %s", log) } return shader(s), nil } func (c *context) deleteShader(s shader) { c.ctx.DeleteShader(uint32(s)) } func (c *context) newProgram(shaders []shader, attributes []string) (program, error) { p := c.ctx.CreateProgram() if p == 0 { return 0, errors.New("opengl: glCreateProgram failed") } for _, shader := range shaders { c.ctx.AttachShader(p, uint32(shader)) } for i, name := range attributes { c.ctx.BindAttribLocation(p, uint32(i), name) } c.ctx.LinkProgram(p) if c.ctx.GetProgrami(p, gl.LINK_STATUS) == gl.FALSE { info := c.ctx.GetProgramInfoLog(p) return 0, fmt.Errorf("opengl: program error: %s", info) } return program(p), nil } func (c *context) useProgram(p program) { c.ctx.UseProgram(uint32(p)) } func (c *context) deleteProgram(p program) { c.locationCache.deleteProgram(p) if !c.ctx.IsProgram(uint32(p)) { return } c.ctx.DeleteProgram(uint32(p)) } func (c *context) getUniformLocationImpl(p program, location string) uniformLocation { return uniformLocation(c.ctx.GetUniformLocation(uint32(p), location)) } func (c *context) uniformInt(p program, location string, v int) bool { l := c.locationCache.GetUniformLocation(c, p, location) if l == invalidUniform { return false } c.ctx.Uniform1i(int32(l), int32(v)) return true } func (c *context) uniforms(p program, location string, v []uint32, typ shaderir.Type) bool { l := c.locationCache.GetUniformLocation(c, p, location) if l == invalidUniform { return false } base := typ.Main if base == shaderir.Array { base = typ.Sub[0].Main } switch base { case shaderir.Float: c.ctx.Uniform1fv(int32(l), uint32sToFloat32s(v)) case shaderir.Int: c.ctx.Uniform1iv(int32(l), uint32sToInt32s(v)) case shaderir.Vec2: c.ctx.Uniform2fv(int32(l), uint32sToFloat32s(v)) case shaderir.Vec3: c.ctx.Uniform3fv(int32(l), uint32sToFloat32s(v)) case shaderir.Vec4: c.ctx.Uniform4fv(int32(l), uint32sToFloat32s(v)) case shaderir.Mat2: c.ctx.UniformMatrix2fv(int32(l), uint32sToFloat32s(v)) case shaderir.Mat3: c.ctx.UniformMatrix3fv(int32(l), uint32sToFloat32s(v)) case shaderir.Mat4: c.ctx.UniformMatrix4fv(int32(l), uint32sToFloat32s(v)) default: panic(fmt.Sprintf("opengl: unexpected type: %s", typ.String())) } return true } func (c *context) vertexAttribPointer(index int, size int, stride int, offset int) { c.ctx.VertexAttribPointer(uint32(index), int32(size), gl.FLOAT, false, int32(stride), offset) } func (c *context) enableVertexAttribArray(index int) { c.ctx.EnableVertexAttribArray(uint32(index)) } func (c *context) disableVertexAttribArray(index int) { c.ctx.DisableVertexAttribArray(uint32(index)) } func (c *context) newArrayBuffer(size int) buffer { b := c.ctx.CreateBuffer() c.ctx.BindBuffer(gl.ARRAY_BUFFER, b) c.ctx.BufferInit(gl.ARRAY_BUFFER, size, gl.DYNAMIC_DRAW) return buffer(b) } func (c *context) newElementArrayBuffer(size int) buffer { b := c.ctx.CreateBuffer() c.ctx.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b) c.ctx.BufferInit(gl.ELEMENT_ARRAY_BUFFER, size, gl.DYNAMIC_DRAW) return buffer(b) } func (c *context) bindArrayBuffer(b buffer) { c.ctx.BindBuffer(gl.ARRAY_BUFFER, uint32(b)) } func (c *context) bindElementArrayBuffer(b buffer) { c.ctx.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, uint32(b)) } func (c *context) arrayBufferSubData(data []float32) { s := unsafe.Slice((*byte)(unsafe.Pointer(&data[0])), len(data)*4) c.ctx.BufferSubData(gl.ARRAY_BUFFER, 0, s) } func (c *context) elementArrayBufferSubData(data []uint16) { s := unsafe.Slice((*byte)(unsafe.Pointer(&data[0])), len(data)*2) c.ctx.BufferSubData(gl.ELEMENT_ARRAY_BUFFER, 0, s) } func (c *context) deleteBuffer(b buffer) { c.ctx.DeleteBuffer(uint32(b)) } func (c *context) drawElements(len int, offsetInBytes int) { c.ctx.DrawElements(gl.TRIANGLES, int32(len), gl.UNSIGNED_SHORT, offsetInBytes) } func (c *context) maxTextureSizeImpl() int { return c.ctx.GetInteger(gl.MAX_TEXTURE_SIZE) } func (c *context) flush() { c.ctx.Flush() } func (c *context) texSubImage2D(t textureNative, args []*graphicsdriver.WritePixelsArgs) { c.bindTexture(t) for _, a := range args { c.ctx.TexSubImage2D(gl.TEXTURE_2D, 0, int32(a.X), int32(a.Y), int32(a.Width), int32(a.Height), gl.RGBA, gl.UNSIGNED_BYTE, a.Pixels) } } func (c *context) enableStencilTest() { c.ctx.Enable(gl.STENCIL_TEST) } func (c *context) disableStencilTest() { c.ctx.Disable(gl.STENCIL_TEST) } func (c *context) beginStencilWithEvenOddRule() { c.ctx.Clear(gl.STENCIL_BUFFER_BIT) c.ctx.StencilFunc(gl.ALWAYS, 0x00, 0xff) c.ctx.StencilOp(gl.KEEP, gl.KEEP, gl.INVERT) c.ctx.ColorMask(false, false, false, false) } func (c *context) endStencilWithEvenOddRule() { c.ctx.StencilFunc(gl.NOTEQUAL, 0x00, 0xff) c.ctx.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) c.ctx.ColorMask(true, true, true, true) } func (c *context) isES() bool { return c.ctx.IsES() }