mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 11:18:54 +01:00
434 lines
11 KiB
Go
434 lines
11 KiB
Go
// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build js
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package opengl
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import (
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"errors"
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"fmt"
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"github.com/gopherjs/gopherjs/js"
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"github.com/gopherjs/webgl"
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"github.com/hajimehoshi/ebiten/internal/web"
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)
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// Note that `type Texture *js.Object` doesn't work.
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// There is no way to get the internal object in that case.
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type Texture struct {
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*js.Object
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}
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type Framebuffer struct {
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*js.Object
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}
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type Shader struct {
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*js.Object
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}
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type Program struct {
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*js.Object
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}
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type Buffer struct {
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*js.Object
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}
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func (t Texture) equals(other Texture) bool {
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return t.Object == other.Object
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}
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func (f Framebuffer) equals(other Framebuffer) bool {
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return f.Object == other.Object
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}
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type uniformLocation struct {
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*js.Object
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}
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type attribLocation int
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type programID int
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var (
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invalidTexture = Texture{}
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invalidFramebuffer = Framebuffer{}
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)
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func (p Program) id() programID {
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return programID(p.Get("__ebiten_programId").Int())
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}
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func init() {
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// Accessing the prototype is rquired on Safari.
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c := js.Global.Get("WebGLRenderingContext").Get("prototype")
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VertexShader = ShaderType(c.Get("VERTEX_SHADER").Int())
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FragmentShader = ShaderType(c.Get("FRAGMENT_SHADER").Int())
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ArrayBuffer = BufferType(c.Get("ARRAY_BUFFER").Int())
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ElementArrayBuffer = BufferType(c.Get("ELEMENT_ARRAY_BUFFER").Int())
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DynamicDraw = BufferUsage(c.Get("DYNAMIC_DRAW").Int())
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StaticDraw = BufferUsage(c.Get("STATIC_DRAW").Int())
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Triangles = Mode(c.Get("TRIANGLES").Int())
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Lines = Mode(c.Get("LINES").Int())
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Short = DataType(c.Get("SHORT").Int())
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Float = DataType(c.Get("FLOAT").Int())
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zero = operation(c.Get("ZERO").Int())
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one = operation(c.Get("ONE").Int())
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srcAlpha = operation(c.Get("SRC_ALPHA").Int())
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dstAlpha = operation(c.Get("DST_ALPHA").Int())
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oneMinusSrcAlpha = operation(c.Get("ONE_MINUS_SRC_ALPHA").Int())
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oneMinusDstAlpha = operation(c.Get("ONE_MINUS_DST_ALPHA").Int())
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}
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type context struct {
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gl *webgl.Context
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loseContext *js.Object
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lastProgramID programID
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}
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func Init() error {
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if web.IsNodeJS() {
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return fmt.Errorf("opengl: Node.js is not supported")
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}
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// TODO: Define id?
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canvas := js.Global.Get("document").Call("querySelector", "canvas")
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gl, err := webgl.NewContext(canvas, &webgl.ContextAttributes{
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Alpha: true,
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PremultipliedAlpha: true,
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})
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if err != nil {
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return err
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}
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c := &Context{}
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c.gl = gl
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// Getting an extension might fail after the context is lost, so
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// it is required to get the extension here.
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c.loseContext = gl.GetExtension("WEBGL_lose_context")
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if c.loseContext != nil {
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// This testing function name is temporary.
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js.Global.Set("_ebiten_loseContextForTesting", func() {
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c.loseContext.Call("loseContext")
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})
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}
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theContext = c
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return nil
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}
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func (c *Context) Reset() error {
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c.locationCache = newLocationCache()
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c.lastTexture = invalidTexture
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c.lastFramebuffer = invalidFramebuffer
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c.lastViewportWidth = 0
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c.lastViewportHeight = 0
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c.lastCompositeMode = CompositeModeUnknown
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gl := c.gl
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gl.Enable(gl.BLEND)
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c.BlendFunc(CompositeModeSourceOver)
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f := gl.GetParameter(gl.FRAMEBUFFER_BINDING)
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c.screenFramebuffer = Framebuffer{f}
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return nil
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}
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func (c *Context) BlendFunc(mode CompositeMode) {
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if c.lastCompositeMode == mode {
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return
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}
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c.lastCompositeMode = mode
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s, d := operations(mode)
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gl := c.gl
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gl.BlendFunc(int(s), int(d))
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}
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func (c *Context) NewTexture(width, height int, pixels []uint8) (Texture, error) {
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gl := c.gl
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t := gl.CreateTexture()
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if t == nil {
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return Texture{nil}, errors.New("opengl: glGenTexture failed")
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}
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gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
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c.BindTexture(Texture{t})
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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// TODO: Can we use glTexSubImage2D with linear filtering?
