mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
268 lines
6.9 KiB
Go
268 lines
6.9 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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package graphics
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import (
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"fmt"
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"github.com/hajimehoshi/ebiten/internal/graphics/opengl"
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)
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type arrayBufferLayoutPart struct {
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// TODO: This struct should belong to a program and know it.
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name string
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dataType opengl.DataType
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num int
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normalize bool
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}
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type arrayBufferLayout struct {
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parts []arrayBufferLayoutPart
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}
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func (a *arrayBufferLayout) total() int {
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t := 0
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for _, p := range a.parts {
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t += p.dataType.SizeInBytes() * p.num
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}
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return t
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}
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func (a *arrayBufferLayout) newArrayBuffer(c *opengl.Context) opengl.Buffer {
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return c.NewBuffer(opengl.ArrayBuffer, a.total()*4*maxQuads, opengl.DynamicDraw)
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}
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func (a *arrayBufferLayout) enable(c *opengl.Context, program opengl.Program) {
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for _, p := range a.parts {
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c.EnableVertexAttribArray(program, p.name)
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}
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total := a.total()
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offset := 0
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for _, p := range a.parts {
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c.VertexAttribPointer(program, p.name, p.num, p.dataType, p.normalize, total, offset)
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offset += p.dataType.SizeInBytes() * p.num
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}
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}
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func (a *arrayBufferLayout) disable(c *opengl.Context, program opengl.Program) {
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// TODO: Disabling should be done in reversed order?
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for _, p := range a.parts {
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c.DisableVertexAttribArray(program, p.name)
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}
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}
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var (
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theArrayBufferLayout = arrayBufferLayout{
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// Note that GL_MAX_VERTEX_ATTRIBS is at least 16.
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parts: []arrayBufferLayoutPart{
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{
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name: "vertex",
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dataType: opengl.Short,
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num: 2,
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normalize: false,
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},
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{
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name: "tex_coord",
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dataType: opengl.Short,
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num: 2,
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normalize: true,
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},
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{
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name: "geo_matrix_body",
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dataType: opengl.Float,
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num: 4,
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normalize: false,
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},
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{
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name: "geo_matrix_translation",
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dataType: opengl.Float,
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num: 2,
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normalize: false,
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},
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},
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}
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)
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type openGLState struct {
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arrayBuffer opengl.Buffer
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indexBufferQuads opengl.Buffer
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programTexture opengl.Program
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lastProgram opengl.Program
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lastProjectionMatrix []float32
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lastColorMatrix []float32
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lastColorMatrixTranslation []float32
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}
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var (
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theOpenGLState openGLState
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zeroBuffer opengl.Buffer
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zeroProgram opengl.Program
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zeroTexture opengl.Texture
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)
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const (
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indicesNum = 1 << 16
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maxQuads = indicesNum / 6
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)
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func Reset(context *opengl.Context) error {
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return theOpenGLState.reset(context)
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}
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func (s *openGLState) reset(context *opengl.Context) error {
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if err := context.Reset(); err != nil {
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return err
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}
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s.lastProgram = zeroProgram
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s.lastProjectionMatrix = nil
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s.lastColorMatrix = nil
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s.lastColorMatrixTranslation = nil
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if s.arrayBuffer != zeroBuffer {
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context.DeleteBuffer(s.arrayBuffer)
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}
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if s.indexBufferQuads != zeroBuffer {
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context.DeleteBuffer(s.indexBufferQuads)
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}
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if s.programTexture != zeroProgram {
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context.DeleteProgram(s.programTexture)
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}
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shaderVertexModelviewNative, err := context.NewShader(opengl.VertexShader, shader(context, shaderVertexModelview))
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if err != nil {
