ebiten/internal/opengl/context_desktop.go
2017-01-26 01:32:33 +09:00

517 lines
13 KiB
Go

// 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.
// +build darwin linux windows
// +build !js
// +build !android
// +build !ios
package opengl
import (
"errors"
"fmt"
"github.com/go-gl/gl/v2.1/gl"
)
type Texture uint32
type Framebuffer uint32
type Shader uint32
type Program uint32
type Buffer uint32
type uniformLocation int32
type attribLocation int32
type programID uint32
const (
invalidTexture = 0
invalidFramebuffer = (1 << 32) - 1
)
func (p Program) id() programID {
return programID(p)
}
func init() {
Nearest = gl.NEAREST
Linear = gl.LINEAR
VertexShader = gl.VERTEX_SHADER
FragmentShader = gl.FRAGMENT_SHADER
ArrayBuffer = gl.ARRAY_BUFFER
ElementArrayBuffer = gl.ELEMENT_ARRAY_BUFFER
DynamicDraw = gl.DYNAMIC_DRAW
StaticDraw = gl.STATIC_DRAW
Triangles = gl.TRIANGLES
Lines = gl.LINES
Short = gl.SHORT
Float = gl.FLOAT
zero = gl.ZERO
one = gl.ONE
srcAlpha = gl.SRC_ALPHA
dstAlpha = gl.DST_ALPHA
oneMinusSrcAlpha = gl.ONE_MINUS_SRC_ALPHA
oneMinusDstAlpha = gl.ONE_MINUS_DST_ALPHA
}
type context struct {
init bool
runOnMainThread func(func() error) error
}
func NewContext(runOnMainThread func(func() error) error) (*Context, error) {
c := &Context{}
c.runOnMainThread = runOnMainThread
return c, nil
}
func (c *Context) runOnContextThread(f func() error) error {
return c.runOnMainThread(f)
}
func (c *Context) Reset() error {
if err := c.runOnContextThread(func() error {
if c.init {
return nil
}
// Note that this initialization must be done after Loop is called.
if err := gl.Init(); err != nil {
return fmt.Errorf("opengl: initializing error %v", err)
}
c.init = true
return nil
}); err != nil {
return nil
}
c.locationCache = newLocationCache()
c.lastTexture = invalidTexture
c.lastFramebuffer = invalidFramebuffer
c.lastViewportWidth = 0
c.lastViewportHeight = 0
c.lastCompositeMode = CompositeModeUnknown
if err := c.runOnContextThread(func() error {
gl.Enable(gl.BLEND)
return nil
}); err != nil {
return err
}
c.BlendFunc(CompositeModeSourceOver)
if err := c.runOnContextThread(func() error {
f := int32(0)
gl.GetIntegerv(gl.FRAMEBUFFER_BINDING, &f)
c.screenFramebuffer = Framebuffer(f)
return nil
}); err != nil {
return err
}
return nil
}
func (c *Context) BlendFunc(mode CompositeMode) {
_ = c.runOnContextThread(func() error {
if c.lastCompositeMode == mode {
return nil
}
c.lastCompositeMode = mode
s, d := operations(mode)
gl.BlendFunc(uint32(s), uint32(d))
return nil
})
}
func (c *Context) NewTexture(width, height int, pixels []uint8, filter Filter) (Texture, error) {
var texture Texture
if err := c.runOnContextThread(func() error {
var t uint32
gl.GenTextures(1, &t)
// TODO: Use gl.IsTexture
if t <= 0 {
return errors.New("opengl: creating texture failed")
}
gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
texture = Texture(t)
return nil
}); err != nil {
return 0, err
}
if err := c.BindTexture(texture); err != nil {
return 0, err
}
if err := c.runOnContextThread(func() error {
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int32(filter))
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int32(filter))
var p interface{}
if pixels != nil {
p = pixels
}
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(p))
return nil
}); err != nil {
return 0, err
}
return texture, nil
}
func (c *Context) bindFramebufferImpl(f Framebuffer) error {
if err := c.runOnContextThread(func() error {
gl.BindFramebuffer(gl.FRAMEBUFFER, uint32(f))
return nil
}); err != nil {
return err
}
return nil
}
func (c *Context) FramebufferPixels(f Framebuffer, width, height int) ([]uint8, error) {
var pixels []uint8
if err := c.runOnContextThread(func() error {
gl.Flush()
return nil
}); err != nil {
return nil, err
}
if err := c.bindFramebuffer(f); err != nil {
return nil, err
}
if err := c.runOnContextThread(func() error {
pixels = make([]uint8, 4*width*height)
