// 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 ( "fmt" "github.com/hajimehoshi/ebiten/internal/affine" "github.com/hajimehoshi/ebiten/internal/graphics" "github.com/hajimehoshi/ebiten/internal/web" ) // arrayBufferLayoutPart is a part of an array buffer layout. type arrayBufferLayoutPart struct { // TODO: This struct should belong to a program and know it. name string num int } // arrayBufferLayout is an array buffer layout. // // An array buffer in OpenGL is a buffer representing vertices and // is passed to a vertex shader. type arrayBufferLayout struct { parts []arrayBufferLayoutPart total int } // totalBytes returns the size in bytes for one element of the array buffer. func (a *arrayBufferLayout) totalBytes() int { if a.total != 0 { return a.total } t := 0 for _, p := range a.parts { t += float.SizeInBytes() * p.num } a.total = t return a.total } // newArrayBuffer creates OpenGL's buffer object for the array buffer. func (a *arrayBufferLayout) newArrayBuffer(context *context) buffer { return context.newArrayBuffer(a.totalBytes() * graphics.IndicesNum) } // enable binds the array buffer the given program to use the array buffer. func (a *arrayBufferLayout) enable(context *context, program program) { for _, p := range a.parts { context.enableVertexAttribArray(program, p.name) } total := a.totalBytes() offset := 0 for _, p := range a.parts { context.vertexAttribPointer(program, p.name, p.num, float, total, offset) offset += float.SizeInBytes() * p.num } } // disable stops using the array buffer. func (a *arrayBufferLayout) disable(context *context, program program) { // TODO: Disabling should be done in reversed order? for _, p := range a.parts { context.disableVertexAttribArray(program, p.name) } } // theArrayBufferLayout is the array buffer layout for Ebiten. var theArrayBufferLayout arrayBufferLayout func initializeArrayBuferLayout() { theArrayBufferLayout = arrayBufferLayout{ // Note that GL_MAX_VERTEX_ATTRIBS is at least 16. parts: []arrayBufferLayoutPart{ { name: "vertex", num: 2, }, { name: "tex_coord", num: 4, }, { name: "color_scale", num: 4, }, }, } } func init() { vertexFloatNum := theArrayBufferLayout.totalBytes() / float.SizeInBytes() if graphics.VertexFloatNum != vertexFloatNum { panic(fmt.Sprintf("vertex float num must be %d but %d", graphics.VertexFloatNum, vertexFloatNum)) } } // openGLState is a state for type openGLState struct { // arrayBuffer is OpenGL's array buffer (vertices data). arrayBuffer buffer // elementArrayBuffer is OpenGL's element array buffer (indices data). elementArrayBuffer buffer // programNearest is OpenGL's program for rendering a texture with nearest filter. programNearest program // programLinear is OpenGL's program for rendering a texture with linear filter. programLinear program programScreen program lastProgram program lastViewportWidth int lastViewportHeight int lastColorMatrix []float32 lastColorMatrixTranslation []float32 lastSourceWidth int lastSourceHeight int source *Image destination *Image } var ( zeroBuffer buffer zeroProgram program ) const ( maxTriangles = graphics.IndicesNum / 3 maxQuads = maxTriangles / 2 ) // reset resets or initializes the OpenGL state. func (s *openGLState) reset(context *context) error { if err := context.reset(); err != nil { return err } s.lastProgram = zeroProgram s.lastViewportWidth = 0 s.lastViewportHeight = 0 s.lastColorMatrix = nil s.lastColorMatrixTranslation = nil s.lastSourceWidth = 0 s.lastSourceHeight = 0 // When context lost happens, deleting programs or buffers is not necessary. // However, it is not assumed that reset is called only when context lost happens. // Let's delete them explicitly. if s.programNearest != zeroProgram { context.deleteProgram(s.programNearest) } if s.programLinear != zeroProgram { context.deleteProgram(s.programLinear) } if s.programScreen != zeroProgram { context.deleteProgram(s.programScreen) } // On browsers (at least Chrome), buffers are already detached from the context // and must not be deleted by DeleteBuffer. if !web.IsBrowser() { if s.arrayBuffer != zeroBuffer { context.deleteBuffer(s.arrayBuffer) } if s.elementArrayBuffer != zeroBuffer { context.deleteBuffer(s.elementArrayBuffer) } } shaderVertexModelviewNative, err := context.newShader(vertexShader, shaderStr(shaderVertexModelview)) if err != nil { panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err)) } defer context.deleteShader(shaderVertexModelviewNative) shaderFragmentNearestNative, err := context.newShader(fragmentShader, shaderStr(shaderFragmentNearest)) if