// 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. // +build js package opengl import ( "errors" "fmt" "github.com/gopherjs/gopherjs/js" "github.com/gopherjs/webgl" "github.com/hajimehoshi/ebiten/internal/web" ) // Note that `type Texture *js.Object` doesn't work. // There is no way to get the internal object in that case. type Texture struct { *js.Object } type Framebuffer struct { *js.Object } type Shader struct { *js.Object } type Program struct { *js.Object } type Buffer struct { *js.Object } func (t Texture) equals(other Texture) bool { return t.Object == other.Object } func (f Framebuffer) equals(other Framebuffer) bool { return f.Object == other.Object } type uniformLocation struct { *js.Object } type attribLocation int type programID int var ( invalidTexture = Texture{} invalidFramebuffer = Framebuffer{} ) func (p Program) id() programID { return programID(p.Get("__ebiten_programId").Int()) } func init() { // Accessing the prototype is rquired on Safari. c := js.Global.Get("WebGLRenderingContext").Get("prototype") Nearest = Filter(c.Get("NEAREST").Int()) Linear = Filter(c.Get("LINEAR").Int()) VertexShader = ShaderType(c.Get("VERTEX_SHADER").Int()) FragmentShader = ShaderType(c.Get("FRAGMENT_SHADER").Int()) ArrayBuffer = BufferType(c.Get("ARRAY_BUFFER").Int()) ElementArrayBuffer = BufferType(c.Get("ELEMENT_ARRAY_BUFFER").Int()) DynamicDraw = BufferUsage(c.Get("DYNAMIC_DRAW").Int()) StaticDraw = BufferUsage(c.Get("STATIC_DRAW").Int()) Triangles = Mode(c.Get("TRIANGLES").Int()) Lines = Mode(c.Get("LINES").Int()) Short = DataType(c.Get("SHORT").Int()) Float = DataType(c.Get("FLOAT").Int()) zero = operation(c.Get("ZERO").Int()) one = operation(c.Get("ONE").Int()) srcAlpha = operation(c.Get("SRC_ALPHA").Int()) dstAlpha = operation(c.Get("DST_ALPHA").Int()) oneMinusSrcAlpha = operation(c.Get("ONE_MINUS_SRC_ALPHA").Int()) oneMinusDstAlpha = operation(c.Get("ONE_MINUS_DST_ALPHA").Int()) } type context struct { gl *webgl.Context loseContext *js.Object lastProgramID programID } func Init() error { if web.IsNodeJS() { return fmt.Errorf("opengl: Node.js is not supported") } // TODO: Define id? canvas := js.Global.Get("document").Call("querySelector", "canvas") gl, err := webgl.NewContext(canvas, &webgl.ContextAttributes{ Alpha: true, PremultipliedAlpha: true, }) if err != nil { return err } c := &Context{} c.gl = gl // Getting an extension might fail after the context is lost, so // it is required to get the extension here. c.loseContext = gl.GetExtension("WEBGL_lose_context") if c.loseContext != nil { // This testing function name is temporary. js.Global.Set("_ebiten_loseContextForTesting", func() { c.loseContext.Call("loseContext") }) } theContext = c return nil } func (c *Context) Reset() error { c.locationCache = newLocationCache() c.lastTexture = invalidTexture c.lastFramebuffer = invalidFramebuffer c.lastViewportWidth = 0 c.lastViewportHeight = 0 c.lastCompositeMode = CompositeModeUnknown gl := c.gl gl.Enable(gl.BLEND) c.BlendFunc(CompositeModeSourceOver) f := gl.GetParameter(gl.FRAMEBUFFER_BINDING) c.screenFramebuffer = Framebuffer{f} return nil } func (c *Context) BlendFunc(mode CompositeMode) { if c.lastCompositeMode == mode { return } c.lastCompositeMode = mode s, d := operations(mode) gl := c.gl gl.BlendFunc(int(s), int(d)) } func (c *Context) NewTexture(width, height int, pixels []uint8, filter Filter) (Texture, error) { gl := c.gl t := gl.CreateTexture() if t == nil { return Texture{nil}, errors.New("opengl: glGenTexture failed") } gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4) c.BindTexture(Texture{t}) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int(filter)) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int(filter)) // TODO: Can we use glTexSubImage2D with linear filtering? // void texImage2D(GLenum target, GLint level, GLenum internalformat, // GLsizei width, GLsizei height, GLint border, GLenum format, // GLenum type, ArrayBufferView? pixels); var p interface{} if pixels != nil { p = pixels } gl.Call("texImage2D", gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, p) return Texture{t}, nil } func (c *Context) bindFramebufferImpl(f Framebuffer) { gl := c.gl gl.BindFramebuffer(gl.FRAMEBUFFER, f.Object) } func (c *Context) FramebufferPixels(f Framebuffer, width, height int) ([]uint8, error) { gl := c.gl c.bindFramebuffer(f) pixels := js.Global.Get("Uint8Array").New(4 * width * height) gl.ReadPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels) if e := gl.GetError(); e != gl.NO_ERROR { return nil, errors.New(fmt.Sprintf("opengl: error: %d", e)) } return pixels.Interface().