// Copyright 2016 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" "sync" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) type blendFactor int const ( glDstAlpha blendFactor = 0x304 glDstColor blendFactor = 0x306 glOne blendFactor = 1 glOneMinusDstAlpha blendFactor = 0x305 glOneMinusDstColor blendFactor = 0x307 glOneMinusSrcAlpha blendFactor = 0x303 glOneMinusSrcColor blendFactor = 0x301 glSrcAlpha blendFactor = 0x302 glSrcAlphaSaturate blendFactor = 0x308 glSrcColor blendFactor = 0x300 glZero blendFactor = 0 ) type blendOperation int const ( glFuncAdd blendOperation = 0x8006 glFuncReverseSubtract blendOperation = 0x800b glFuncSubtract blendOperation = 0x800a ) func convertBlendFactor(f graphicsdriver.BlendFactor) blendFactor { switch f { case graphicsdriver.BlendFactorZero: return glZero case graphicsdriver.BlendFactorOne: return glOne case graphicsdriver.BlendFactorSourceColor: return glSrcColor case graphicsdriver.BlendFactorOneMinusSourceColor: return glOneMinusSrcColor case graphicsdriver.BlendFactorSourceAlpha: return glSrcAlpha case graphicsdriver.BlendFactorOneMinusSourceAlpha: return glOneMinusSrcAlpha case graphicsdriver.BlendFactorDestinationColor: return glDstColor case graphicsdriver.BlendFactorOneMinusDestinationColor: return glOneMinusDstColor case graphicsdriver.BlendFactorDestinationAlpha: return glDstAlpha case graphicsdriver.BlendFactorOneMinusDestinationAlpha: return glOneMinusDstAlpha case graphicsdriver.BlendFactorSourceAlphaSaturated: return glSrcAlphaSaturate default: panic(fmt.Sprintf("opengl: invalid blend factor %d", f)) } } func convertBlendOperation(o graphicsdriver.BlendOperation) blendOperation { switch o { case graphicsdriver.BlendOperationAdd: return glFuncAdd case graphicsdriver.BlendOperationSubtract: return glFuncSubtract case graphicsdriver.BlendOperationReverseSubtract: return glFuncReverseSubtract default: panic(fmt.Sprintf("opengl: invalid blend operation %d", o)) } } 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 context struct { ctx gl.Context locationCache *locationCache screenFramebuffer framebufferNative // This might not be the default frame buffer '0' (e.g. iOS). lastFramebuffer framebufferNative lastTexture textureNative lastRenderbuffer renderbufferNative lastViewportWidth int lastViewportHeight int lastBlend graphicsdriver.Blend maxTextureSize int maxTextureSizeOnce sync.Once highp bool highpOnce sync.Once initOnce sync.Once contextPlatform } func (c *context) bindTexture(t textureNative) { if c.lastTexture == t { return } c.ctx.BindTexture(gl.TEXTURE_2D, uint32(t)) c.lastTexture = t } func (c *context) bindRenderbuffer(r renderbufferNative) { if c.lastRenderbuffer == r { return } c.ctx.BindRenderbuffer(gl.RENDERBUFFER, uint32(r)) c.lastRenderbuffer = r } func (c *context) bindFramebuffer(f framebufferNative) { if c.lastFramebuffer == f { return } c.ctx.BindFramebuffer(gl.FRAMEBUFFER, uint32(f)) c.lastFramebuffer = f } func (c *context) setViewport(f *framebuffer) { c.bindFramebuffer(f.native) if c.lastViewportWidth == f.width && c.lastViewportHeight == f.height { return } // On some environments, viewport size must be within the framebuffer size. // e.g. Edge (#71), Chrome on GPD Pocket (#420), macOS Mojave (#691). // Use the same size of the framebuffer here. c.ctx.Viewport(0, 0, int32(f.width), int32(f.height)) // glViewport must be called at least at every frame on iOS. // As the screen framebuffer is the last render target, next SetViewport should be // the first call at a frame. if f.native == c.screenFramebuffer { c.lastViewportWidth = 0 c.lastViewportHeight = 0 } else { c.lastViewportWidth = f.width c.lastViewportHeight = f.height } } func (c *context) newScreenFramebuffer(width, height int) *framebuffer { return &framebuffer{ native: c.screenFramebuffer, width: width, height: height, } } func (c *context) getMaxTextureSize() int { c.maxTextureSizeOnce.Do(func() { c.maxTextureSize = c.ctx.GetInteger(gl.MAX_TEXTURE_SIZE) }) return c.maxTextureSize } func (c *context) reset() error { var err1 error c.initOnce.Do(func() { // Load OpenGL functions after WGL is initialized especially for Windows (#2452). if err := c.ctx.LoadFunctions(); err != nil { err1 = err return } }) if err1 != nil { return err1 } c.locationCache = newLocationCache() c.lastTexture = 0 c.lastFramebuffer = invalidFramebuffer c.lastViewportWidth = 0 c.lastViewportHeight = 0 c.lastBlend = graphicsdriver.Blend{} c.ctx.Enable(gl.BLEND) c.ctx.Enable(gl.SCISSOR_TEST) c.blend(graphicsdriver.BlendSourceOver) c.screenFramebuffer = framebufferNative(c.ctx.GetInteger(gl.FRAMEBUFFER_BINDING)) // TODO: Need to update screenFramebufferWidth/Height? 