mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
499 lines
15 KiB
Go
499 lines
15 KiB
Go
// Copyright 2016 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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//go:build !playstation5
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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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"image"
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"runtime"
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"sync"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/glsl"
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)
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type blendFactor int
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type blendOperation int
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func convertBlendFactor(f graphicsdriver.BlendFactor) blendFactor {
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switch f {
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case graphicsdriver.BlendFactorZero:
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return gl.ZERO
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case graphicsdriver.BlendFactorOne:
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return gl.ONE
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case graphicsdriver.BlendFactorSourceColor:
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return gl.SRC_COLOR
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case graphicsdriver.BlendFactorOneMinusSourceColor:
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return gl.ONE_MINUS_SRC_COLOR
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case graphicsdriver.BlendFactorSourceAlpha:
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return gl.SRC_ALPHA
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case graphicsdriver.BlendFactorOneMinusSourceAlpha:
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return gl.ONE_MINUS_SRC_ALPHA
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case graphicsdriver.BlendFactorDestinationColor:
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return gl.DST_COLOR
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case graphicsdriver.BlendFactorOneMinusDestinationColor:
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return gl.ONE_MINUS_DST_COLOR
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case graphicsdriver.BlendFactorDestinationAlpha:
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return gl.DST_ALPHA
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case graphicsdriver.BlendFactorOneMinusDestinationAlpha:
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return gl.ONE_MINUS_DST_ALPHA
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case graphicsdriver.BlendFactorSourceAlphaSaturated:
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return gl.SRC_ALPHA_SATURATE
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default:
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panic(fmt.Sprintf("opengl: invalid blend factor %d", f))
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}
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}
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func convertBlendOperation(o graphicsdriver.BlendOperation) blendOperation {
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switch o {
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case graphicsdriver.BlendOperationAdd:
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return gl.FUNC_ADD
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case graphicsdriver.BlendOperationSubtract:
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return gl.FUNC_SUBTRACT
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case graphicsdriver.BlendOperationReverseSubtract:
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return gl.FUNC_REVERSE_SUBTRACT
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case graphicsdriver.BlendOperationMin:
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return gl.MIN
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case graphicsdriver.BlendOperationMax:
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return gl.MAX
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default:
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panic(fmt.Sprintf("opengl: invalid blend operation %d", o))
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}
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}
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type (
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textureNative uint32
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renderbufferNative uint32
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framebufferNative uint32
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shader uint32
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program uint32
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buffer uint32
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)
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type (
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uniformLocation int32
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)
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const (
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invalidFramebuffer = (1 << 32) - 1
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invalidUniform = -1
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)
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type context struct {
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ctx gl.Context
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locationCache *locationCache
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screenFramebuffer framebufferNative // This might not be the default frame buffer '0' (e.g. iOS).
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lastFramebuffer framebufferNative
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lastTexture textureNative
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lastRenderbuffer renderbufferNative
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lastViewportWidth int
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lastViewportHeight int
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lastBlend graphicsdriver.Blend
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maxTextureSize int
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maxTextureSizeOnce sync.Once
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initOnce sync.Once
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}
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func (c *context) bindTexture(t textureNative) {
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if c.lastTexture == t {
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return
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}
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c.ctx.BindTexture(gl.TEXTURE_2D, uint32(t))
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c.lastTexture = t
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}
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func (c *context) bindRenderbuffer(r renderbufferNative) {
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if c.lastRenderbuffer == r {
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return
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}
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c.ctx.BindRenderbuffer(gl.RENDERBUFFER, uint32(r))
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c.lastRenderbuffer = r
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}
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func (c *context) bindFramebuffer(f framebufferNative) {
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if c.lastFramebuffer == f {
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return
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}
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c.ctx.BindFramebuffer(gl.FRAMEBUFFER, uint32(f))
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c.lastFramebuffer = f
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}
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func (c *context) setViewport(f *framebuffer) {
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c.bindFramebuffer(f.native)
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if c.lastViewportWidth == f.viewportWidth && c.lastViewportHeight == f.viewportHeight {
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return
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}
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// On some environments, viewport size must be within the framebuffer size.
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// e.g. Edge (#71), Chrome on GPD Pocket (#420), macOS Mojave (#691).