([]uint8), nil } func (c *Context) bindTextureImpl(t Texture) { gl := c.gl gl.BindTexture(gl.TEXTURE_2D, t.Object) } func (c *Context) DeleteTexture(t Texture) { gl := c.gl if !gl.IsTexture(t.Object) { return } if c.lastTexture == t { c.lastTexture = invalidTexture } gl.DeleteTexture(t.Object) } func (c *Context) IsTexture(t Texture) bool { gl := c.gl b := gl.IsTexture(t.Object) return b } func (c *Context) TexSubImage2D(p []uint8, width, height int) { gl := c.gl // void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, // GLsizei width, GLsizei height, // GLenum format, GLenum type, ArrayBufferView? pixels); gl.Call("texSubImage2D", gl.TEXTURE_2D, 0, 0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, p) } func (c *Context) NewFramebuffer(t Texture) (Framebuffer, error) { gl := c.gl f := gl.CreateFramebuffer() c.bindFramebuffer(Framebuffer{f}) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, t.Object, 0) s := gl.CheckFramebufferStatus(gl.FRAMEBUFFER) if s != gl.FRAMEBUFFER_COMPLETE { return Framebuffer{nil}, errors.New(fmt.Sprintf("opengl: creating framebuffer failed: %d", s)) } return Framebuffer{f}, nil } func (c *Context) setViewportImpl(width, height int) { gl := c.gl gl.Viewport(0, 0, width, height) } func (c *Context) FillFramebuffer(r, g, b, a float32) error { // TODO: Use f? gl := c.gl gl.ClearColor(r, g, b, a) gl.Clear(gl.COLOR_BUFFER_BIT) return nil } func (c *Context) DeleteFramebuffer(f Framebuffer) { gl := c.gl if !gl.IsFramebuffer(f.Object) { 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 } gl.DeleteFramebuffer(f.Object) } func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) { gl := c.gl s := gl.CreateShader(int(shaderType)) if s == nil { return Shader{nil}, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType) } gl.ShaderSource(s, source) gl.CompileShader(s) if !gl.GetShaderParameterb(s, gl.COMPILE_STATUS) { log := gl.GetShaderInfoLog(s) return Shader{nil}, fmt.Errorf("opengl: shader compile failed: %s", log) } return Shader{s}, nil } func (c *Context) DeleteShader(s Shader) { gl := c.gl gl.DeleteShader(s.Object) } func (c *Context) NewProgram(shaders []Shader) (Program, error) { gl := c.gl p := gl.CreateProgram() if p == nil { return Program{nil}, errors.New("opengl: glCreateProgram failed") } p.Set("__ebiten_programId", c.lastProgramID) c.lastProgramID++ for _, shader := range shaders { gl.AttachShader(p, shader.Object) } gl.LinkProgram(p) if !gl.GetProgramParameterb(p, gl.LINK_STATUS) { return Program{nil}, errors.New("opengl: program error") } return Program{p}, nil } func (c *Context) UseProgram(p Program) { gl := c.gl gl.UseProgram(p.Object) } func (c *Context) DeleteProgram(p Program) { gl := c.gl if !gl.IsProgram(p.Object) { return } gl.DeleteProgram(p.Object) } func (c *Context) getUniformLocationImpl(p Program, location string) uniformLocation { gl := c.gl return uniformLocation{gl.GetUniformLocation(p.Object, location)} } func (c *Context) UniformInt(p Program, location string, v int) { gl := c.gl l := c.locationCache.GetUniformLocation(c, p, location) gl.Uniform1i(l.Object, v) } func (c *Context) UniformFloats(p Program, location string, v []float32) { gl := c.gl l := c.locationCache.GetUniformLocation(c, p, location) switch len(v) { case 4: gl.Call("uniform4fv", l.Object, v) case 16: gl.UniformMatrix4fv(l.Object, false, v) default: panic("not reach") } } func (c *Context) getAttribLocationImpl(p Program, location string) attribLocation { gl := c.gl return attribLocation(gl.GetAttribLocation(p.Object, location)) } func (c *Context) VertexAttribPointer(p Program, location string, size int, dataType DataType, normalize bool, stride int, offset int) { gl := c.gl l := c.locationCache.GetAttribLocation(c, p, location) gl.VertexAttribPointer(int(l), size, int(dataType), normalize, stride, offset) } func (c *Context) EnableVertexAttribArray(p Program, location string) { gl := c.gl l := c.locationCache.GetAttribLocation(c, p, location) gl.EnableVertexAttribArray(int(l)) } func (c *Context) DisableVertexAttribArray(p Program, location string) { gl := c.gl l := c.locationCache.GetAttribLocation(c, p, location) gl.DisableVertexAttribArray(int(l)) } func (c *Context) NewArrayBuffer(size int) Buffer { gl := c.gl b := gl.CreateBuffer() gl.BindBuffer(int(ArrayBuffer), b) gl.BufferData(int(ArrayBuffer), size, int(DynamicDraw)) return Buffer{b} } func (c *Context) NewElementArrayBuffer(indices []uint16) Buffer { gl := c.gl b := gl.CreateBuffer() gl.BindBuffer(int(ElementArrayBuffer), b) gl.BufferData(int(ElementArrayBuffer), indices, int(StaticDraw)) return Buffer{b} } func (c *Context) BindElementArrayBuffer(b Buffer) { gl := c.gl gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b.Object) } func (c *Context) BufferSubData(bufferType BufferType, data []float32) { gl := c.gl gl.BufferSubData(int(bufferType), 0, data) } func (c *Context) DeleteBuffer(b Buffer) { gl := c.gl gl.DeleteBuffer(b.Object) } func (c *Context) DrawElements(mode Mode, len int, offsetInBytes int) { gl := c.gl gl.DrawElements(int(mode), len, gl.UNSIGNED_SHORT, offsetInBytes) } func (c *Context) Flush() { gl := c.gl gl.Flush() } func (c *Context) IsContextLost() bool { gl := c.gl return gl.IsContextLost() } func (c *Context) RestoreContext() { if c.loseContext != nil { c.loseContext.Call("restoreContext") } }