ebiten/internal/graphicsdriver/opengl/graphics.go
2022-10-02 22:13:31 +09:00

383 lines
10 KiB
Go

// 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/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
// NewGraphics creates an implementation of graphicsdriver.Graphics for OpenGL.
// The returned graphics value is nil iff the error is not nil.
func NewGraphics() (graphicsdriver.Graphics, error) {
if microsoftgdk.IsXbox() {
return nil, fmt.Errorf("opengl: OpenGL is not supported on Xbox")
}
g := &Graphics{}
g.init()
return g, nil
}
type activatedTexture struct {
textureNative textureNative
index int
}
type Graphics struct {
state openGLState
context context
nextImageID graphicsdriver.ImageID
images map[graphicsdriver.ImageID]*Image
nextShaderID graphicsdriver.ShaderID
shaders map[graphicsdriver.ShaderID]*Shader
// drawCalled is true just after Draw is called. This holds true until WritePixels is called.
drawCalled bool
uniformVariableNameCache map[int]string
textureVariableNameCache map[int]string
uniformVars []uniformVariable
// activatedTextures is a set of activated textures.
// textureNative cannot be a map key unfortunately.
activatedTextures []activatedTexture
}
func (g *Graphics) Begin() error {
// Do nothing.
return nil
}
func (g *Graphics) End(present bool) error {
// 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()
return nil
}
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() graphicsdriver.ImageID {
g.nextImageID++
return g.nextImageID
}
func (g *Graphics) genNextShaderID() graphicsdriver.ShaderID {
g.nextShaderID++
return g.nextShaderID
}
func (g *Graphics) NewImage(width, height int) (graphicsdriver.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.texture = t
g.addImage(i)
return i, nil
}
func (g *Graphics) NewScreenFramebufferImage(width, height int) (graphicsdriver.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[graphicsdriver.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)
}
func (g *Graphics) Initialize() error {
return g.state.reset(&g.context)
}
// 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) error {
// 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)
return nil
}
func (g *Graphics) uniformVariableName(idx int) string {
if v, ok := g.uniformVariableNameCache[idx]; ok {
return v
}
if g.uniformVariableNameCache == nil {
g.uniformVariableNameCache = map[int]string{}
}
name := fmt.Sprintf("U%d", idx)
g.uniformVariableNameCache[idx] = name
return name
}
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, offsets [graphics.ShaderImageCount - 1][2]float32, shaderID graphicsdriver.ShaderID, indexLen int, indexOffset int, mode graphicsdriver.CompositeMode, dstRegion, srcRegion graphicsdriver.Region, uniforms [][]float32, evenOdd bool) error {
if shaderID == graphicsdriver.InvalidShaderID {
return fmt.Errorf("opengl: shader ID is invalid")
}
destination := g.images[dstID]
g.drawCalled = true
if err := destination.setViewport(); err != nil {
return err
}
g.context.scissor(
int(dstRegion.X),
int(dstRegion.Y),
int(dstRegion.Width),
int(dstRegion.Height),
)
g.context.blendFunc(mode)
shader := g.shaders[shaderID]
program := shader.p
ulen := graphics.PreservedUniformVariablesCount + len(uniforms)
if cap(g.uniformVars) < ulen {
g.uniformVars = make([]uniformVariable, ulen)
} else {
g.uniformVars = g.uniformVars[:ulen]
}
{
const idx = graphics.TextureDestinationSizeUniformVariableIndex
w, h := destination.framebufferSize()
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].value = []float32{float32(w), float32(h)}
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
{
sizes := make([]float32, 2*len(srcIDs))
for i, srcID := range srcIDs {
if img := g.images[srcID]; img != nil {
w, h := img.framebufferSize()
sizes[2*i] = float32(w)
sizes[2*i+1] = float32(h)
}
}
const idx = graphics.TextureSourceSizesUniformVariableIndex
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].value = sizes
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
dw, dh := destination.framebufferSize()
{
origin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
const idx = graphics.TextureDestinationRegionOriginUniformVariableIndex
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].value = origin
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
{
size := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
const idx = graphics.TextureDestinationRegionSizeUniformVariableIndex
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].value = size
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
{
voffsets := make([]float32, 2*len(offsets))
for i, o := range offsets {
voffsets[2*i] = o[0]
voffsets[2*i+1] = o[1]
}
const idx = graphics.TextureSourceOffsetsUniformVariableIndex
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].value = voffsets
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
{
origin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
const idx = graphics.TextureSourceRegionOriginUniformVariableIndex
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].value = origin
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
{
size := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
const idx = graphics.TextureSourceRegionSizeUniformVariableIndex
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].value = size
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
{
const idx = graphics.ProjectionMatrixUniformVariableIndex
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].value = []float32{
2 / float32(dw), 0, 0, 0,
0, 2 / float32(dh), 0, 0,
0, 0, 1, 0,
-1, -1, 0, 1,
}
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
for i, v := range uniforms {
const offset = graphics.PreservedUniformVariablesCount
g.uniformVars[i+offset].name = g.uniformVariableName(i + offset)
g.uniformVars[i+offset].value = v
g.uniformVars[i+offset].typ = shader.ir.Uniforms[i+offset]
}
var imgs [graphics.ShaderImageCount]textureVariable
for i, srcID := range srcIDs {
if srcID == graphicsdriver.InvalidImageID {
continue
}
imgs[i].valid = true
imgs[i].native = g.images[srcID].texture
}
if err := g.useProgram(program, g.uniformVars, imgs); err != nil {
return err
}
for i := range g.uniformVars {
g.uniformVars[i] = uniformVariable{}
}
g.uniformVars = g.uniformVars[:0]
if evenOdd {
if err := destination.ensureStencilBuffer(); err != nil {
return err
}
g.context.enableStencilTest()
g.context.beginStencilWithEvenOddRule()
g.context.drawElements(indexLen, indexOffset*2)
g.context.endStencilWithEvenOddRule()
}
g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes
if evenOdd {
g.context.disableStencilTest()
}
return nil
}
func (g *Graphics) SetVsyncEnabled(enabled bool) {
// Do nothing
}
func (g *Graphics) SetFullscreen(fullscreen bool) {
// Do nothing
}
func (g *Graphics) FramebufferYDirection() graphicsdriver.YDirection {
return graphicsdriver.Upward
}
func (g *Graphics) NeedsRestoring() bool {
return g.context.needsRestoring()
}
func (g *Graphics) NeedsClearingScreen() bool {
return true
}
func (g *Graphics) IsGL() bool {
return true
}
func (g *Graphics) IsDirectX() bool {
return false
}
func (g *Graphics) MaxImageSize() int {
return g.context.getMaxTextureSize()
}
func (g *Graphics) NewShader(program *shaderir.Program) (graphicsdriver.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[graphicsdriver.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)
}