// Copyright 2018 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. package opengl import ( "fmt" "github.com/hajimehoshi/ebiten/internal/affine" "github.com/hajimehoshi/ebiten/internal/driver" "github.com/hajimehoshi/ebiten/internal/graphics" "github.com/hajimehoshi/ebiten/internal/shaderir" "github.com/hajimehoshi/ebiten/internal/thread" ) var theGraphics Graphics func Get() *Graphics { return &theGraphics } type Graphics struct { state openGLState context context nextImageID driver.ImageID images map[driver.ImageID]*Image nextShaderID driver.ShaderID shaders map[driver.ShaderID]*Shader // drawCalled is true just after Draw is called. This holds true until ReplacePixels is called. drawCalled bool } func (g *Graphics) SetThread(thread *thread.Thread) { g.context.t = thread } func (g *Graphics) Begin() { // Do nothing. } func (g *Graphics) End() { // Call glFlush to prevent black flicking (especially on Android (#226) and iOS). // TODO: examples/sprites worked without this. Is this really needed? g.context.flush() } func (g *Graphics) SetTransparent(transparent bool) { // Do nothings. } func (g *Graphics) checkSize(width, height int) { if width < 1 { panic(fmt.Sprintf("opengl: width (%d) must be equal or more than %d", width, 1)) } if height < 1 { panic(fmt.Sprintf("opengl: height (%d) must be equal or more than %d", height, 1)) } m := g.context.getMaxTextureSize() if width > m { panic(fmt.Sprintf("opengl: width (%d) must be less than or equal to %d", width, m)) } if height > m { panic(fmt.Sprintf("opengl: height (%d) must be less than or equal to %d", height, m)) } } func (g *Graphics) genNextImageID() driver.ImageID { id := g.nextImageID g.nextImageID++ return id } func (g *Graphics) InvalidImageID() driver.ImageID { return -1 } func (g *Graphics) genNextShaderID() driver.ShaderID { id := g.nextShaderID g.nextShaderID++ return id } func (g *Graphics) NewImage(width, height int) (driver.Image, error) { i := &Image{ id: g.genNextImageID(), graphics: g, width: width, height: height, } w := graphics.InternalImageSize(width) h := graphics.InternalImageSize(height) g.checkSize(w, h) t, err := g.context.newTexture(w, h) if err != nil { return nil, err } i.textureNative = t g.addImage(i) return i, nil } func (g *Graphics) NewScreenFramebufferImage(width, height int) (driver.Image, error) { g.checkSize(width, height) i := &Image{ id: g.genNextImageID(), graphics: g, width: width, height: height, screen: true, } g.addImage(i) return i, nil } func (g *Graphics) addImage(img *Image) { if g.images == nil { g.images = map[driver.ImageID]*Image{} } if _, ok := g.images[img.id]; ok { panic(fmt.Sprintf("opengl: image ID %d was already registered", img.id)) } g.images[img.id] = img } func (g *Graphics) removeImage(img *Image) { delete(g.images, img.id) } // Reset resets or initializes the current OpenGL state. func (g *Graphics) Reset() error { return g.state.reset(&g.context) } func (g *Graphics) SetVertices(vertices []float32, indices []uint16) { // Note that the vertices passed to BufferSubData is not under GC management // in opengl package due to unsafe-way. // See BufferSubData in context_mobile.go. g.context.arrayBufferSubData(vertices) g.context.elementArrayBufferSubData(indices) } func (g *Graphics) Draw(dst, src driver.ImageID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, sourceRegion driver.Region) error { // TODO: Use sourceRegion. destination := g.images[dst] source := g.images[src] g.drawCalled = true if err := destination.setViewport(); err != nil { return err } g.context.blendFunc(mode) program := g.state.programs[programKey{ useColorM: colorM != nil, filter: filter, address: address, }] uniforms := []uniformVariable{} vw := destination.framebuffer.width vh := destination.framebuffer.height uniforms = append(uniforms, uniformVariable{ name: "viewport_size", value: []float32{float32(vw), float32(vh)}, }, uniformVariable{ name: "source_region", value: []float32{ sourceRegion.X, sourceRegion.Y, sourceRegion.X + sourceRegion.Width, sourceRegion.Y + sourceRegion.Height, }, }) if colorM != nil { // ColorM's elements are immutable. It's OK to hold the reference without copying. esBody, esTranslate := colorM.UnsafeElements() uniforms = append(uniforms, uniformVariable{ name: "color_matrix_body", value: esBody, }, uniformVariable{ name: "color_matrix_translation", value: esTranslate, }) } if filter != driver.FilterNearest { srcW, srcH := source.width, source.height sw := graphics.InternalImageSize(srcW) sh := graphics.InternalImageSize(srcH) uniforms = append(uniforms, uniformVariable{ name: "source_size", value: []float32{float32(sw), float32(sh)}, }) } if filter == driver.FilterScreen { scale := float32(destination.width) / float32(source.width) uniforms = append(uniforms, uniformVariable{ name: "scale", value: scale, }) } var imgs [graphics.ShaderImageNum]textureVariable for i := range imgs { if i == 0 { imgs[i].valid = true imgs[i].native = source.textureNative } } if err := g.useProgram(program, uniforms, imgs); err != nil { return err } g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes // glFlush() might be necessary at least on MacBook Pro (a smilar problem at #419), // but basically this pass the tests (esp. TestImageTooManyFill). // As glFlush() causes performance problems, this should be avoided as much as possible. // Let's wait and see, and file a new issue when this problem is newly foung. return nil } func (g *Graphics) SetVsyncEnabled(enabled bool) { // Do nothing } func (g *Graphics) FramebufferYDirection() driver.YDirection { return driver.Upward } func (g *Graphics) NeedsRestoring() bool { return g.context.needsRestoring() } func (g *Graphics) IsGL() bool { return true } func (g *Graphics) HasHighPrecisionFloat() bool { return g.context.hasHighPrecisionFloat() } func (g *Graphics) MaxImageSize() int { return g.context.getMaxTextureSize() } func (g *Graphics) NewShader(program *shaderir.Program) (driver.Shader, error) { s, err := NewShader(g.genNextShaderID(), g, program) if err != nil { return nil, err } g.addShader(s) return s, nil } func (g *Graphics) addShader(shader *Shader) { if g.shaders == nil { g.shaders = map[driver.ShaderID]*Shader{} } if _, ok := g.shaders[shader.id]; ok { panic(fmt.Sprintf("opengl: shader ID %d was already registered", shader.id)) } g.shaders[shader.id] = shader } func (g *Graphics) removeShader(shader *Shader) { delete(g.shaders, shader.id) } func (g *Graphics) DrawShader(dst driver.ImageID, srcs [graphics.ShaderImageNum]driver.ImageID, shader driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, uniforms []interface{}) error { d := g.images[dst] s := g.shaders[shader] g.drawCalled = true if err := d.setViewport(); err != nil { return err } g.context.blendFunc(mode) us := make([]uniformVariable, len(uniforms)) for k, v := range uniforms { us[k].name = fmt.Sprintf("U%d", k) us[k].value = v } var ts [graphics.ShaderImageNum]textureVariable for i, src := range srcs { if src == g.InvalidImageID() { continue } ts[i].valid = true ts[i].native = g.images[src].textureNative } if err := g.useProgram(s.p, us, ts); err != nil { return err } g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes return nil }