// 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 graphics import ( "fmt" "github.com/hajimehoshi/ebiten/internal/affine" emath "github.com/hajimehoshi/ebiten/internal/math" "github.com/hajimehoshi/ebiten/internal/opengl" "github.com/hajimehoshi/ebiten/internal/web" ) // 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 dataType opengl.DataType 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 } // 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 += p.dataType.SizeInBytes() * p.num } a.total = t return a.total } // newArrayBuffer creates OpenGL's buffer object for the array buffer. func (a *arrayBufferLayout) newArrayBuffer() opengl.Buffer { return opengl.GetContext().NewArrayBuffer(a.totalBytes() * indicesNum) } // enable binds the array buffer the given program to use the array buffer. func (a *arrayBufferLayout) enable(program opengl.Program) { for _, p := range a.parts { opengl.GetContext().EnableVertexAttribArray(program, p.name) } total := a.totalBytes() offset := 0 for _, p := range a.parts { opengl.GetContext().VertexAttribPointer(program, p.name, p.num, p.dataType, total, offset) offset += p.dataType.SizeInBytes() * p.num } } // disable stops using the array buffer. func (a *arrayBufferLayout) disable(program opengl.Program) { // TODO: Disabling should be done in reversed order? for _, p := range a.parts { opengl.GetContext().DisableVertexAttribArray(program, p.name) } } var ( // theArrayBufferLayout is the array buffer layout for Ebiten. theArrayBufferLayout = arrayBufferLayout{ // Note that GL_MAX_VERTEX_ATTRIBS is at least 16. parts: []arrayBufferLayoutPart{ { name: "vertex", dataType: opengl.Float, num: 2, }, { name: "tex_coord", dataType: opengl.Float, num: 4, }, }, } ) // openGLState is a state for OpenGL. type openGLState struct { // arrayBuffer is OpenGL's array buffer (vertices data). arrayBuffer opengl.Buffer // elementArrayBuffer is OpenGL's element array buffer (indices data). elementArrayBuffer opengl.Buffer // programNearest is OpenGL's program for rendering a texture with nearest filter. programNearest opengl.Program // programLinear is OpenGL's program for rendering a texture with linear filter. programLinear opengl.Program programScreen opengl.Program lastProgram opengl.Program lastProjectionMatrix []float32 lastColorMatrix []float32 lastColorMatrixTranslation []float32 lastSourceWidth int lastSourceHeight int } var ( // theOpenGLState is the OpenGL state in the current process. theOpenGLState openGLState zeroBuffer opengl.Buffer zeroProgram opengl.Program ) const ( indicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles. maxTriangles = indicesNum / 3 maxQuads = maxTriangles / 2 ) // ResetGLState resets or initializes the current OpenGL state. func ResetGLState() error { return theOpenGLState.reset() } // reset resets or initializes the OpenGL state. func (s *openGLState) reset() error { if err := opengl.GetContext().Reset(); err != nil { return err } s.lastProgram = zeroProgram s.lastProjectionMatrix = nil s.lastColorMatrix = nil s.lastColorMatrixTranslation = nil s.lastSourceWidth = 0 s.lastSourceHeight = 0 // 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.programNearest != zeroProgram { opengl.GetContext().DeleteProgram(s.programNearest) } if s.programLinear != zeroProgram { opengl.GetContext().DeleteProgram(s.programLinear) } if s.programScreen != zeroProgram { opengl.GetContext().DeleteProgram(s.programScreen) } // On browsers (at least Chrome), buffers are already detached from the context // and must not be deleted by DeleteBuffer. if !web.IsBrowser() { if s.arrayBuffer != zeroBuffer { opengl.GetContext().DeleteBuffer(s.arrayBuffer) } if s.elementArrayBuffer != zeroBuffer { opengl.GetContext().DeleteBuffer(s.elementArrayBuffer) } } shaderVertexModelviewNative, err := opengl.GetContext().NewShader(opengl.VertexShader, shader(shaderVertexModelview)) if err != nil { panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err)) } defer opengl.GetContext().DeleteShader(shaderVertexModelviewNative) shaderFragmentNearestNative, err := opengl.GetContext().NewShader(opengl.FragmentShader, shader(shaderFragmentNearest)) if err != nil { panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err)) } defer opengl.GetContext().DeleteShader(shaderFragmentNearestNative) shaderFragmentLinearNative, err := opengl.GetContext().NewShader(opengl.FragmentShader, shader(shaderFragmentLinear)) if err != nil { panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err)) } defer opengl.GetContext().DeleteShader(shaderFragmentLinearNative) shaderFragmentScreenNative, err := opengl.GetContext().NewShader(opengl.FragmentShader, shader(shaderFragmentScreen)) if err != nil { panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err)) } defer opengl.GetContext().DeleteShader(shaderFragmentScreenNative) s.programNearest, err = opengl.GetContext().NewProgram([]opengl.Shader{ shaderVertexModelviewNative, shaderFragmentNearestNative, }) if err != nil { return err } s.programLinear, err = opengl.GetContext().NewProgram([]opengl.Shader{ shaderVertexModelviewNative, shaderFragmentLinearNative, }) if err != nil { return err } s.programScreen, err = opengl.GetContext().NewProgram([]opengl.Shader{ shaderVertexModelviewNative, shaderFragmentScreenNative, }) if err != nil { return err } s.arrayBuffer = theArrayBufferLayout.newArrayBuffer() // 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 = opengl.GetContext().NewElementArrayBuffer(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 } // useProgram uses the program (programTexture). func (s *openGLState) useProgram(proj []float32, texture opengl.Texture, dst, src *Image, colorM *affine.ColorM, filter Filter) { c := opengl.GetContext() var program opengl.Program switch filter { case FilterNearest: program = s.programNearest case FilterLinear: program = s.programLinear case FilterScreen: program = s.programScreen default: panic("not reached") } if s.lastProgram != program { c.UseProgram(program) if s.lastProgram != zeroProgram { theArrayBufferLayout.disable(s.lastProgram) } theArrayBufferLayout.enable(program) if s.lastProgram == zeroProgram { c.BindBuffer(opengl.ArrayBuffer, s.arrayBuffer) c.BindBuffer(opengl.ElementArrayBuffer, s.elementArrayBuffer) c.UniformInt(program, "texture", 0) } s.lastProgram = program s.lastProjectionMatrix = nil s.lastColorMatrix = nil s.lastColorMatrixTranslation = nil s.lastSourceWidth = 0 s.lastSourceHeight = 0 } if !areSameFloat32Array(s.lastProjectionMatrix, proj) { c.UniformFloats(program, "projection_matrix", proj) if s.lastProjectionMatrix == nil { s.lastProjectionMatrix = make([]float32, 16) } // (*framebuffer).projectionMatrix is always same for the same framebuffer. // It's OK to hold the reference without copying. s.lastProjectionMatrix = proj } esBody, esTranslate := colorM.UnsafeElements() if !areSameFloat32Array(s.lastColorMatrix, esBody) { c.UniformFloats(program, "color_matrix", esBody) if s.lastColorMatrix == nil { s.lastColorMatrix = make([]float32, 16) } // ColorM's elements are immutable. It's OK to hold the reference without copying. s.lastColorMatrix = esBody } if !areSameFloat32Array(s.lastColorMatrixTranslation, esTranslate) { c.UniformFloats(program, "color_matrix_translation", esTranslate) if s.lastColorMatrixTranslation == nil { s.lastColorMatrixTranslation = make([]float32, 4) } // ColorM's elements are immutable. It's OK to hold the reference without copying. s.lastColorMatrixTranslation = esTranslate } sw, sh := src.Size() sw = emath.NextPowerOf2Int(sw) sh = emath.NextPowerOf2Int(sh) if s.lastSourceWidth != sw || s.lastSourceHeight != sh { c.UniformFloats(program, "source_size", []float32{float32(sw), float32(sh)}) s.lastSourceWidth = sw s.lastSourceHeight = sh } if program == s.programScreen { sw, _ := src.Size() dw, _ := dst.Size() scale := float32(dw) / float32(sw) c.UniformFloat(program, "scale", scale) } // We don't have to call gl.ActiveTexture here: GL_TEXTURE0 is the default active texture // See also: https://www.opengl.org/sdk/docs/man2/xhtml/glActiveTexture.xml c.BindTexture(texture) }