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) newTexture(width, height int) (textureNative, error) { t := c.ctx.CreateTexture() if t <= 0 { return 0, errors.New("opengl: creating texture 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, #2077) // // 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. // // See also https://stackoverflow.com/questions/57734645. 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) framebufferPixels(buf []byte, f *framebuffer, x, y, width, height int) error { if got, want := len(buf), 4*width*height; got != want { return fmt.Errorf("opengl: len(buf) must be %d but was %d at framebufferPixels", got, want) } c.ctx.Flush() c.bindFramebuffer(f.native) c.ctx.ReadPixels(buf, int32(x), int32(y), int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE) return nil } func (c *context) framebufferPixelsToBuffer(f *framebuffer, buffer buffer, width, height int) { c.ctx.Flush() c.bindFramebuffer(f.native) c.ctx.BindBuffer(gl.PIXEL_PACK_BUFFER, uint32(buffer)) 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) 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) newRenderbuffer(width, height int) (renderbufferNative, error) { r := c.ctx.CreateRenderbuffer() if r <= 0 { return 0, errors.New("opengl: creating renderbuffer failed") } renderbuffer := renderbufferNative(r) c.bindRenderbuffer(renderbuffer) var stencilFormat uint32 if c.ctx.IsES() { // https://docs.gl/es2/glRenderbufferStorage // > Must be one of the following symbolic constants: GL_RGBA4, GL_RGB565, GL_RGB5_A1, // > GL_DEPTH_COMPONENT16, or GL_STENCIL_INDEX8. // // https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/renderbufferStorage // > A GLenum specifying the internal format of the renderbuffer. Possible values: // > * gl.RGBA4: 4 red bits, 4 green bits, 4 blue bits 4 alpha bits. // > * gl.RGB565: 5 red bits, 6 green bits, 5 blue bits. // > * gl.RGB5_A1: 5 red bits, 5 green bits, 5 blue bits, 1 alpha bit. // > * gl.DEPTH_COMPONENT16: 16 depth bits. // > * gl.STENCIL_INDEX8: 8 stencil bits. // > * gl.DEPTH_STENCIL stencilFormat = gl.STENCIL_INDEX8 } else { // GL_STENCIL_INDEX8 might not be available with OpenGL 2.1. // https://www.khronos.org/opengl/wiki/Image_Format // > There are only 2 depth/stencil formats, each providing 8 stencil bits: GL_DEPTH24_STENCIL8 and GL_DEPTH32F_STENCIL8. // > [...] // > Stencil formats can only be used for Textures if OpenGL 4.4 or ARB_texture_stencil8 is available. stencilFormat = gl.DEPTH24_STENCIL8 } c.ctx.RenderbufferStorage(gl.RENDERBUFFER, stencilFormat, int32(width), int32(height)) return renderbuffer, nil } 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(texture textureNative, width, height int) (*framebuffer, error) { f := c.ctx.CreateFramebuffer() if f <= 0 { return nil, 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(texture), 0) if s := c.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE { if s != 0 { return nil, fmt.Errorf("opengl: creating framebuffer failed: %v", s) } if e := c.ctx.GetError(); e != gl.NO_ERROR { return nil, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e) } return nil, fmt.Errorf("opengl: creating framebuffer failed: unknown error") } return &framebuffer{ native: framebufferNative(f), width: width, height: height, }, 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: glFramebufferRenderbuffer failed: %d", s)) } return nil } func (c *context) deleteFramebuffer(f framebufferNative) { if f == c.screenFramebuffer { return } 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) 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) 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) deleteProgram(p program) { c.locationCache.deleteProgram(p) if !c.ctx.IsProgram(uint32(p)) { return } c.ctx.DeleteProgram(uint32(p)) } 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.IVec2: c.ctx.Uniform2iv(int32(l), uint32sToInt32s(v)) case shaderir.IVec3: c.ctx.Uniform3iv(int32(l), uint32sToInt32s(v)) case shaderir.IVec4: c.ctx.Uniform4iv(int32(l), uint32sToInt32s(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) 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) }