gl.ReadPixels(0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(pixels))
if e := gl.GetError(); e != gl.NO_ERROR {
pixels = nil
return fmt.Errorf("opengl: glReadPixels: %d", e)
}
return nil
}); err != nil {
return nil, err
}
return pixels, nil
}
func (c *Context) bindTextureImpl(t Texture) error {
_ = c.runOnContextThread(func() error {
gl.BindTexture(gl.TEXTURE_2D, uint32(t))
return nil
})
return nil
}
func (c *Context) DeleteTexture(t Texture) {
_ = c.runOnContextThread(func() error {
tt := uint32(t)
if !gl.IsTexture(tt) {
return nil
}
if c.lastTexture == t {
c.lastTexture = invalidTexture
}
gl.DeleteTextures(1, &tt)
return nil
})
}
func (c *Context) IsTexture(t Texture) bool {
r := false
_ = c.runOnContextThread(func() error {
r = gl.IsTexture(uint32(t))
return nil
})
return r
}
func (c *Context) TexSubImage2D(p []uint8, width, height int) {
_ = c.runOnContextThread(func() error {
gl.TexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(p))
return nil
})
}
func (c *Context) BindScreenFramebuffer() error {
return c.bindFramebuffer(c.screenFramebuffer)
}
func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
var framebuffer Framebuffer
var f uint32
if err := c.runOnContextThread(func() error {
gl.GenFramebuffers(1, &f)
// TODO: Use gl.IsFramebuffer
if f <= 0 {
return errors.New("opengl: creating framebuffer failed: gl.IsFramebuffer returns false")
}
return nil
}); err != nil {
return 0, err
}
if err := c.bindFramebuffer(Framebuffer(f)); err != nil {
return 0, err
}
if err := c.runOnContextThread(func() error {
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, uint32(texture), 0)
s := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
if s != gl.FRAMEBUFFER_COMPLETE {
if s != 0 {
return fmt.Errorf("opengl: creating framebuffer failed: %v", s)
}
if e := gl.GetError(); e != gl.NO_ERROR {
return fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
}
return fmt.Errorf("opengl: creating framebuffer failed: unknown error")
}
framebuffer = Framebuffer(f)
return nil
}); err != nil {
return 0, err
}
return framebuffer, nil
}
func (c *Context) setViewportImpl(width, height int) error {
return c.runOnContextThread(func() error {
gl.Viewport(0, 0, int32(width), int32(height))
return nil
})
}
func (c *Context) FillFramebuffer(r, g, b, a float64) error {
return c.runOnContextThread(func() error {
gl.ClearColor(float32(r), float32(g), float32(b), float32(a))
gl.Clear(gl.COLOR_BUFFER_BIT)
return nil
})
}
func (c *Context) DeleteFramebuffer(f Framebuffer) {
_ = c.runOnContextThread(func() error {
ff := uint32(f)
if !gl.IsFramebuffer(ff) {
return nil
}
if c.lastFramebuffer == f {
c.lastFramebuffer = invalidFramebuffer
c.lastViewportWidth = 0
c.lastViewportHeight = 0
}
gl.DeleteFramebuffers(1, &ff)
return nil
})
}
func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) {
var shader Shader
if err := c.runOnContextThread(func() error {
s := gl.CreateShader(uint32(shaderType))
if s == 0 {
return fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
}
cSources, free := gl.Strs(source + "\x00")
gl.ShaderSource(uint32(s), 1, cSources, nil)
free()
gl.CompileShader(s)
var v int32
gl.GetShaderiv(s, gl.COMPILE_STATUS, &v)
if v == gl.FALSE {
log := []uint8{}
gl.GetShaderiv(uint32(s), gl.INFO_LOG_LENGTH, &v)
if v != 0 {
log = make([]uint8, int(v))
gl.GetShaderInfoLog(uint32(s), v, nil, (*uint8)(gl.Ptr(log)))
}
return fmt.Errorf("opengl: shader compile failed: %s", log)
}
shader = Shader(s)
return nil
}); err != nil {
return 0, err
}
return shader, nil
}
func (c *Context) DeleteShader(s Shader) {
_ = c.runOnContextThread(func() error {
gl.DeleteShader(uint32(s))
return nil
})
}
func (c *Context) GlslHighpSupported() bool {
return false
}
func (c *Context) NewProgram(shaders []Shader) (Program, error) {
var program Program
if err := c.runOnContextThread(func() error {
p := gl.CreateProgram()
if p == 0 {