err != nil { panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err)) } defer context.deleteShader(shaderFragmentNearestNative) shaderFragmentLinearNative, err := context.newShader(fragmentShader, shaderStr(shaderFragmentLinear)) if err != nil { panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err)) } defer context.deleteShader(shaderFragmentLinearNative) shaderFragmentScreenNative, err := context.newShader(fragmentShader, shaderStr(shaderFragmentScreen)) if err != nil { panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err)) } defer context.deleteShader(shaderFragmentScreenNative) s.programNearest, err = context.newProgram([]shader{ shaderVertexModelviewNative, shaderFragmentNearestNative, }) if err != nil { return err } s.programLinear, err = context.newProgram([]shader{ shaderVertexModelviewNative, shaderFragmentLinearNative, }) if err != nil { return err } s.programScreen, err = context.newProgram([]shader{ shaderVertexModelviewNative, shaderFragmentScreenNative, }) if err != nil { return err } s.arrayBuffer = theArrayBufferLayout.newArrayBuffer(context) // Note that the indices passed to NewElementArrayBuffer is not under GC management // in opengl package due to unsafe-way. // See NewElementArrayBuffer in context_mobile.go. s.elementArrayBuffer = context.newElementArrayBuffer(graphics.IndicesNum * 2) return nil } // areSameFloat32Array returns a boolean indicating if a and b are deeply equal. func areSameFloat32Array(a, b []float32) bool { if len(a) != len(b) { return false } for i := 0; i < len(a); i++ { if a[i] != b[i] { return false } } return true } // useProgram uses the program (programTexture). func (d *Driver) useProgram(mode graphics.CompositeMode, colorM *affine.ColorM, filter graphics.Filter) error { destination := d.state.destination if destination == nil { panic("destination image is not set") } source := d.state.source if source == nil { panic("source image is not set") } if err := destination.setViewport(); err != nil { return err } dstW := destination.width srcW, srcH := source.width, source.height d.context.blendFunc(mode) var program program switch filter { case graphics.FilterNearest: program = d.state.programNearest case graphics.FilterLinear: program = d.state.programLinear case graphics.FilterScreen: program = d.state.programScreen default: panic("not reached") } if d.state.lastProgram != program { d.context.useProgram(program) if d.state.lastProgram != zeroProgram { theArrayBufferLayout.disable(&d.context, d.state.lastProgram) } theArrayBufferLayout.enable(&d.context, program) if d.state.lastProgram == zeroProgram { d.context.bindBuffer(arrayBuffer, d.state.arrayBuffer) d.context.bindBuffer(elementArrayBuffer, d.state.elementArrayBuffer) d.context.uniformInt(program, "texture", 0) } d.state.lastProgram = program d.state.lastViewportWidth = 0 d.state.lastViewportHeight = 0 d.state.lastColorMatrix = nil d.state.lastColorMatrixTranslation = nil d.state.lastSourceWidth = 0 d.state.lastSourceHeight = 0 } vw := destination.framebuffer.width vh := destination.framebuffer.height if d.state.lastViewportWidth != vw || d.state.lastSourceHeight != vh { d.context.uniformFloats(program, "viewport_size", []float32{float32(vw), float32(vh)}) d.state.lastViewportWidth = vw d.state.lastViewportHeight = vh } esBody, esTranslate := colorM.UnsafeElements() if !areSameFloat32Array(d.state.lastColorMatrix, esBody) { d.context.uniformFloats(program, "color_matrix_body", esBody) // ColorM's elements are immutable. It's OK to hold the reference without copying. d.state.lastColorMatrix = esBody } if !areSameFloat32Array(d.state.lastColorMatrixTranslation, esTranslate) { d.context.uniformFloats(program, "color_matrix_translation", esTranslate) // ColorM's elements are immutable. It's OK to hold the reference without copying. d.state.lastColorMatrixTranslation = esTranslate } sw := graphics.NextPowerOf2Int(srcW) sh := graphics.NextPowerOf2Int(srcH) if d.state.lastSourceWidth != sw || d.state.lastSourceHeight != sh { d.context.uniformFloats(program, "source_size", []float32{float32(sw), float32(sh)}) d.state.lastSourceWidth = sw d.state.lastSourceHeight = sh } if program == d.state.programScreen { scale := float32(dstW) / float32(srcW) d.context.uniformFloat(program, "scale", scale) } // We don't have to call gl.ActiveTexture here: GL_TEXTURE0 is the default active texture // See also: https://www.opengl.org/sdk/docs/man2/xhtml/glActiveTexture.xml d.context.bindTexture(source.textureNative) d.state.source = nil d.state.destination = nil return nil }