// 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 ( "fmt" "runtime" "github.com/hajimehoshi/ebiten/v2/internal/driver" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) const floatSizeInBytes = 4 // arrayBufferLayoutPart is a part of an array buffer layout. type arrayBufferLayoutPart struct { // TODO: This struct should belong to a program and know it. name string num int } // arrayBufferLayout is an array buffer layout. // // An array buffer in OpenGL is a buffer representing vertices and // is passed to a vertex shader. type arrayBufferLayout struct { parts []arrayBufferLayoutPart total int } func (a *arrayBufferLayout) names() []string { ns := make([]string, len(a.parts)) for i, p := range a.parts { ns[i] = p.name } return ns } // totalBytes returns the size in bytes for one element of the array buffer. func (a *arrayBufferLayout) totalBytes() int { if a.total != 0 { return a.total } t := 0 for _, p := range a.parts { t += floatSizeInBytes * p.num } a.total = t return a.total } // newArrayBuffer creates OpenGL's buffer object for the array buffer. func (a *arrayBufferLayout) newArrayBuffer(context *context) buffer { return context.newArrayBuffer(a.totalBytes() * graphics.IndicesNum) } // enable starts using the array buffer. func (a *arrayBufferLayout) enable(context *context) { for i := range a.parts { context.enableVertexAttribArray(i) } total := a.totalBytes() offset := 0 for i, p := range a.parts { context.vertexAttribPointer(i, p.num, total, offset) offset += floatSizeInBytes * p.num } } // disable stops using the array buffer. func (a *arrayBufferLayout) disable(context *context) { // TODO: Disabling should be done in reversed order? for i := range a.parts { context.disableVertexAttribArray(i) } } // theArrayBufferLayout is the array buffer layout for Ebiten. var theArrayBufferLayout = arrayBufferLayout{ // Note that GL_MAX_VERTEX_ATTRIBS is at least 16. parts: []arrayBufferLayoutPart{ { name: "A0", num: 2, }, { name: "A1", num: 2, }, { name: "A2", num: 4, }, }, } func init() { vertexFloatNum := theArrayBufferLayout.totalBytes() / floatSizeInBytes if graphics.VertexFloatNum != vertexFloatNum { panic(fmt.Sprintf("vertex float num must be %d but %d", graphics.VertexFloatNum, vertexFloatNum)) } } type programKey struct { useColorM bool filter driver.Filter address driver.Address } // openGLState is a state for type openGLState struct { // arrayBuffer is OpenGL's array buffer (vertices data). arrayBuffer buffer // elementArrayBuffer is OpenGL's element array buffer (indices data). elementArrayBuffer buffer // programs is OpenGL's program for rendering a texture. programs map[programKey]program lastProgram program lastUniforms map[string]driver.Uniform lastActiveTexture int } var ( zeroBuffer buffer zeroProgram program ) // reset resets or initializes the OpenGL state. func (s *openGLState) reset(context *context) error { if err := context.reset(); err != nil { return err } s.lastProgram = zeroProgram context.useProgram(zeroProgram) for key := range s.lastUniforms { delete(s.lastUniforms, key) } // When context lost happens, deleting programs or buffers is not necessary. // However, it is not assumed that reset is called only when context lost happens. // Let's delete them explicitly. if s.programs == nil { s.programs = map[programKey]program{} } else { for k, p := range s.programs { context.deleteProgram(p) delete(s.programs, k) } } // On browsers (at least Chrome), buffers are already detached from the context // and must not be deleted by DeleteBuffer. if runtime.GOOS != "js" { if !s.arrayBuffer.equal(zeroBuffer) { context.deleteBuffer(s.arrayBuffer) } if !s.elementArrayBuffer.equal(zeroBuffer) { context.deleteBuffer(s.elementArrayBuffer) } } shaderVertexModelviewNative, err := context.newVertexShader(vertexShaderStr()) if err != nil { panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err)) } defer context.deleteShader(shaderVertexModelviewNative) for _, c := range []bool{false, true} { for _, a := range []driver.Address{ driver.AddressClampToZero, driver.AddressRepeat, driver.AddressUnsafe, } { for _, f := range []driver.Filter{ driver.FilterNearest, driver.FilterLinear, driver.FilterScreen, } { shaderFragmentColorMatrixNative, err := context.newFragmentShader(fragmentShaderStr(c, f, a)) if err != nil { panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err)) } defer context.deleteShader(shaderFragmentColorMatrixNative) program, err := context.newProgram([]shader{ shaderVertexModelviewNative, shaderFragmentColorMatrixNative, }, theArrayBufferLayout.names()) if err != nil { return err } s.programs[programKey{ useColorM: c, filter: f, address: a, }] = program } } } s.arrayBuffer = theArrayBufferLayout.newArrayBuffer(context) // Note that the indices passed to NewElementArrayBuffer is not under GC management // in opengl package due to unsafe-way. // See NewElementArrayBuffer in context_mobile.go. s.elementArrayBuffer = context.newElementArrayBuffer(graphics.IndicesNum * 2) return nil } // areSameFloat32Array returns a boolean indicating if a and b are deeply equal. func areSameFloat32Array(a, b []float32) bool { if len(a) != len(b) { return false } for i := 0; i < len(a); i++ { if a[i] != b[i] { return false } } return true } type uniformVariable struct { name string value driver.Uniform typ shaderir.Type } type textureVariable struct { valid bool native textureNative } // useProgram uses the program (programTexture). func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textures [graphics.ShaderImageNum]textureVariable) error { if !g.state.lastProgram.equal(program) { g.context.useProgram(program) if g.state.lastProgram.equal(zeroProgram) { theArrayBufferLayout.enable(&g.context) g.context.bindArrayBuffer(g.state.arrayBuffer) g.context.bindElementArrayBuffer(g.state.elementArrayBuffer) } g.state.lastProgram = program for k := range g.state.lastUniforms { delete(g.state.lastUniforms, k) } g.state.lastActiveTexture = 0 g.context.activeTexture(0) } for _, u := range uniforms { if len(u.value.Float32s) == 0 { if u.typ.Main != shaderir.Float { expected := &shaderir.Type{Main: shaderir.Float} got := &u.typ return fmt.Errorf("opengl: uniform variable %s type doesn't match: expected %s but %s", u.name, expected.String(), got.String()) } cached, ok := g.state.lastUniforms[u.name] if ok && cached.Float32 == u.value.Float32 { continue } // TODO: Remember whether the location is available or not. g.context.uniformFloat(program, u.name, u.value.Float32) if g.state.lastUniforms == nil { g.state.lastUniforms = map[string]driver.Uniform{} } g.state.lastUniforms[u.name] = u.value } else { if got, expected := len(u.value.Float32s), u.typ.FloatNum(); got != expected { return fmt.Errorf("opengl: length of a uniform variables %s (%s) doesn't match: expected %d but %d", u.name, u.typ.String(), expected, got) } cached, ok := g.state.lastUniforms[u.name] if ok && areSameFloat32Array(cached.Float32s, u.value.Float32s) { continue } g.context.uniformFloats(program, u.name, u.value.Float32s, u.typ) if g.state.lastUniforms == nil { g.state.lastUniforms = map[string]driver.Uniform{} } g.state.lastUniforms[u.name] = u.value } } var idx int loop: for i, t := range textures { if !t.valid { continue } // If the texture is already bound, set the texture variable to point to the texture. // Rebinding the same texture seems problematic (#1193). for _, at := range g.activatedTextures { if t.native.equal(at.textureNative) { g.context.uniformInt(program, fmt.Sprintf("T%d", i), at.index) continue loop } } g.activatedTextures = append(g.activatedTextures, activatedTexture{ textureNative: t.native, index: idx, }) g.context.uniformInt(program, fmt.Sprintf("T%d", i), idx) if g.state.lastActiveTexture != idx { g.context.activeTexture(idx) g.state.lastActiveTexture = idx } // Apparently, a texture must be bound every time. The cache is not used here. g.context.bindTexture(t.native) idx++ } for i := range g.activatedTextures { g.activatedTextures[i] = activatedTexture{} } g.activatedTextures = g.activatedTextures[:0] return nil }