ebiten/internal/graphicsdriver/opengl/graphics.go

430 lines
12 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/driver"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
var theGraphics Graphics
func Get() *Graphics {
return &theGraphics
}
type activatedTexture struct {
textureNative textureNative
index int
}
type Graphics struct {
state openGLState
context context
nextImageID driver.ImageID
images map[driver.ImageID]*Image
nextShaderID driver.ShaderID
shaders map[driver.ShaderID]*Shader
// drawCalled is true just after Draw is called. This holds true until ReplacePixels 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() {
// Do nothing.
}
func (g *Graphics) End() {
// 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()
}
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() driver.ImageID {
g.nextImageID++
return g.nextImageID
}
func (g *Graphics) genNextShaderID() driver.ShaderID {
g.nextShaderID++
return g.nextShaderID
}
func (g *Graphics) NewImage(width, height int) (driver.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) (driver.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[driver.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) {
// 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)
}
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 driver.ImageID, srcIDs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shaderID driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM driver.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region, uniforms []driver.Uniform, evenOdd bool) error {
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)
var program program
if shaderID == driver.InvalidShaderID {
program = g.state.programs[programKey{
useColorM: !colorM.IsIdentity(),
filter: filter,
address: address,
}]
dw, dh := destination.framebufferSize()
g.uniformVars = append(g.uniformVars, uniformVariable{
name: "viewport_size",
value: driver.Uniform{
Float32s: []float32{float32(dw), float32(dh)},
},
typ: shaderir.Type{Main: shaderir.Vec2},
}, uniformVariable{
name: "source_region",
value: driver.Uniform{
Float32s: []float32{
srcRegion.X,
srcRegion.Y,
srcRegion.X + srcRegion.Width,
srcRegion.Y + srcRegion.Height,
},
},
typ: shaderir.Type{Main: shaderir.Vec4},
})
if !colorM.IsIdentity() {
// ColorM's elements are immutable. It's OK to hold the reference without copying.
var esBody [16]float32
var esTranslate [4]float32
colorM.Elements(&esBody, &esTranslate)
g.uniformVars = append(g.uniformVars, uniformVariable{
name: "color_matrix_body",
value: driver.Uniform{
Float32s: esBody[:],
},
typ: shaderir.Type{Main: shaderir.Mat4},
}, uniformVariable{
name: "color_matrix_translation",
value: driver.Uniform{
Float32s: esTranslate[:],
},
typ: shaderir.Type{Main: shaderir.Vec4},
})
}
if filter != driver.FilterNearest {
sw, sh := g.images[srcIDs[0]].framebufferSize()
g.uniformVars = append(g.uniformVars, uniformVariable{
name: "source_size",
value: driver.Uniform{
Float32s: []float32{float32(sw), float32(sh)},
},
typ: shaderir.Type{Main: shaderir.Vec2},
})
}
if filter == driver.FilterScreen {
scale := float32(destination.width) / float32(g.images[srcIDs[0]].width)
g.uniformVars = append(g.uniformVars, uniformVariable{
name: "scale",
value: driver.Uniform{
Float32: scale,
},
typ: shaderir.Type{Main: shaderir.Float},
})
}
} else {
shader := g.shaders[shaderID]
program = shader.p
ulen := graphics.PreservedUniformVariablesNum + len(uniforms)
if cap(g.uniformVars) < ulen {
g.uniformVars = make([]uniformVariable, ulen)
} else {
g.uniformVars = g.uniformVars[:ulen]
}
{
const idx = graphics.DestinationTextureSizeUniformVariableIndex
w, h := destination.framebufferSize()
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].value.Float32s = []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.TextureSizesUniformVariableIndex
g.uniformVars[idx].name = g.uniformVariableName(idx)
g.uniformVars[idx].value.Float32s = 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.Float32s = 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.Float32s = 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.Float32s = 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.Float32s = 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.Float32s = size
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
for i, v := range uniforms {
const offset = graphics.PreservedUniformVariablesNum
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.ShaderImageNum]textureVariable
for i, srcID := range srcIDs {
if srcID == driver.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() driver.YDirection {
return driver.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) HasHighPrecisionFloat() bool {
return g.context.hasHighPrecisionFloat()
}
func (g *Graphics) MaxImageSize() int {
return g.context.getMaxTextureSize()
}
func (g *Graphics) NewShader(program *shaderir.Program) (driver.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[driver.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)
}