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// void texImage2D(GLenum target, GLint level, GLenum internalformat,
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// GLsizei width, GLsizei height, GLint border, GLenum format,
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// GLenum type, ArrayBufferView? pixels);
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var p interface{}
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if pixels != nil {
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p = pixels
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}
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gl.Call("texImage2D", gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, p)
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return Texture{t}, nil
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}
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func (c *Context) bindFramebufferImpl(f Framebuffer) {
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gl := c.gl
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gl.BindFramebuffer(gl.FRAMEBUFFER, f.Object)
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}
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func (c *Context) FramebufferPixels(f Framebuffer, width, height int) ([]uint8, error) {
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gl := c.gl
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c.bindFramebuffer(f)
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pixels := js.Global.Get("Uint8Array").New(4 * width * height)
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gl.ReadPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
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if e := gl.GetError(); e != gl.NO_ERROR {
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return nil, errors.New(fmt.Sprintf("opengl: error: %d", e))
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}
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return pixels.Interface().([]uint8), nil
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}
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func (c *Context) bindTextureImpl(t Texture) {
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gl := c.gl
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gl.BindTexture(gl.TEXTURE_2D, t.Object)
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}
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func (c *Context) DeleteTexture(t Texture) {
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gl := c.gl
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if !gl.IsTexture(t.Object) {
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return
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}
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if c.lastTexture == t {
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c.lastTexture = invalidTexture
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}
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gl.DeleteTexture(t.Object)
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}
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func (c *Context) IsTexture(t Texture) bool {
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gl := c.gl
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b := gl.IsTexture(t.Object)
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return b
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}
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func (c *Context) TexSubImage2D(p []uint8, width, height int) {
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gl := c.gl
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// void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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// GLsizei width, GLsizei height,
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// GLenum format, GLenum type, ArrayBufferView? pixels);
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gl.Call("texSubImage2D", gl.TEXTURE_2D, 0, 0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, p)
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}
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func (c *Context) NewFramebuffer(t Texture) (Framebuffer, error) {
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gl := c.gl
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f := gl.CreateFramebuffer()
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c.bindFramebuffer(Framebuffer{f})
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, t.Object, 0)
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s := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
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if s != gl.FRAMEBUFFER_COMPLETE {
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return Framebuffer{nil}, errors.New(fmt.Sprintf("opengl: creating framebuffer failed: %d", s))
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}
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return Framebuffer{f}, nil
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}
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func (c *Context) setViewportImpl(width, height int) {
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gl := c.gl
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gl.Viewport(0, 0, width, height)
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}
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func (c *Context) FillFramebuffer(r, g, b, a float32) error {
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// TODO: Use f?
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gl := c.gl
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gl.ClearColor(adjustForClearColor(r),
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adjustForClearColor(g),
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adjustForClearColor(b),
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adjustForClearColor(a))
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gl.Clear(gl.COLOR_BUFFER_BIT)
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return nil
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}
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func (c *Context) DeleteFramebuffer(f Framebuffer) {
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gl := c.gl
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if !gl.IsFramebuffer(f.Object) {
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return
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}
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// If a framebuffer to be deleted is bound, a newly bound framebuffer
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// will be a default framebuffer.
