// 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 android ios package opengl import ( "errors" "fmt" "reflect" "unsafe" mgl "golang.org/x/mobile/gl" ) type ( Texture mgl.Texture Framebuffer mgl.Framebuffer Shader mgl.Shader Program mgl.Program Buffer mgl.Buffer ) var InvalidTexture Texture type ( uniformLocation mgl.Uniform attribLocation mgl.Attrib ) type programID uint32 var ( invalidTexture = Texture(mgl.Texture{}) invalidFramebuffer = Framebuffer(mgl.Framebuffer{(1 << 32) - 1}) ) func getProgramID(p Program) programID { return programID(p.Value) } func init() { VertexShader = mgl.VERTEX_SHADER FragmentShader = mgl.FRAGMENT_SHADER ArrayBuffer = mgl.ARRAY_BUFFER ElementArrayBuffer = mgl.ELEMENT_ARRAY_BUFFER DynamicDraw = mgl.DYNAMIC_DRAW StaticDraw = mgl.STATIC_DRAW Triangles = mgl.TRIANGLES Lines = mgl.LINES Short = mgl.SHORT Float = mgl.FLOAT zero = mgl.ZERO one = mgl.ONE srcAlpha = mgl.SRC_ALPHA dstAlpha = mgl.DST_ALPHA oneMinusSrcAlpha = mgl.ONE_MINUS_SRC_ALPHA oneMinusDstAlpha = mgl.ONE_MINUS_DST_ALPHA } type context struct { gl mgl.Context worker mgl.Worker } func Init() { c := &Context{} c.gl, c.worker = mgl.NewContext() theContext = c } func (c *Context) DoWork(chError <-chan error, chDone <-chan struct{}) error { // TODO: Check this is called on the rendering thread loop: for { select { case err := <-chError: return err case <-c.worker.WorkAvailable(): c.worker.DoWork() case <-chDone: break loop } } 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 c.gl.Enable(mgl.BLEND) c.BlendFunc(CompositeModeSourceOver) f := c.gl.GetInteger(mgl.FRAMEBUFFER_BINDING) c.screenFramebuffer = Framebuffer(mgl.Framebuffer{uint32(f)}) // TODO: Need to update screenFramebufferWidth/Height? return nil } func (c *Context) BlendFunc(mode CompositeMode) { gl := c.gl if c.lastCompositeMode == mode { return } c.lastCompositeMode = mode s, d := operations(mode) gl.BlendFunc(mgl.Enum(s), mgl.Enum(d)) } func (c *Context) NewTexture(width, height int) (Texture, error) { gl := c.gl t := gl.CreateTexture() if t.Value <= 0 { return Texture{}, errors.New("opengl: creating texture failed") } gl.PixelStorei(mgl.UNPACK_ALIGNMENT, 4) c.BindTexture(Texture(t)) gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MAG_FILTER, mgl.NEAREST) gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MIN_FILTER, mgl.NEAREST) gl.TexImage2D(mgl.TEXTURE_2D, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, nil) return Texture(t), nil } func (c *Context) bindFramebufferImpl(f Framebuffer) { gl := c.gl gl.BindFramebuffer(mgl.FRAMEBUFFER, mgl.Framebuffer(f)) } func (c *Context) FramebufferPixels(f Framebuffer, width, height int) ([]byte, error) { gl := c.gl gl.Flush() c.bindFramebuffer(f) pixels := make([]byte, 4*width*height) gl.ReadPixels(pixels, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE) if e := gl.GetError(); e != mgl.NO_ERROR { return nil, fmt.Errorf("opengl: glReadPixels: %d", e) } return pixels, nil } func (c *Context) bindTextureImpl(t Texture) { gl := c.gl gl.BindTexture(mgl.TEXTURE_2D, mgl.Texture(t)) } func (c *Context) DeleteTexture(t Texture) { gl := c.gl if !gl.IsTexture(mgl.Texture(t)) { return } if c.lastTexture == t { c.lastTexture = invalidTexture } gl.DeleteTexture(mgl.Texture(t)) } func (c *Context) IsTexture(t Texture) bool { gl := c.gl return gl.IsTexture(mgl.Texture(t)) } func (c *Context) TexSubImage2D(p []byte, x, y, width, height int) { gl := c.gl gl.TexSubImage2D(mgl.TEXTURE_2D, 0, x, y, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, p) } func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) { gl := c.gl f := gl.CreateFramebuffer() if f.Value <= 0 { return Framebuffer{}, errors.New("opengl: creating framebuffer failed: gl.IsFramebuffer returns false") } c.bindFramebuffer(Framebuffer(f)) gl.FramebufferTexture2D(mgl.FRAMEBUFFER, mgl.COLOR_ATTACHMENT0, mgl.TEXTURE_2D, mgl.Texture(texture), 0) s := gl.CheckFramebufferStatus(mgl.FRAMEBUFFER) if s != mgl.FRAMEBUFFER_COMPLETE { if s != 0 { return Framebuffer{}, fmt.Errorf("opengl: creating framebuffer failed: %v", s) } if e := gl.GetError(); e != mgl.NO_ERROR { return Framebuffer{}, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e) } return Framebuffer{}, fmt.Errorf("opengl: creating framebuffer failed: unknown error") } 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 { gl := c.gl gl.ClearColor(adjustForClearColor(r), adjustForClearColor(g), adjustForClearColor(b), adjustForClearColor(a)) gl.Clear(mgl.COLOR_BUFFER_BIT) return nil } func (c *Context) DeleteFramebuffer(f Framebuffer) { gl := c.gl