// 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 ( "errors" "fmt" "github.com/go-gl/gl" ) type Filter int const ( filterNearest Filter = gl.NEAREST filterLinear = gl.LINEAR ) type ShaderType int const ( shaderTypeVertex ShaderType = gl.VERTEX_SHADER shaderTypeFragment = gl.FRAGMENT_SHADER ) type Texture gl.Texture func (t Texture) Pixels(width, height int) ([]uint8, error) { // TODO: Use glGetTexLevelParameteri and GL_TEXTURE_WIDTH? pixels := make([]uint8, 4*width*height) gl.Texture(t).Bind(gl.TEXTURE_2D) gl.GetTexImage(gl.TEXTURE_2D, 0, 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, nil } func (t Texture) Delete() { gl.Texture(t).Delete() } type Framebuffer gl.Framebuffer func (f Framebuffer) SetAsViewport(width, height int) error { gl.Flush() gl.Framebuffer(f).Bind() err := gl.CheckFramebufferStatus(gl.FRAMEBUFFER) if err != gl.FRAMEBUFFER_COMPLETE { if gl.GetError() != 0 { return errors.New(fmt.Sprintf("glBindFramebuffer failed: %d", gl.GetError())) } return errors.New("glBindFramebuffer failed: the context is different?") } gl.Viewport(0, 0, width, height) return nil } func (f Framebuffer) Fill(r, g, b, a float64) error { gl.ClearColor(gl.GLclampf(r), gl.GLclampf(g), gl.GLclampf(b), gl.GLclampf(a)) gl.Clear(gl.COLOR_BUFFER_BIT) return nil } func (f Framebuffer) Delete() { gl.Framebuffer(f).Delete() } type Shader gl.Shader func (s Shader) Delete() { gl.Shader(s).Delete() } type Program gl.Program func (p Program) Use() { gl.Program(p).Use() } func (p Program) GetAttribLocation(name string) AttribLocation { return AttribLocation(gl.Program(p).GetAttribLocation(name)) } func (p Program) GetUniformLocation(name string) UniformLocation { return UniformLocation(gl.Program(p).GetUniformLocation(name)) } type AttribLocation int type UniformLocation int func (u UniformLocation) UniformMatrix4fv(matrix [16]float32) { gl.UniformLocation(u).UniformMatrix4fv(false, matrix) } func (u UniformLocation) Uniform4fv(count int, v []float32) { gl.UniformLocation(u).Uniform4fv(count, v) } func (u UniformLocation) Uniform1i(v int) { gl.UniformLocation(u).Uniform1i(v) } type Context struct { Nearest Filter Linear Filter VertexShader ShaderType FragmentShader ShaderType } func NewContext() *Context { c := &Context{ Nearest: filterNearest, Linear: filterLinear, VertexShader: shaderTypeVertex, FragmentShader: shaderTypeFragment, } c.init() return c } func (c *Context) init() { gl.Init() gl.Enable(gl.TEXTURE_2D) // 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 Filter) (Texture, error) { t := gl.GenTexture() if t < 0 { return 0, errors.New("glGenTexture failed") } gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4) t.Bind(gl.TEXTURE_2D) defer gl.Texture(0).Bind(gl.TEXTURE_2D) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int(filter)) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int(filter)) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels) return Texture(t), nil } func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) { f := gl.GenFramebuffer() f.Bind() gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, gl.Texture(texture), 0) if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE { return 0, errors.New("creating framebuffer failed") } return Framebuffer(f), nil } func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) { s := gl.CreateShader(gl.GLenum(shaderType)) if s == 0 { println(gl.GetError()) return 0, errors.New("glCreateShader failed") } s.Source(source) s.Compile() if s.Get(gl.COMPILE_STATUS) == gl.FALSE { log := "" if s.Get(gl.INFO_LOG_LENGTH) != 0 { log = s.GetInfoLog() } return 0, errors.New(fmt.Sprintf("shader compile failed: %s", log)) } return Shader(s), nil } func (c *Context) NewProgram(shaders []Shader) (Program, error) { p := gl.CreateProgram() if p == 0 { return 0, errors.New("glCreateProgram failed") } for _, shader := range shaders { p.AttachShader(gl.Shader(shader)) } p.Link() if p.Get(gl.LINK_STATUS) == gl.FALSE { return 0, errors.New("program error") } return Program(p), nil }