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// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glDeleteFramebuffers.xml
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if c.lastFramebuffer == f {
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c.lastFramebuffer = invalidFramebuffer
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c.lastViewportWidth = 0
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c.lastViewportHeight = 0
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}
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gl.DeleteFramebuffer(f.Object)
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}
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func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) {
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gl := c.gl
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s := gl.CreateShader(int(shaderType))
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if s == nil {
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return Shader{nil}, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
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}
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gl.ShaderSource(s, source)
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gl.CompileShader(s)
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if !gl.GetShaderParameterb(s, gl.COMPILE_STATUS) {
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log := gl.GetShaderInfoLog(s)
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return Shader{nil}, fmt.Errorf("opengl: shader compile failed: %s", log)
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}
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return Shader{s}, nil
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}
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func (c *Context) DeleteShader(s Shader) {
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gl := c.gl
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gl.DeleteShader(s.Object)
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}
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func (c *Context) NewProgram(shaders []Shader) (Program, error) {
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gl := c.gl
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p := gl.CreateProgram()
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if p == nil {
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return Program{nil}, errors.New("opengl: glCreateProgram failed")
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}
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p.Set("__ebiten_programId", c.lastProgramID)
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c.lastProgramID++
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for _, shader := range shaders {
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gl.AttachShader(p, shader.Object)
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}
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gl.LinkProgram(p)
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if !gl.GetProgramParameterb(p, gl.LINK_STATUS) {
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return Program{nil}, errors.New("opengl: program error")
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}
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return Program{p}, nil
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}
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func (c *Context) UseProgram(p Program) {
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gl := c.gl
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gl.UseProgram(p.Object)
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}
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func (c *Context) DeleteProgram(p Program) {
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gl := c.gl
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if !gl.IsProgram(p.Object) {
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return
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}
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gl.DeleteProgram(p.Object)
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}
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func (c *Context) getUniformLocationImpl(p Program, location string) uniformLocation {
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gl := c.gl
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return uniformLocation{gl.GetUniformLocation(p.Object, location)}
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}
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func (c *Context) UniformInt(p Program, location string, v int) {
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gl := c.gl
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l := c.locationCache.GetUniformLocation(c, p, location)
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gl.Uniform1i(l.Object, v)
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}
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func (c *Context) UniformFloats(p Program, location string, v []float32) {
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gl := c.gl
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l := c.locationCache.GetUniformLocation(c, p, location)
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switch len(v) {
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case 2:
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gl.Call("uniform2fv", l.Object, v)
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case 4:
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gl.Call("uniform4fv", l.Object, v)
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case 16:
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gl.UniformMatrix4fv(l.Object, false, v)
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default:
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panic("not reached")
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}
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}
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func (c *Context) getAttribLocationImpl(p Program, location string) attribLocation {
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gl := c.gl
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return attribLocation(gl.GetAttribLocation(p.Object, location))
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}
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func (c *Context) VertexAttribPointer(p Program, location string, size int, dataType DataType, stride int, offset int) {
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gl := c.gl
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.VertexAttribPointer(int(l), size, int(dataType), false, stride, offset)
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}
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func (c *Context) EnableVertexAttribArray(p Program, location string) {
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gl := c.gl
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.EnableVertexAttribArray(int(l))
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}
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func (c *Context) DisableVertexAttribArray(p Program, location string) {
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gl := c.gl
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.DisableVertexAttribArray(int(l))
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}
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func (c *Context) NewArrayBuffer(size int) Buffer {
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gl := c.gl
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b := gl.CreateBuffer()
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gl.BindBuffer(int(ArrayBuffer), b)
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gl.BufferData(int(ArrayBuffer), size, int(DynamicDraw))
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return Buffer{b}
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}
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func (c *Context) NewElementArrayBuffer(indices []uint16) Buffer {
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gl := c.gl
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b := gl.CreateBuffer()
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gl.BindBuffer(int(ElementArrayBuffer), b)
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gl.BufferData(int(ElementArrayBuffer), indices, int(StaticDraw))
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return Buffer{b}
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}
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func (c *Context) BindElementArrayBuffer(b Buffer) {
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gl := c.gl
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b.Object)
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}
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func (c *Context) BufferSubData(bufferType BufferType, data []float32) {
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gl := c.gl
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gl.BufferSubData(int(bufferType), 0, data)
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}
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func (c *Context) DeleteBuffer(b Buffer) {
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gl := c.gl
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gl.DeleteBuffer(b.Object)
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}
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func (c *Context) DrawElements(mode Mode, len int, offsetInBytes int) {
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gl := c.gl
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gl.DrawElements(int(mode), len, gl.UNSIGNED_SHORT, offsetInBytes)
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}
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func (c *Context) Flush() {
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gl := c.gl
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gl.Flush()
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}
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func (c *Context) IsContextLost() bool {
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gl := c.gl
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return gl.IsContextLost()
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}
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func (c *Context) RestoreContext() {
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if c.loseContext != nil {
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c.loseContext.Call("restoreContext")
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}
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}
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