package opengl // #cgo LDFLAGS: -framework OpenGL // // #include // #include import "C" import ( "fmt" "github.com/hajimehoshi/go-ebiten/graphics" "github.com/hajimehoshi/go-ebiten/graphics/matrix" "image" "math" "unsafe" ) type Context struct { screen *RenderTarget screenWidth int screenHeight int screenScale int textures map[C.GLuint]*Texture currentOffscreen *RenderTarget mainFramebufferTexture *RenderTarget } func newContext(screenWidth, screenHeight, screenScale int) *Context { context := &Context{ screenWidth: screenWidth, screenHeight: screenHeight, screenScale: screenScale, textures: map[C.GLuint]*Texture{}, } return context } func (context *Context) Init() { // The main framebuffer should be created sooner than any other // framebuffers! mainFramebuffer := C.GLint(0) C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &mainFramebuffer) context.mainFramebufferTexture = newRenderTargetWithFramebuffer( context.screenWidth*context.screenScale, context.screenHeight*context.screenScale, C.GLuint(mainFramebuffer)) initializeShaders() context.screen = context.NewRenderTarget( context.screenWidth, context.screenHeight).(*RenderTarget) } func (context *Context) Clear() { context.Fill(0, 0, 0) } func (context *Context) Fill(r, g, b uint8) { const max = float64(math.MaxUint8) C.glClearColor( C.GLclampf(float64(r)/max), C.GLclampf(float64(g)/max), C.GLclampf(float64(b)/max), 1) C.glClear(C.GL_COLOR_BUFFER_BIT) } func (context *Context) DrawTexture( textureID graphics.TextureID, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) { texture := context.textures[C.GLuint(textureID)] source := graphics.Rect{0, 0, texture.width, texture.height} locations := []graphics.TexturePart{{0, 0, source}} context.DrawTextureParts(textureID, locations, geometryMatrix, colorMatrix) } func (context *Context) DrawTextureParts( textureID graphics.TextureID, parts []graphics.TexturePart, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) { texture := context.textures[C.GLuint(textureID)] if texture == nil { panic("invalid texture ID") } shaderProgram := context.setShaderProgram(geometryMatrix, colorMatrix) C.glBindTexture(C.GL_TEXTURE_2D, texture.id) vertexAttrLocation := getAttributeLocation(shaderProgram, "vertex") textureAttrLocation := getAttributeLocation(shaderProgram, "texture") C.glEnableClientState(C.GL_VERTEX_ARRAY) C.glEnableClientState(C.GL_TEXTURE_COORD_ARRAY) C.glEnableVertexAttribArray(C.GLuint(vertexAttrLocation)) C.glEnableVertexAttribArray(C.GLuint(textureAttrLocation)) // TODO: Optimization for _, part := range parts { x1 := float32(part.LocationX) x2 := float32(part.LocationX + part.Source.Width) y1 := float32(part.LocationY) y2 := float32(part.LocationY + part.Source.Height) vertex := [...]float32{ x1, y1, x2, y1, x1, y2, x2, y2, } src := part.Source tu1 := float32(src.X) / float32(texture.textureWidth) tu2 := float32(src.X+src.Width) / float32(texture.textureWidth) tv1 := float32(src.Y) / float32(texture.textureHeight) tv2 := float32(src.Y+src.Height) / float32(texture.textureHeight) texCoord := [...]float32{ tu1, tv1, tu2, tv1, tu1, tv2, tu2, tv2, } C.glVertexAttribPointer(C.GLuint(vertexAttrLocation), 2, C.GL_FLOAT, C.GL_FALSE, 0, unsafe.Pointer(&vertex[0])) C.glVertexAttribPointer(C.GLuint(textureAttrLocation), 2, C.GL_FLOAT, C.GL_FALSE, 0, unsafe.Pointer(&texCoord[0])) C.glDrawArrays(C.GL_TRIANGLE_STRIP, 0, 4) } C.glDisableVertexAttribArray(C.GLuint(textureAttrLocation)) C.glDisableVertexAttribArray(C.GLuint(vertexAttrLocation)) C.glDisableClientState(C.GL_TEXTURE_COORD_ARRAY) C.glDisableClientState(C.GL_VERTEX_ARRAY) } func (context *Context) ResetOffscreen() { context.setOffscreen(context.screen) } func abs(x int) int { if x < 0 { return -x } return x } func (context *Context) SetOffscreen(renderTargetID graphics.RenderTargetID) { renderTarget := (*RenderTarget)(context.textures[C.GLuint(renderTargetID)]) if renderTarget.framebuffer == 0 { renderTarget.framebuffer = createFramebuffer(renderTarget.id) } context.setOffscreen(renderTarget) } func (context *Context) setOffscreen(renderTarget *RenderTarget) { context.currentOffscreen = renderTarget C.glFlush() C.glBindFramebuffer(C.GL_FRAMEBUFFER, renderTarget.framebuffer) err := C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER) if err != C.GL_FRAMEBUFFER_COMPLETE { panic(fmt.Sprintf("glBindFramebuffer failed: %d", err)) } C.glEnable(C.GL_BLEND) C.glBlendFuncSeparate(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA, C.GL_ZERO, C.GL_ONE) C.glViewport(0, 0, C.GLsizei(abs(renderTarget.textureWidth)), C.GLsizei(abs(renderTarget.textureHeight))) } func (context *Context) resetOffscreen() { context.setOffscreen(context.mainFramebufferTexture) } func (context *Context) flush() { C.glFlush() } func (context *Context) projectionMatrix() [16]float32 { texture := context.currentOffscreen var e11, e22, e41, e42 float32 if texture != context.mainFramebufferTexture { e11 = float32(2) / float32(texture.textureWidth) e22 = float32(2) / float32(texture.textureWidth) e41 = -1 e42 = -1 } else { height := float32(texture.height) e11 = float32(2) / float32(texture.textureWidth) e22 = -1 * float32(2) / float32(texture.textureHeight) e41 = -1 e42 = -1 + height/float32(texture.textureHeight)*2 } return [...]float32{ e11, 0, 0, 0, 0, e22, 0, 0, 0, 0, 1, 0, e41, e42, 0, 1, } } func (context *Context) setShaderProgram( geometryMatrix matrix.Geometry, colorMatrix matrix.Color) (program C.GLuint) { if colorMatrix.IsIdentity() { program = regularShaderProgram } else { program = colorMatrixShaderProgram } // TODO: cache and skip? C.glUseProgram(program) projectionMatrix := context.projectionMatrix() C.glUniformMatrix4fv(getUniformLocation(program, "projection_matrix"), 1, C.GL_FALSE, (*C.GLfloat)(&projectionMatrix[0])) a := float32(geometryMatrix.Elements[0][0]) b := float32(geometryMatrix.Elements[0][1]) c := float32(geometryMatrix.Elements[1][0]) d := float32(geometryMatrix.Elements[1][1]) tx := float32(geometryMatrix.Elements[0][2]) ty := float32(geometryMatrix.Elements[1][2]) glModelviewMatrix := [...]float32{ a, c, 0, 0, b, d, 0, 0, 0, 0, 1, 0, tx, ty, 0, 1, } C.glUniformMatrix4fv(getUniformLocation(program, "modelview_matrix"), 1, C.GL_FALSE, (*C.GLfloat)(&glModelviewMatrix[0])) C.glUniform1i(getUniformLocation(program, "texture"), 0) if program != colorMatrixShaderProgram { return } e := [4][5]float32{} for i := 0; i < 4; i++ { for j := 0; j < 5; j++ { e[i][j] = float32(colorMatrix.Elements[i][j]) } } glColorMatrix := [...]float32{ e[0][0], e[1][0], e[2][0], e[3][0], e[0][1], e[1][1], e[2][1], e[3][1], e[0][2], e[1][2], e[2][2], e[3][2], e[0][3], e[1][3], e[2][3], e[3][3], } C.glUniformMatrix4fv(getUniformLocation(program, "color_matrix"), 1, C.GL_FALSE, (*C.GLfloat)(&glColorMatrix[0])) glColorMatrixTranslation := [...]float32{ e[0][4], e[1][4], e[2][4], e[3][4], } C.glUniform4fv(getUniformLocation(program, "color_matrix_translation"), 1, (*C.GLfloat)(&glColorMatrixTranslation[0])) return } func createFramebuffer(textureID C.GLuint) C.GLuint { framebuffer := C.GLuint(0) C.glGenFramebuffers(1, &framebuffer) origFramebuffer := C.GLint(0) C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &origFramebuffer) C.glBindFramebuffer(C.GL_FRAMEBUFFER, framebuffer) C.glFramebufferTexture2D(C.GL_FRAMEBUFFER, C.GL_COLOR_ATTACHMENT0, C.GL_TEXTURE_2D, textureID, 0) C.glBindFramebuffer(C.GL_FRAMEBUFFER, C.GLuint(origFramebuffer)) if C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER) != C.GL_FRAMEBUFFER_COMPLETE { panic("creating framebuffer failed") } return framebuffer } func (context *Context) NewRenderTarget(width, height int) graphics.RenderTarget { renderTarget := newRenderTarget(width, height) context.textures[renderTarget.id] = (*Texture)(renderTarget) context.SetOffscreen(renderTarget.ID()) context.Clear() context.resetOffscreen() return renderTarget } func (context *Context) NewTextureFromImage(img image.Image) ( graphics.Texture, error) { texture, err := newTextureFromImage(img) if err != nil { return nil, err } context.textures[texture.id] = texture return texture, nil }