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// Use the same size of the framebuffer here.
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c.ctx.Viewport(0, 0, int32(f.viewportWidth), int32(f.viewportHeight))
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// glViewport must be called at least at every frame on iOS.
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// As the screen framebuffer is the last render target, next SetViewport should be
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// the first call at a frame.
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if f.native == c.screenFramebuffer {
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c.lastViewportWidth = 0
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c.lastViewportHeight = 0
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} else {
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c.lastViewportWidth = f.viewportWidth
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c.lastViewportHeight = f.viewportHeight
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}
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}
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func (c *context) newScreenFramebuffer(width, height int) *framebuffer {
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return &framebuffer{
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native: c.screenFramebuffer,
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viewportWidth: width,
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viewportHeight: height,
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}
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}
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func (c *context) getMaxTextureSize() int {
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c.maxTextureSizeOnce.Do(func() {
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c.maxTextureSize = c.ctx.GetInteger(gl.MAX_TEXTURE_SIZE)
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})
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return c.maxTextureSize
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}
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func (c *context) reset() error {
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var err1 error
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c.initOnce.Do(func() {
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// Load OpenGL functions after WGL is initialized especially for Windows (#2452).
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if err := c.ctx.LoadFunctions(); err != nil {
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err1 = err
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return
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}
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})
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if err1 != nil {
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return err1
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}
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c.locationCache = newLocationCache()
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c.lastTexture = 0
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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.lastBlend = graphicsdriver.Blend{}
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c.ctx.Enable(gl.BLEND)
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c.ctx.Enable(gl.SCISSOR_TEST)
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c.blend(graphicsdriver.BlendSourceOver)
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c.screenFramebuffer = framebufferNative(c.ctx.GetInteger(gl.FRAMEBUFFER_BINDING))
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// TODO: Need to update screenFramebufferWidth/Height?
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return nil
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}
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func (c *context) blend(blend graphicsdriver.Blend) {
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if c.lastBlend == blend {
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return
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}
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c.lastBlend = blend
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c.ctx.BlendFuncSeparate(
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uint32(convertBlendFactor(blend.BlendFactorSourceRGB)),
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uint32(convertBlendFactor(blend.BlendFactorDestinationRGB)),
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uint32(convertBlendFactor(blend.BlendFactorSourceAlpha)),
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uint32(convertBlendFactor(blend.BlendFactorDestinationAlpha)),
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)
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c.ctx.BlendEquationSeparate(
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uint32(convertBlendOperation(blend.BlendOperationRGB)),
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uint32(convertBlendOperation(blend.BlendOperationAlpha)),
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)
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}
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func (c *context) newTexture(width, height int) (textureNative, error) {
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t := c.ctx.CreateTexture()
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if t <= 0 {
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return 0, errors.New("opengl: creating texture failed")
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}
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c.bindTexture(textureNative(t))
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c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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c.ctx.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
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// Firefox warns the usage of textures without specifying pixels (#629, #2077)
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//
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// Error: WebGL warning: drawElements: This operation requires zeroing texture data. This is slow.
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//
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// In Ebitengine, textures are filled with pixels later by the filter that ignores destination, so it is fine
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// to leave textures as uninitialized here. Rather, extra memory allocating for initialization should be
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// avoided.
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//
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// See also https://stackoverflow.com/questions/57734645.