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panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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}
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defer context.DeleteShader(shaderVertexModelviewNative)
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shaderFragmentTextureNative, err := context.NewShader(opengl.FragmentShader, shader(context, shaderFragmentTexture))
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if err != nil {
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panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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}
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defer context.DeleteShader(shaderFragmentTextureNative)
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s.programTexture, err = context.NewProgram([]opengl.Shader{
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shaderVertexModelviewNative,
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shaderFragmentTextureNative,
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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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s.arrayBuffer = theArrayBufferLayout.newArrayBuffer(context)
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indices := make([]uint16, 6*maxQuads)
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for i := uint16(0); i < maxQuads; i++ {
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indices[6*i+0] = 4*i + 0
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indices[6*i+1] = 4*i + 1
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indices[6*i+2] = 4*i + 2
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indices[6*i+3] = 4*i + 1
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indices[6*i+4] = 4*i + 2
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indices[6*i+5] = 4*i + 3
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}
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s.indexBufferQuads = context.NewBuffer(opengl.ElementArrayBuffer, indices, opengl.StaticDraw)
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return nil
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}
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func areSameFloat32Array(a, b []float32) bool {
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if len(a) != len(b) {
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return false
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}
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for i := 0; i < len(a); i++ {
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if a[i] != b[i] {
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return false
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}
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}
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return true
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}
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type programContext struct {
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state *openGLState
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program opengl.Program
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context *opengl.Context
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projectionMatrix []float32
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texture opengl.Texture
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colorM Matrix
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}
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func (p *programContext) begin() error {
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c := p.context
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if p.state.lastProgram != p.program {
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c.UseProgram(p.program)
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if p.state.lastProgram != zeroProgram {
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theArrayBufferLayout.disable(c, p.state.lastProgram)
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}
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theArrayBufferLayout.enable(c, p.program)
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p.state.lastProgram = p.state.programTexture
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p.state.lastProjectionMatrix = nil
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p.state.lastColorMatrix = nil
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p.state.lastColorMatrixTranslation = nil
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c.BindElementArrayBuffer(p.state.indexBufferQuads)
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c.UniformInt(p.program, "texture", 0)
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}
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if !areSameFloat32Array(p.state.lastProjectionMatrix, p.projectionMatrix) {
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c.UniformFloats(p.program, "projection_matrix", p.projectionMatrix)
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if p.state.lastProjectionMatrix == nil {
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p.state.lastProjectionMatrix = make([]float32, 16)
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}
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copy(p.state.lastProjectionMatrix, p.projectionMatrix)
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}
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e := [4][5]float32{}
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for i := 0; i < 4; i++ {
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for j := 0; j < 5; j++ {
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e[i][j] = float32(p.colorM.Element(i, j))
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}
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}
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colorMatrix := []float32{
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e[0][0], e[1][0], e[2][0], e[3][0],
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e[0][1], e[1][1], e[2][1], e[3][1],
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e[0][2], e[1][2], e[2][2], e[3][2],
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e[0][3], e[1][3], e[2][3], e[3][3],
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}
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if !areSameFloat32Array(p.state.lastColorMatrix, colorMatrix) {
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c.UniformFloats(p.program, "color_matrix", colorMatrix)
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if p.state.lastColorMatrix == nil {
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p.state.lastColorMatrix = make([]float32, 16)
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}
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copy(p.state.lastColorMatrix, colorMatrix)
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}
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colorMatrixTranslation := []float32{
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e[0][4], e[1][4], e[2][4], e[3][4],
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}
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if !areSameFloat32Array(p.state.lastColorMatrixTranslation, colorMatrixTranslation) {
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c.UniformFloats(p.program, "color_matrix_translation", colorMatrixTranslation)
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if p.state.lastColorMatrixTranslation == nil {
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p.state.lastColorMatrixTranslation = make([]float32, 4)
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}
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copy(p.state.lastColorMatrixTranslation, colorMatrixTranslation)
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}
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// We don't have to call gl.ActiveTexture here: GL_TEXTURE0 is the default active texture
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// See also: https://www.opengl.org/sdk/docs/man2/xhtml/glActiveTexture.xml
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if err := c.BindTexture(p.texture); err != nil {
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return err
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}
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return nil
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}
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func (p *programContext) end() {
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}
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