// 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 js.Object type Framebuffer js.Object type Shader js.Object type Program js.Object type UniformLocation js.Object type AttribLocation int type context struct { gl *webgl.Context } func NewContext(gl *webgl.Context) *Context { c := &Context{ Nearest: FilterType(gl.NEAREST), Linear: FilterType(gl.LINEAR), VertexShader: ShaderType(gl.VERTEX_SHADER), FragmentShader: ShaderType(gl.FRAGMENT_SHADER), ArrayBuffer: BufferType(gl.ARRAY_BUFFER), ElementArrayBuffer: BufferType(gl.ELEMENT_ARRAY_BUFFER), DynamicDraw: BufferUsageType(gl.DYNAMIC_DRAW), StaticDraw: BufferUsageType(gl.STATIC_DRAW), } 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) NewTexture(width, height int, pixels []uint8, filter FilterType) (Texture, error) { gl := c.gl t := gl.CreateTexture() if t == nil { return nil, errors.New("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)) // 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) TexturePixels(t Texture, width, height int) ([]uint8, error) { gl := c.gl gl.Flush() // TODO: Use glGetTexLevelParameteri and GL_TEXTURE_WIDTH? pixels := js.Global.Get("Uint8Array").New(4 * width * height) gl.BindTexture(gl.TEXTURE_2D, t) gl.ReadPixels(0, 0, width, height, 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.Interface().([]uint8), nil } func (c *Context) BindTexture(t Texture) { gl := c.gl gl.BindTexture(gl.TEXTURE_2D, t) } func (c *Context) DeleteTexture(t Texture) { gl := c.gl gl.DeleteTexture(t) } func (c *Context) GlslHighpSupported() bool { gl := c.gl return gl.Call("getShaderPrecisionFormat", gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).Get("precision").Int() != 0 } func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) { gl := c.gl f := gl.CreateFramebuffer() gl.BindFramebuffer(gl.FRAMEBUFFER, f) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0) if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE { return nil, errors.New("creating framebuffer failed") } return Framebuffer(f), nil } var lastFramebuffer Framebuffer func (c *Context) SetViewport(f Framebuffer, width, height int) error { gl := c.gl if lastFramebuffer != f { gl.Flush() lastFramebuffer = f } if f != nil { gl.BindFramebuffer(gl.FRAMEBUFFER, f) } else { gl.BindFramebuffer(gl.FRAMEBUFFER, nil) } // gl.CheckFramebufferStatus might cause a performance problem. Don't call this here. gl.Viewport(0, 0, width, height) return nil } func (c *Context) FillFramebuffer(f Framebuffer, r, g, b, a float64) error { 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) } func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) { gl := c.gl s := gl.CreateShader(int(shaderType)) if s == nil { println(gl.GetError()) return nil, errors.New("glCreateShader failed") } gl.ShaderSource(s, source) gl.CompileShader(s) if !gl.GetShaderParameterb(s, gl.COMPILE_STATUS) { log := gl.GetShaderInfoLog(s) return nil, errors.New(fmt.Sprintf("shader compile failed: %s", log)) } return Shader(s), nil } func (c *Context) DeleteShader(s Shader) { gl := c.gl gl.DeleteShader(s) } func (c *Context) NewProgram(shaders []Shader) (Program, error) { gl := c.gl p := gl.CreateProgram() if p == nil { return nil, errors.New("glCreateProgram failed") } for _, shader := range shaders { gl.AttachShader(p, shader) } gl.LinkProgram(p) if !gl.GetProgramParameterb(p, gl.LINK_STATUS) { return nil, errors.New("program error") } return Program(p), nil } func (c *Context) UseProgram(p Program) { gl := c.gl gl.UseProgram(p) } func (c *Context) UniformInt(p Program, location string, v int) { gl := c.gl l, ok := uniformLocationCache[location] if !ok { l = gl.GetUniformLocation(p, location) uniformLocationCache[location] = l } gl.Uniform1i(l, v) } func (c *Context) UniformFloats(p Program, location string, v []float32) { gl := c.gl l, ok := uniformLocationCache[location] if !ok { l = gl.GetUniformLocation(p, location) uniformLocationCache[location] = l } switch len(v) { case 4: gl.Call("uniform4fv", l, v) case 16: gl.UniformMatrix4fv(l, false, v) default: panic("not reach") } } func (c *Context) VertexAttribPointer(p Program, location string, stride int, v uintptr) { gl := c.gl l, ok := attribLocationCache[location] if !ok { l = AttribLocation(gl.GetAttribLocation(p, location)) attribLocationCache[location] = l } gl.VertexAttribPointer(int(l), 2, gl.FLOAT, false, stride, int(v)) } func (c *Context) EnableVertexAttribArray(p Program, location string) { gl := c.gl l, ok := attribLocationCache[location] if !ok { l = AttribLocation(gl.GetAttribLocation(p, location)) attribLocationCache[location] = l } gl.EnableVertexAttribArray(int(l)) } func (c *Context) DisableVertexAttribArray(p Program, location string) { gl := c.gl l, ok := attribLocationCache[location] if !ok { l = AttribLocation(gl.GetAttribLocation(p, location)) attribLocationCache[location] = l } gl.DisableVertexAttribArray(int(l)) } func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsageType BufferUsageType) { gl := c.gl b := gl.CreateBuffer() gl.BindBuffer(int(bufferType), b) // TODO: Can we assign integer to gl.bufferData? gl.BufferData(int(bufferType), v, int(bufferUsageType)) } func (c *Context) BufferSubData(bufferType BufferType, data []float32) { gl := c.gl const float32Size = 4 gl.BufferSubData(int(bufferType), 0, data) } func (c *Context) DrawElements(len int) { gl := c.gl gl.DrawElements(gl.TRIANGLES, len, gl.UNSIGNED_SHORT, 0) } func (c *Context) Flush() { gl := c.gl gl.Flush() }