// Copyright 2020 The Ebiten Authors // // 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. //go:build android || ios package gles import ( "golang.org/x/mobile/gl" ) type GomobileContext struct { ctx gl.Context } func gmProgram(program uint32) gl.Program { return gl.Program{ Init: true, Value: program, } } func NewGomobileContext(ctx gl.Context) *GomobileContext { return &GomobileContext{ctx} } func (g *GomobileContext) ActiveTexture(texture uint32) { g.ctx.ActiveTexture(gl.Enum(texture)) } func (g *GomobileContext) AttachShader(program uint32, shader uint32) { g.ctx.AttachShader(gmProgram(program), gl.Shader{Value: shader}) } func (g *GomobileContext) BindAttribLocation(program uint32, index uint32, name string) { g.ctx.BindAttribLocation(gmProgram(program), gl.Attrib{Value: uint(index)}, name) } func (g *GomobileContext) BindBuffer(target uint32, buffer uint32) { g.ctx.BindBuffer(gl.Enum(target), gl.Buffer{Value: buffer}) } func (g *GomobileContext) BindFramebuffer(target uint32, framebuffer uint32) { g.ctx.BindFramebuffer(gl.Enum(target), gl.Framebuffer{Value: framebuffer}) } func (g *GomobileContext) BindRenderbuffer(target uint32, renderbuffer uint32) { g.ctx.BindRenderbuffer(gl.Enum(target), gl.Renderbuffer{Value: renderbuffer}) } func (g *GomobileContext) BindTexture(target uint32, texture uint32) { g.ctx.BindTexture(gl.Enum(target), gl.Texture{Value: texture}) } func (g *GomobileContext) BlendEquationSeparate(modeRGB uint32, modeAlpha uint32) { g.ctx.BlendEquationSeparate(gl.Enum(modeRGB), gl.Enum(modeAlpha)) } func (g *GomobileContext) BlendFuncSeparate(srcRGB uint32, dstRGB uint32, srcAlpha uint32, dstAlpha uint32) { g.ctx.BlendFuncSeparate(gl.Enum(srcRGB), gl.Enum(dstRGB), gl.Enum(srcAlpha), gl.Enum(dstAlpha)) } func (g *GomobileContext) BufferData(target uint32, size int, data []byte, usage uint32) { if data == nil { g.ctx.BufferInit(gl.Enum(target), size, gl.Enum(usage)) } else { if size != len(data) { panic("gles: size and len(data) must be same at BufferData") } g.ctx.BufferData(gl.Enum(target), data, gl.Enum(usage)) } } func (g *GomobileContext) BufferSubData(target uint32, offset int, data []byte) { g.ctx.BufferSubData(gl.Enum(target), offset, data) } func (g *GomobileContext) CheckFramebufferStatus(target uint32) uint32 { return uint32(g.ctx.CheckFramebufferStatus(gl.Enum(target))) } func (g *GomobileContext) Clear(mask uint32) { g.ctx.Clear(gl.Enum(mask)) } func (g *GomobileContext) ColorMask(red, green, blue, alpha bool) { g.ctx.ColorMask(red, green, blue, alpha) } func (g *GomobileContext) CompileShader(shader uint32) { g.ctx.CompileShader(gl.Shader{Value: shader}) } func (g *GomobileContext) CreateProgram() uint32 { return g.ctx.CreateProgram().Value } func (g *GomobileContext) CreateShader(xtype uint32) uint32 { return g.ctx.CreateShader(gl.Enum(xtype)).Value } func (g *GomobileContext) DeleteBuffers(buffers []uint32) { for _, b := range buffers { g.ctx.DeleteBuffer(gl.Buffer{Value: b}) } } func (g *GomobileContext) DeleteFramebuffers(framebuffers []uint32) { for _, b := range framebuffers { g.ctx.DeleteFramebuffer(gl.Framebuffer{Value: b}) } } func (g *GomobileContext) DeleteProgram(program uint32) { g.ctx.DeleteProgram(gmProgram(program)) } func (g *GomobileContext) DeleteRenderbuffers(renderbuffers []uint32) { for _, r := range renderbuffers { g.ctx.DeleteRenderbuffer(gl.Renderbuffer{Value: r}) } } func (g *GomobileContext) DeleteShader(shader uint32) { g.ctx.DeleteShader(gl.Shader{Value: shader}) } func (g *GomobileContext) DeleteTextures(textures []uint32) { for _, t := range textures { g.ctx.DeleteTexture(gl.Texture{Value: t}) } } func (g *GomobileContext) Disable(cap uint32) { g.ctx.Disable(gl.Enum(cap)) } func (g *GomobileContext) DisableVertexAttribArray(index uint32) { g.ctx.DisableVertexAttribArray(gl.Attrib{Value: uint(index)}) } func (g *GomobileContext) DrawElements(mode uint32, count int32, xtype uint32, offset int) { g.ctx.DrawElements(gl.Enum(mode), int(count), gl.Enum(xtype), offset) } func (g *GomobileContext) Enable(cap uint32) { g.ctx.Enable(gl.Enum(cap)) } func (g *GomobileContext) EnableVertexAttribArray(index uint32) { g.ctx.EnableVertexAttribArray(gl.Attrib{Value: uint(index)}) } func (g *GomobileContext) Flush() { g.ctx.Flush() } func (g *GomobileContext) FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) { g.ctx.FramebufferRenderbuffer(gl.Enum(target), gl.Enum(attachment), gl.Enum(renderbuffertarget), gl.Renderbuffer{Value: renderbuffer}) } func (g *GomobileContext) FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32) { g.ctx.FramebufferTexture2D(gl.Enum(target), gl.Enum(attachment), gl.Enum(textarget), gl.Texture{Value: texture}, int(level)) } func (g *GomobileContext) GenBuffers(n int32) []uint32 { buffers := make([]uint32, n) for i := range buffers { buffers[i] = g.ctx.CreateBuffer().Value } return buffers } func (g *GomobileContext) GenFramebuffers(n int32) []uint32 { framebuffers := make([]uint32, n) for i := range framebuffers { framebuffers[i] = g.ctx.CreateFramebuffer().Value } return framebuffers } func (g *GomobileContext) GenRenderbuffers(n int32) []uint32 { renderbuffers := make([]uint32, n) for i := range renderbuffers { renderbuffers[i] = g.ctx.CreateRenderbuffer().Value } return renderbuffers } func (g *GomobileContext) GenTextures(n int32) []uint32 { textures := make([]uint32, n) for i := range textures { textures[i] = g.ctx.CreateTexture().Value } return textures } func (g *GomobileContext) GetError() uint32 { return uint32(g.ctx.GetError()) } func (g *GomobileContext) GetIntegerv(dst []int32, pname uint32) { g.ctx.GetIntegerv(dst, gl.Enum(pname)) } func (g *GomobileContext) GetProgramInfoLog(program uint32) string { return g.ctx.GetProgramInfoLog(gmProgram(program)) } func (g *GomobileContext) GetProgramiv(dst []int32, program uint32, pname uint32) { dst[0] = int32(g.ctx.GetProgrami(gmProgram(program), gl.Enum(pname))) } func (g *GomobileContext) GetShaderInfoLog(shader uint32) string { return g.ctx.GetShaderInfoLog(gl.Shader{Value: shader}) } func (g *GomobileContext) GetShaderiv(dst []int32, shader uint32, pname uint32) { dst[0] = int32(g.ctx.GetShaderi(gl.Shader{Value: shader}, gl.Enum(pname))) } func (g *GomobileContext) GetUniformLocation(program uint32, name string) int32 { return g.ctx.GetUniformLocation(gmProgram(program), name).Value } func (g *GomobileContext) IsFramebuffer(framebuffer uint32) bool { return g.ctx.IsFramebuffer(gl.Framebuffer{Value: framebuffer}) } func (g *GomobileContext) IsProgram(program uint32) bool { return g.ctx.IsProgram(gmProgram(program)) } func (g *GomobileContext) IsRenderbuffer(renderbuffer uint32) bool { return g.ctx.IsRenderbuffer(gl.Renderbuffer{Value: renderbuffer}) } func (g *GomobileContext) IsTexture(texture uint32) bool { return g.ctx.IsTexture(gl.Texture{Value: texture}) } func (g *GomobileContext) LinkProgram(program uint32) { g.ctx.LinkProgram(gmProgram(program)) } func (g *GomobileContext) PixelStorei(pname uint32, param int32) { g.ctx.PixelStorei(gl.Enum(pname), param) } func (g *GomobileContext) ReadPixels(dst []byte, x int32, y int32, width int32, height int32, format uint32, xtype uint32) { g.ctx.ReadPixels(dst, int(x), int(y), int(width), int(height), gl.Enum(format), gl.Enum(xtype)) } func (g *GomobileContext) RenderbufferStorage(target uint32, internalFormat uint32, width int32, height int32) { g.ctx.RenderbufferStorage(gl.Enum(target), gl.Enum(internalFormat), int(width), int(height)) } func (g *GomobileContext) Scissor(x, y, width, height int32) { g.ctx.Scissor(x, y, width, height) } func (g *GomobileContext) ShaderSource(shader uint32, xstring string) { g.ctx.ShaderSource(gl.Shader{Value: shader}, xstring) } func (g *GomobileContext) StencilFunc(func_ uint32, ref int32, mask uint32) { g.ctx.StencilFunc(gl.Enum(func_), int(ref), mask) } func (g *GomobileContext) StencilOp(sfail, dpfail, dppass uint32) { g.ctx.StencilOp(gl.Enum(sfail), gl.Enum(dpfail), gl.Enum(dppass)) } func (g *GomobileContext) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, format uint32, xtype uint32, pixels []byte) { g.ctx.TexImage2D(gl.Enum(target), int(level), int(internalformat), int(width), int(height), gl.Enum(format), gl.Enum(xtype), pixels) } func (g *GomobileContext) TexParameteri(target uint32, pname uint32, param int32) { g.ctx.TexParameteri(gl.Enum(target), gl.Enum(pname), int(param)) } func (g *GomobileContext) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels []byte) { g.ctx.TexSubImage2D(gl.Enum(target), int(level), int(xoffset), int(yoffset), int(width), int(height), gl.Enum(format), gl.Enum(xtype), pixels) } func (g *GomobileContext) Uniform1fv(location int32, value []float32) { g.ctx.Uniform1fv(gl.Uniform{Value: location}, value) } func (g *GomobileContext) Uniform1i(location int32, v0 int32) { g.ctx.Uniform1i(gl.Uniform{Value: location}, int(v0)) } func (g *GomobileContext) Uniform1iv(location int32, value []int32) { g.ctx.Uniform1iv(gl.Uniform{Value: location}, value) } func (g *GomobileContext) Uniform2fv(location int32, value []float32) { g.ctx.Uniform2fv(gl.Uniform{Value: location}, value) } func (g *GomobileContext) Uniform3fv(location int32, value []float32) { g.ctx.Uniform3fv(gl.Uniform{Value: location}, value) } func (g *GomobileContext) Uniform4fv(location int32, value []float32) { g.ctx.Uniform4fv(gl.Uniform{Value: location}, value) } func (g *GomobileContext) UniformMatrix2fv(location int32, transpose bool, value []float32) { if transpose { panic("gles: UniformMatrix2fv with transpose is not implemented") } g.ctx.UniformMatrix2fv(gl.Uniform{Value: location}, value) } func (g *GomobileContext) UniformMatrix3fv(location int32, transpose bool, value []float32) { if transpose { panic("gles: UniformMatrix3fv with transpose is not implemented") } g.ctx.UniformMatrix3fv(gl.Uniform{Value: location}, value) } func (g *GomobileContext) UniformMatrix4fv(location int32, transpose bool, value []float32) { if transpose { panic("gles: UniformMatrix4fv with transpose is not implemented") } g.ctx.UniformMatrix4fv(gl.Uniform{Value: location}, value) } func (g *GomobileContext) UseProgram(program uint32) { g.ctx.UseProgram(gmProgram(program)) } func (g *GomobileContext) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset int) { g.ctx.VertexAttribPointer(gl.Attrib{Value: uint(index)}, int(size), gl.Enum(xtype), normalized, int(stride), int(offset)) } func (g *GomobileContext) Viewport(x int32, y int32, width int32, height int32) { g.ctx.Viewport(int(x), int(y), int(width), int(height)) }