if !gl.IsFramebuffer(mgl.Framebuffer(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 } gl.DeleteFramebuffer(mgl.Framebuffer(f)) } func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) { gl := c.gl s := gl.CreateShader(mgl.Enum(shaderType)) if s.Value == 0 { return Shader{}, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType) } gl.ShaderSource(s, source) gl.CompileShader(s) v := gl.GetShaderi(s, mgl.COMPILE_STATUS) if v == mgl.FALSE { log := gl.GetShaderInfoLog(s) return Shader{}, fmt.Errorf("opengl: shader compile failed: %s", log) } return Shader(s), nil } func (c *Context) DeleteShader(s Shader) { gl := c.gl gl.DeleteShader(mgl.Shader(s)) } func (c *Context) NewProgram(shaders []Shader) (Program, error) { gl := c.gl p := gl.CreateProgram() if p.Value == 0 { return Program{}, errors.New("opengl: glCreateProgram failed") } for _, shader := range shaders { gl.AttachShader(p, mgl.Shader(shader)) } gl.LinkProgram(p) v := gl.GetProgrami(p, mgl.LINK_STATUS) if v == mgl.FALSE { return Program{}, errors.New("opengl: program error") } return Program(p), nil } func (c *Context) UseProgram(p Program) { gl := c.gl gl.UseProgram(mgl.Program(p)) } func (c *Context) DeleteProgram(p Program) { gl := c.gl if !gl.IsProgram(mgl.Program(p)) { return } gl.DeleteProgram(mgl.Program(p)) } func (c *Context) getUniformLocationImpl(p Program, location string) uniformLocation { gl := c.gl u := uniformLocation(gl.GetUniformLocation(mgl.Program(p), location)) if u.Value == -1 { panic("invalid uniform location: " + location) } return u } func (c *Context) UniformInt(p Program, location string, v int) { gl := c.gl gl.Uniform1i(mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location)), v) } func (c *Context) UniformFloat(p Program, location string, v float32) { gl := c.gl gl.Uniform1f(mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location)), v) } func (c *Context) UniformFloats(p Program, location string, v []float32) { gl := c.gl l := mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location)) switch len(v) { case 2: gl.Uniform2fv(l, v) case 4: gl.Uniform4fv(l, v) case 16: gl.UniformMatrix4fv(l, v) default: panic("not reached") } } func (c *Context) getAttribLocationImpl(p Program, location string) attribLocation { gl := c.gl a := attribLocation(gl.GetAttribLocation(mgl.Program(p), location)) if a.Value == ^uint(0) { panic("invalid attrib location: " + location) } return a } func (c *Context) VertexAttribPointer(p Program, location string, size int, dataType DataType, stride int, offset int) { gl := c.gl l := c.locationCache.GetAttribLocation(c, p, location) gl.VertexAttribPointer(mgl.Attrib(l), size, mgl.Enum(dataType), false, stride, offset) } func (c *Context) EnableVertexAttribArray(p Program, location string) { gl := c.gl l := c.locationCache.GetAttribLocation(c, p, location) gl.EnableVertexAttribArray(mgl.Attrib(l)) } func (c *Context) DisableVertexAttribArray(p Program, location string) { gl := c.gl l := c.locationCache.GetAttribLocation(c, p, location) gl.DisableVertexAttribArray(mgl.Attrib(l)) } func uint16ToBytes(v []uint16) []byte { u16h := (*reflect.SliceHeader)(unsafe.Pointer(&v)) var b []byte bh := (*reflect.SliceHeader)(unsafe.Pointer(&b)) bh.Data = u16h.Data bh.Len = len(v) * 2 bh.Cap = len(v) * 2 return b } func (c *Context) NewArrayBuffer(size int) Buffer { gl := c.gl b := gl.CreateBuffer() gl.BindBuffer(mgl.Enum(ArrayBuffer), b) gl.BufferInit(mgl.Enum(ArrayBuffer), size, mgl.Enum(DynamicDraw)) return Buffer(b) } func (c *Context) NewElementArrayBuffer(indices []uint16) Buffer { gl := c.gl b := gl.CreateBuffer() gl.BindBuffer(mgl.Enum(ElementArrayBuffer), b) gl.BufferData(mgl.Enum(ElementArrayBuffer), uint16ToBytes(indices), mgl.Enum(StaticDraw)) return Buffer(b) } func (c *Context) BindElementArrayBuffer(b Buffer) { gl := c.gl gl.BindBuffer(mgl.ELEMENT_ARRAY_BUFFER, mgl.Buffer(b)) } func float32ToBytes(v []float32) []byte { f32h := (*reflect.SliceHeader)(unsafe.Pointer(&v)) var b []byte bh := (*reflect.SliceHeader)(unsafe.Pointer(&b)) bh.Data = f32h.Data bh.Len = len(v) * 4 bh.Cap = len(v) * 4 return b } func (c *Context) BufferSubData(bufferType BufferType, data []float32) { gl := c.gl gl.BufferSubData(mgl.Enum(bufferType), 0, float32ToBytes(data)) } func (c *Context) DeleteBuffer(b Buffer) { gl := c.gl gl.DeleteBuffer(mgl.Buffer(b)) } func (c *Context) DrawElements(mode Mode, len int, offsetInBytes int) { gl := c.gl gl.DrawElements(mgl.Enum(mode), len, mgl.UNSIGNED_SHORT, offsetInBytes) } func (c *Context) Flush() { gl := c.gl gl.Flush() }