mirror of
https://github.com/hajimehoshi/ebiten.git
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234 lines
6.0 KiB
Go
234 lines
6.0 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/go-gl/gl"
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)
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type Texture int
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type Framebuffer int
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type Shader int
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type Program int
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type UniformLocation int
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type AttribLocation int
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type context struct{}
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func NewContext() *Context {
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c := &Context{
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Nearest: gl.NEAREST,
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Linear: gl.LINEAR,
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VertexShader: gl.VERTEX_SHADER,
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FragmentShader: gl.FRAGMENT_SHADER,
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ArrayBuffer: gl.ARRAY_BUFFER,
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ElementArrayBuffer: gl.ELEMENT_ARRAY_BUFFER,
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DynamicDraw: gl.DYNAMIC_DRAW,
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StaticDraw: gl.STATIC_DRAW,
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}
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c.init()
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return c
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}
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func (c *Context) init() {
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gl.Init()
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// Textures' pixel formats are alpha premultiplied.
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gl.Enable(gl.BLEND)
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gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
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}
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func (c *Context) NewTexture(width, height int, pixels []uint8, filter FilterType) (Texture, error) {
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t := gl.GenTexture()
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if t < 0 {
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return 0, errors.New("glGenTexture failed")
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}
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gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
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t.Bind(gl.TEXTURE_2D)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int(filter))
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int(filter))
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
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return Texture(t), nil
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}
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func (c *Context) TexturePixels(t Texture, width, height int) ([]uint8, error) {
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gl.Flush()
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// TODO: Use glGetTexLevelParameteri and GL_TEXTURE_WIDTH?
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pixels := make([]uint8, 4*width*height)
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gl.Texture(t).Bind(gl.TEXTURE_2D)
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gl.GetTexImage(gl.TEXTURE_2D, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
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if e := gl.GetError(); e != gl.NO_ERROR {
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// TODO: Use glu.ErrorString
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return nil, errors.New(fmt.Sprintf("gl error: %d", e))
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}
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return pixels, nil
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}
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func (c *Context) BindTexture(t Texture) {
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gl.Texture(t).Bind(gl.TEXTURE_2D)
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}
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func (c *Context) DeleteTexture(t Texture) {
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gl.Texture(t).Delete()
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}
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func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
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f := gl.GenFramebuffer()
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f.Bind()
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, gl.Texture(texture), 0)
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if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
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return 0, errors.New("creating framebuffer failed")
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}
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return Framebuffer(f), nil
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}
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func (c *Context) SetViewport(f Framebuffer, width, height int) error {
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gl.Flush()
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gl.Framebuffer(f).Bind()
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err := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
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if err != gl.FRAMEBUFFER_COMPLETE {
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if gl.GetError() != 0 {
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return errors.New(fmt.Sprintf("glBindFramebuffer failed: %d", gl.GetError()))
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}
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return errors.New("glBindFramebuffer failed: the context is different?")
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}
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gl.Viewport(0, 0, width, height)
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return nil
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}
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func (c *Context) FillFramebuffer(f Framebuffer, r, g, b, a float64) error {
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gl.ClearColor(gl.GLclampf(r), gl.GLclampf(g), gl.GLclampf(b), gl.GLclampf(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.Framebuffer(f).Delete()
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}
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func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) {
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s := gl.CreateShader(gl.GLenum(shaderType))
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if s == 0 {
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println(gl.GetError())
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return 0, errors.New("glCreateShader failed")
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}
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s.Source(source)
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s.Compile()
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if s.Get(gl.COMPILE_STATUS) == gl.FALSE {
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log := ""
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if s.Get(gl.INFO_LOG_LENGTH) != 0 {
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log = s.GetInfoLog()
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}
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return 0, errors.New(fmt.Sprintf("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.Shader(s).Delete()
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}
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func (c *Context) GlslHighpSupported() bool {
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return false
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}
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func (c *Context) NewProgram(shaders []Shader) (Program, error) {
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p := gl.CreateProgram()
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if p == 0 {
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return 0, errors.New("glCreateProgram failed")
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}
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for _, shader := range shaders {
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p.AttachShader(gl.Shader(shader))
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}
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p.Link()
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if p.Get(gl.LINK_STATUS) == gl.FALSE {
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return 0, errors.New("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.Program(p).Use()
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}
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func (c *Context) UniformInt(p Program, location string, v int) {
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l := gl.Program(p).GetUniformLocation(location)
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l.Uniform1i(v)
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}
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func (c *Context) UniformFloats(p Program, location string, v []float32) {
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l := gl.Program(p).GetUniformLocation(location)
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switch len(v) {
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case 4:
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l.Uniform4fv(1, v)
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case 16:
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v2 := [16]float32{}
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copy(v2[:], v)
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l.UniformMatrix4fv(false, v2)
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default:
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panic("not reach")
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}
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}
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func (c *Context) VertexAttribPointer(p Program, location string, stride int, v uintptr) {
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gl.Program(p).GetAttribLocation(location).AttribPointer(2, gl.FLOAT, false, stride, v)
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}
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func (c *Context) EnableVertexAttribArray(p Program, location string) {
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gl.Program(p).GetAttribLocation(location).EnableArray()
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}
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func (c *Context) DisableVertexAttribArray(p Program, location string) {
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gl.Program(p).GetAttribLocation(location).DisableArray()
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}
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func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsageType BufferUsageType) {
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gl.GenBuffer().Bind(gl.GLenum(bufferType))
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size := 0
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switch v := v.(type) {
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case []uint16:
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size = 2 * len(v)
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case []float32:
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size = 4 * len(v)
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default:
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panic("not reach")
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}
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gl.BufferData(gl.GLenum(bufferType), size, v, gl.GLenum(bufferUsageType))
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}
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func (c *Context) BufferSubData(bufferType BufferType, data []float32) {
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const float32Size = 4
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gl.BufferSubData(gl.GLenum(bufferType), 0, float32Size*len(data), data)
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}
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func (c *Context) DrawElements(len int) {
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gl.DrawElements(gl.TRIANGLES, len, gl.UNSIGNED_SHORT, uintptr(0))
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}
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func (c *Context) Flush() {
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gl.Flush()
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}
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