// 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" emath "github.com/hajimehoshi/ebiten/internal/math" "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() buffer { return GetContext().newArrayBuffer(a.totalBytes() * IndicesNum) } // enable binds the array buffer the given program to use the array buffer. func (a *arrayBufferLayout) enable(program program) { for _, p := range a.parts { GetContext().enableVertexAttribArray(program, p.name) } total := a.totalBytes() offset := 0 for _, p := range a.parts { GetContext().vertexAttribPointer(program, p.name, p.num, float, total, offset) offset += float.SizeInBytes() * p.num } } // disable stops using the array buffer. func (a *arrayBufferLayout) disable(program program) { // TODO: Disabling should be done in reversed order? for _, p := range a.parts { GetContext().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 lastProjectionMatrix []float32 lastColorMatrix []float32 lastColorMatrixTranslation []float32 lastSourceWidth int lastSourceHeight int source *Image destination *Image } var ( // theOpenGLState is the OpenGL state in the current process. theOpenGLState openGLState zeroBuffer buffer zeroProgram program ) const ( IndicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles. maxTriangles = IndicesNum / 3 maxQuads = maxTriangles / 2 ) // Reset resets or initializes the current OpenGL state. func Reset() error { return theOpenGLState.reset() } // reset resets or initializes the OpenGL state. func (s *openGLState) reset() error { if err := GetContext().reset(); err != nil { return err } s.lastProgram = zeroProgram s.lastProjectionMatrix = nil 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 { GetContext().deleteProgram(s.programNearest) } if s.programLinear != zeroProgram { GetContext().deleteProgram(s.programLinear) } if s.programScreen != zeroProgram { GetContext().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 { GetContext().deleteBuffer(s.arrayBuffer) } if s.elementArrayBuffer != zeroBuffer { GetContext().deleteBuffer(s.elementArrayBuffer) } } shaderVertexModelviewNative, err := GetContext().newShader(vertexShader, shaderStr(shaderVertexModelview)) if err != nil { panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err)) } defer GetContext().deleteShader(shaderVertexModelviewNative) shaderFragmentNearestNative, err := GetContext().newShader(fragmentShader, shaderStr(shaderFragmentNearest)) if err != nil { panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err)) } defer GetContext().deleteShader(shaderFragmentNearestNative) shaderFragmentLinearNative, err := GetContext().newShader(fragmentShader, shaderStr(shaderFragmentLinear)) if err != nil { panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err)) } defer GetContext().deleteShader(shaderFragmentLinearNative) shaderFragmentScreenNative, err := GetContext().newShader(fragmentShader, shaderStr(shaderFragmentScreen)) if err != nil { panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err)) } defer GetContext().deleteShader(shaderFragmentScreenNative) s.programNearest, err = GetContext().newProgram([]shader{ shaderVertexModelviewNative, shaderFragmentNearestNative, }) if err != nil { return err } s.programLinear, err = GetContext().newProgram([]shader{ shaderVertexModelviewNative, shaderFragmentLinearNative, }) if err != nil { return err } s.programScreen, err = GetContext().newProgram([]shader{ shaderVertexModelviewNative, shaderFragmentScreenNative, }) if err != nil { return err } s.arrayBuffer = theArrayBufferLayout.newArrayBuffer() // 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 = GetContext().newElementArrayBuffer(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 } func BufferSubData(vertices []float32, indices []uint16) { c := GetContext() c.arrayBufferSubData(vertices) c.elementArrayBufferSubData(indices) } func UseProgram(mode graphics.CompositeMode, colorM *affine.ColorM, filter graphics.Filter) error { destination := theOpenGLState.destination if destination == nil { panic("destination image is not set") } source := theOpenGLState.source if source == nil { panic("source image is not set") } // On some environments, viewport size must be within the framebuffer size. // e.g. Edge (#71), Chrome on GPD Pocket (#420), macOS Mojave (#691). // Use the same size of the framebuffer here. if err := destination.setViewport(); err != nil { return err } proj := destination.projectionMatrix() dw, dh := destination.width, destination.height sw, sh := source.width, source.height GetContext().blendFunc(mode) theOpenGLState.useProgram(proj, dw, dh, sw, sh, colorM, filter) theOpenGLState.source = nil theOpenGLState.destination = nil return nil } // useProgram uses the program (programTexture). func (s *openGLState) useProgram(proj []float32, dstW, dstH, srcW, srcH int, colorM *affine.ColorM, filter graphics.Filter) { c := GetContext() texture := theOpenGLState.source.textureNative var program program switch filter { case graphics.FilterNearest: program = s.programNearest case graphics.FilterLinear: program = s.programLinear case graphics.FilterScreen: program = s.programScreen default: panic("not reached") } if s.lastProgram != program { c.useProgram(program) if s.lastProgram != zeroProgram { theArrayBufferLayout.disable(s.lastProgram) } theArrayBufferLayout.enable(program) if s.lastProgram == zeroProgram { c.bindBuffer(arrayBuffer, s.arrayBuffer) c.bindBuffer(elementArrayBuffer, s.elementArrayBuffer) c.uniformInt(program, "texture", 0) } s.lastProgram = program s.lastProjectionMatrix = nil s.lastColorMatrix = nil s.lastColorMatrixTranslation = nil s.lastSourceWidth = 0 s.lastSourceHeight = 0 } if !areSameFloat32Array(s.lastProjectionMatrix, proj) { c.uniformFloats(program, "projection_matrix", proj) if s.lastProjectionMatrix == nil { s.lastProjectionMatrix = make([]float32, 16) } // (*framebuffer).projectionMatrix is always same for the same framebuffer. // It's OK to hold the reference without copying. s.lastProjectionMatrix = proj } esBody, esTranslate := colorM.UnsafeElements() if !areSameFloat32Array(s.lastColorMatrix, esBody) { c.uniformFloats(program, "color_matrix_body", esBody) if s.lastColorMatrix == nil { s.lastColorMatrix = make([]float32, 16) } // ColorM's elements are immutable. It's OK to hold the reference without copying. s.lastColorMatrix = esBody } if !areSameFloat32Array(s.lastColorMatrixTranslation, esTranslate) { c.uniformFloats(program, "color_matrix_translation", esTranslate) if s.lastColorMatrixTranslation == nil { s.lastColorMatrixTranslation = make([]float32, 4) } // ColorM's elements are immutable. It's OK to hold the reference without copying. s.lastColorMatrixTranslation = esTranslate } sw := emath.NextPowerOf2Int(srcW) sh := emath.NextPowerOf2Int(srcH) if s.lastSourceWidth != sw || s.lastSourceHeight != sh { c.uniformFloats(program, "source_size", []float32{float32(sw), float32(sh)}) s.lastSourceWidth = sw s.lastSourceHeight = sh } if program == s.programScreen { scale := float32(dstW) / float32(srcW) c.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 c.bindTexture(texture) }