// 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. package opengl import ( "fmt" "github.com/hajimehoshi/ebiten/internal/affine" "github.com/hajimehoshi/ebiten/internal/driver" "github.com/hajimehoshi/ebiten/internal/graphics" "github.com/hajimehoshi/ebiten/internal/thread" ) var theGraphics Graphics func Get() *Graphics { return &theGraphics } type Graphics struct { state openGLState context context // drawCalled is true just after Draw is called. This holds true until ReplacePixels is called. drawCalled bool } func (g *Graphics) SetThread(thread *thread.Thread) { g.context.t = thread } func (g *Graphics) Begin() { // Do nothing. } func (g *Graphics) End() { // Call glFlush to prevent black flicking (especially on Android (#226) and iOS). // TODO: examples/sprites worked without this. Is this really needed? g.context.flush() } func (g *Graphics) SetTransparent(transparent bool) { // Do nothings. } 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) NewImage(width, height int) (driver.Image, error) { i := &Image{ 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.textureNative = t return i, nil } func (g *Graphics) NewScreenFramebufferImage(width, height int) (driver.Image, error) { g.checkSize(width, height) i := &Image{ graphics: g, width: width, height: height, screen: true, } return i, 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 []uint16) { // Note that the vertices passed to BufferSubData is not under GC management // in opengl package due to unsafe-way. // See BufferSubData in context_mobile.go. g.context.arrayBufferSubData(vertices) g.context.elementArrayBufferSubData(indices) } func (g *Graphics) Draw(indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address) error { g.drawCalled = true g.context.blendFunc(mode) if err := g.useProgram(colorM, filter, address); err != nil { return err } g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes // glFlush() might be necessary at least on MacBook Pro (a smilar problem at #419), // but basically this pass the tests (esp. TestImageTooManyFill). // As glFlush() causes performance problems, this should be avoided as much as possible. // Let's wait and see, and file a new issue when this problem is newly foung. return nil } func (g *Graphics) SetVsyncEnabled(enabled bool) { // Do nothing } func (g *Graphics) FramebufferYDirection() driver.YDirection { return driver.Upward } func (g *Graphics) NeedsRestoring() bool { return g.context.needsRestoring() } func (g *Graphics) IsGL() bool { return true } func (g *Graphics) HasHighPrecisionFloat() bool { return g.context.hasHighPrecisionFloat() } func (g *Graphics) MaxImageSize() int { return g.context.getMaxTextureSize() }