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c.ctx.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, nil)
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return textureNative(t), nil
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}
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func (c *context) framebufferPixels(buf []byte, f *framebuffer, region image.Rectangle) error {
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if got, want := len(buf), 4*region.Dx()*region.Dy(); got != want {
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return fmt.Errorf("opengl: len(buf) must be %d but was %d at framebufferPixels", got, want)
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}
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c.ctx.Flush()
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c.bindFramebuffer(f.native)
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x := int32(region.Min.X)
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y := int32(region.Min.Y)
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width := int32(region.Dx())
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height := int32(region.Dy())
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c.ctx.ReadPixels(buf, x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE)
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return nil
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}
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func (c *context) framebufferPixelsToBuffer(f *framebuffer, buffer buffer, width, height int) {
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c.ctx.Flush()
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c.bindFramebuffer(f.native)
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c.ctx.BindBuffer(gl.PIXEL_PACK_BUFFER, uint32(buffer))
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c.ctx.ReadPixels(nil, 0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE)
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c.ctx.BindBuffer(gl.PIXEL_PACK_BUFFER, 0)
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}
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func (c *context) deleteTexture(t textureNative) {
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if c.lastTexture == t {
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c.lastTexture = 0
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}
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c.ctx.DeleteTexture(uint32(t))
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}
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func (c *context) newRenderbuffer(width, height int) (renderbufferNative, error) {
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r := c.ctx.CreateRenderbuffer()
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if r <= 0 {
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return 0, errors.New("opengl: creating renderbuffer failed")
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}
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renderbuffer := renderbufferNative(r)
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c.bindRenderbuffer(renderbuffer)
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var stencilFormat uint32
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if c.ctx.IsES() {
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// https://docs.gl/es2/glRenderbufferStorage
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// > Must be one of the following symbolic constants: GL_RGBA4, GL_RGB565, GL_RGB5_A1,
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// > GL_DEPTH_COMPONENT16, or GL_STENCIL_INDEX8.
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//
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// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/renderbufferStorage
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// > A GLenum specifying the internal format of the renderbuffer. Possible values:
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// > * gl.RGBA4: 4 red bits, 4 green bits, 4 blue bits 4 alpha bits.
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// > * gl.RGB565: 5 red bits, 6 green bits, 5 blue bits.
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// > * gl.RGB5_A1: 5 red bits, 5 green bits, 5 blue bits, 1 alpha bit.
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// > * gl.DEPTH_COMPONENT16: 16 depth bits.
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// > * gl.STENCIL_INDEX8: 8 stencil bits.
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// > * gl.DEPTH_STENCIL
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stencilFormat = gl.STENCIL_INDEX8
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} else {
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// GL_STENCIL_INDEX8 might not be available with OpenGL 2.1.
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// https://www.khronos.org/opengl/wiki/Image_Format
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// > There are only 2 depth/stencil formats, each providing 8 stencil bits: GL_DEPTH24_STENCIL8 and GL_DEPTH32F_STENCIL8.
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// > [...]
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// > Stencil formats can only be used for Textures if OpenGL 4.4 or ARB_texture_stencil8 is available.
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stencilFormat = gl.DEPTH24_STENCIL8
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}
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c.ctx.RenderbufferStorage(gl.RENDERBUFFER, stencilFormat, int32(width), int32(height))
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return renderbuffer, nil
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}
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func (c *context) deleteRenderbuffer(r renderbufferNative) {
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if c.lastRenderbuffer == r {
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c.lastRenderbuffer = 0
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}
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c.ctx.DeleteRenderbuffer(uint32(r))
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}
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func (c *context) newFramebuffer(texture textureNative, width, height int) (*framebuffer, error) {
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f := c.ctx.CreateFramebuffer()
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if f <= 0 {
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return nil, fmt.Errorf("opengl: creating framebuffer failed: the returned value is not positive but %d", f)
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}
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c.bindFramebuffer(framebufferNative(f))
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c.ctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, uint32(texture), 0)
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if shouldCheckFramebufferStatus() {
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if s := c.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE {
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if s != 0 {
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return nil, fmt.Errorf("opengl: creating framebuffer failed: %v", s)
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}
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if e := c.ctx.GetError(); e != gl.NO_ERROR {
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return nil, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
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}
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return nil, fmt.Errorf("opengl: creating framebuffer failed: unknown error")
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}
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}
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return &framebuffer{
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native: framebufferNative(f),
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viewportWidth: width,
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viewportHeight: height,
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}, nil
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}
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func (c *context) bindStencilBuffer(f framebufferNative, r renderbufferNative) error {
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c.bindFramebuffer(f)
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c.ctx.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, uint32(r))