return errors.New("opengl: glCreateProgram failed")
}
for _, shader := range shaders {
gl.AttachShader(p, uint32(shader))
}
gl.LinkProgram(p)
var v int32
gl.GetProgramiv(p, gl.LINK_STATUS, &v)
if v == gl.FALSE {
return errors.New("opengl: program error")
}
program = Program(p)
return nil
}); err != nil {
return 0, err
}
return program, nil
}
func (c *Context) UseProgram(p Program) {
_ = c.runOnContextThread(func() error {
gl.UseProgram(uint32(p))
return nil
})
}
func (c *Context) DeleteProgram(p Program) {
_ = c.runOnContextThread(func() error {
if !gl.IsProgram(uint32(p)) {
return nil
}
gl.DeleteProgram(uint32(p))
return nil
})
}
func (c *Context) getUniformLocationImpl(p Program, location string) uniformLocation {
uniform := uniformLocation(gl.GetUniformLocation(uint32(p), gl.Str(location+"\x00")))
if uniform == -1 {
panic("opengl: invalid uniform location: " + location)
}
return uniform
}
func (c *Context) UniformInt(p Program, location string, v int) {
_ = c.runOnContextThread(func() error {
l := int32(c.locationCache.GetUniformLocation(c, p, location))
gl.Uniform1i(l, int32(v))
return nil
})
}
func (c *Context) UniformFloats(p Program, location string, v []float32) {
_ = c.runOnContextThread(func() error {
l := int32(c.locationCache.GetUniformLocation(c, p, location))
switch len(v) {
case 4:
gl.Uniform4fv(l, 1, (*float32)(gl.Ptr(v)))
case 16:
gl.UniformMatrix4fv(l, 1, false, (*float32)(gl.Ptr(v)))
default:
panic("not reach")
}
return nil
})
}
func (c *Context) getAttribLocationImpl(p Program, location string) attribLocation {
attrib := attribLocation(gl.GetAttribLocation(uint32(p), gl.Str(location+"\x00")))
if attrib == -1 {
panic("opengl: invalid attrib location: " + location)
}
return attrib
}
func (c *Context) VertexAttribPointer(p Program, location string, size int, dataType DataType, normalize bool, stride int, offset int) {
_ = c.runOnContextThread(func() error {
l := c.locationCache.GetAttribLocation(c, p, location)
gl.VertexAttribPointer(uint32(l), int32(size), uint32(dataType), normalize, int32(stride), gl.PtrOffset(offset))
return nil
})
}
func (c *Context) EnableVertexAttribArray(p Program, location string) {
_ = c.runOnContextThread(func() error {
l := c.locationCache.GetAttribLocation(c, p, location)
gl.EnableVertexAttribArray(uint32(l))
return nil
})
}
func (c *Context) DisableVertexAttribArray(p Program, location string) {
_ = c.runOnContextThread(func() error {
l := c.locationCache.GetAttribLocation(c, p, location)
gl.DisableVertexAttribArray(uint32(l))
return nil
})
}
func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsage BufferUsage) Buffer {
var buffer Buffer
_ = c.runOnContextThread(func() error {
var b uint32
gl.GenBuffers(1, &b)
gl.BindBuffer(uint32(bufferType), b)
switch v := v.(type) {
case int:
gl.BufferData(uint32(bufferType), v, nil, uint32(bufferUsage))
case []uint16:
// TODO: What about the endianness?
gl.BufferData(uint32(bufferType), 2*len(v), gl.Ptr(v), uint32(bufferUsage))
default:
panic("not reach")
}
buffer = Buffer(b)
return nil
})
return buffer
}
func (c *Context) BindElementArrayBuffer(b Buffer) {
_ = c.runOnContextThread(func() error {
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, uint32(b))
return nil
})
}
func (c *Context) BufferSubData(bufferType BufferType, data []float32) {
_ = c.runOnContextThread(func() error {
gl.BufferSubData(uint32(bufferType), 0, len(data)*4, gl.Ptr(data))
return nil
})
}
func (c *Context) DeleteBuffer(b Buffer) {
_ = c.runOnContextThread(func() error {
bb := uint32(b)
gl.DeleteBuffers(1, &bb)
return nil
})
}
func (c *Context) DrawElements(mode Mode, len int, offsetInBytes int) {
_ = c.runOnContextThread(func() error {
gl.DrawElements(uint32(mode), int32(len), gl.UNSIGNED_SHORT, gl.PtrOffset(offsetInBytes))
return nil
})
}
func (c *Context) Flush() {
_ = c.runOnContextThread(func() error {
gl.Flush()
return nil
})
}