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if shouldCheckFramebufferStatus() {
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if s := c.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE {
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return fmt.Errorf("opengl: glFramebufferRenderbuffer failed: %d", s)
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}
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}
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return nil
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}
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func (c *context) deleteFramebuffer(f framebufferNative) {
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if f == c.screenFramebuffer {
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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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c.ctx.DeleteFramebuffer(uint32(f))
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}
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func (c *context) newShader(shaderType uint32, source string) (shader, error) {
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s := c.ctx.CreateShader(shaderType)
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if s == 0 {
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return 0, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
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}
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c.ctx.ShaderSource(s, source)
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c.ctx.CompileShader(s)
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return shader(s), nil
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}
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func (c *context) newProgram(shaders []shader, attributes []string) (program, error) {
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p := c.ctx.CreateProgram()
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if p == 0 {
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return 0, errors.New("opengl: glCreateProgram failed")
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}
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for _, shader := range shaders {
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c.ctx.AttachShader(p, uint32(shader))
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}
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for i, name := range attributes {
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c.ctx.BindAttribLocation(p, uint32(i), name)
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}
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c.ctx.LinkProgram(p)
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return program(p), nil
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}
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func (c *context) deleteProgram(p program) {
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c.locationCache.deleteProgram(p)
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if !c.ctx.IsProgram(uint32(p)) {
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return
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}
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c.ctx.DeleteProgram(uint32(p))
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}
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func (c *context) uniformInt(p program, location string, v int) bool {
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l := c.locationCache.GetUniformLocation(c, p, location)
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if l == invalidUniform {
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return false
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}
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c.ctx.Uniform1i(int32(l), int32(v))
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return true
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}
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func (c *context) uniforms(p program, location string, v []uint32, typ shaderir.Type) bool {
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l := c.locationCache.GetUniformLocation(c, p, location)
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if l == invalidUniform {
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return false
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}
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base := typ.Main
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if base == shaderir.Array {
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base = typ.Sub[0].Main
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}
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switch base {
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case shaderir.Float:
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c.ctx.Uniform1fv(int32(l), uint32sToFloat32s(v))
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case shaderir.Int:
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c.ctx.Uniform1iv(int32(l), uint32sToInt32s(v))
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case shaderir.Vec2:
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c.ctx.Uniform2fv(int32(l), uint32sToFloat32s(v))
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case shaderir.Vec3:
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c.ctx.Uniform3fv(int32(l), uint32sToFloat32s(v))
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case shaderir.Vec4:
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c.ctx.Uniform4fv(int32(l), uint32sToFloat32s(v))
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case shaderir.IVec2:
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c.ctx.Uniform2iv(int32(l), uint32sToInt32s(v))
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case shaderir.IVec3:
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c.ctx.Uniform3iv(int32(l), uint32sToInt32s(v))
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case shaderir.IVec4:
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c.ctx.Uniform4iv(int32(l), uint32sToInt32s(v))
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case shaderir.Mat2:
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c.ctx.UniformMatrix2fv(int32(l), uint32sToFloat32s(v))
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case shaderir.Mat3:
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c.ctx.UniformMatrix3fv(int32(l), uint32sToFloat32s(v))
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case shaderir.Mat4:
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c.ctx.UniformMatrix4fv(int32(l), uint32sToFloat32s(v))
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default:
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panic(fmt.Sprintf("opengl: unexpected type: %s", typ.String()))
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}
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return true
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}
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func (c *context) newArrayBuffer(size int) buffer {
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b := c.ctx.CreateBuffer()
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c.ctx.BindBuffer(gl.ARRAY_BUFFER, b)
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c.ctx.BufferInit(gl.ARRAY_BUFFER, size, gl.DYNAMIC_DRAW)
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return buffer(b)
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}
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func (c *context) newElementArrayBuffer(size int) buffer {
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b := c.ctx.CreateBuffer()
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c.ctx.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b)
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c.ctx.BufferInit(gl.ELEMENT_ARRAY_BUFFER, size, gl.DYNAMIC_DRAW)
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return buffer(b)
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}
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func (c *context) glslVersion() glsl.GLSLVersion {
|
|
if c.ctx.IsES() {
|
|
return glsl.GLSLVersionES300
|
|
}
|
|
return glsl.GLSLVersionDefault
|
|
}
|
|
|
|
func shouldCheckFramebufferStatus() bool {
|
|
// CheckFramebufferStatus is slow and should be avoided especially in browsers.
|
|
// See https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices#avoid_blocking_api_calls_in_production
|
|
//
|
|
// TODO: Should this be avoided in all environments?
|
|
return runtime.GOOS != "js"
|
|
}
|