ebiten/internal/graphics/opengl/context_mobile.go
2016-07-04 01:25:35 +09:00

409 lines
10 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 android ios darwin,arm darwin,arm64
package opengl
import (
"errors"
"fmt"
mgl "golang.org/x/mobile/gl"
)
type Texture mgl.Texture
type Framebuffer mgl.Framebuffer
type Shader mgl.Shader
type Program mgl.Program
type Buffer mgl.Buffer
type uniformLocation mgl.Uniform
type attribLocation mgl.Attrib
type programID uint32
var invalidFramebuffer = Framebuffer(mgl.Framebuffer{(1 << 32) - 1})
func (p Program) id() programID {
return programID(p.Value)
}
func init() {
Nearest = mgl.NEAREST
Linear = mgl.LINEAR
VertexShader = mgl.VERTEX_SHADER
FragmentShader = mgl.FRAGMENT_SHADER
ArrayBuffer = mgl.ARRAY_BUFFER
ElementArrayBuffer = mgl.ELEMENT_ARRAY_BUFFER
DynamicDraw = mgl.DYNAMIC_DRAW
StaticDraw = mgl.STATIC_DRAW
Triangles = mgl.TRIANGLES
Lines = mgl.LINES
zero = mgl.ZERO
one = mgl.ONE
srcAlpha = mgl.SRC_ALPHA
dstAlpha = mgl.DST_ALPHA
oneMinusSrcAlpha = mgl.ONE_MINUS_SRC_ALPHA
oneMinusDstAlpha = mgl.ONE_MINUS_DST_ALPHA
}
type context struct {
gl mgl.Context
worker mgl.Worker
}
func NewContext() (*Context, error) {
c := &Context{}
c.gl, c.worker = mgl.NewContext()
return c, nil
}
func (c *Context) DoWork(chError <-chan error, chDone <-chan struct{}) error {
// TODO: Check this is called on the rendering thread
loop:
for {
select {
case err := <-chError:
return err
case <-c.worker.WorkAvailable():
c.worker.DoWork()
default:
select {
case <-chDone:
break loop
default:
}
}
}
return nil
}
func (c *Context) Reset() error {
c.locationCache = newLocationCache()
c.lastFramebuffer = invalidFramebuffer
c.lastViewportWidth = 0
c.lastViewportHeight = 0
c.lastCompositeMode = CompositeModeUnknown
c.gl.Enable(mgl.BLEND)
c.BlendFunc(CompositeModeSourceOver)
f := c.gl.GetInteger(mgl.FRAMEBUFFER_BINDING)
c.screenFramebuffer = Framebuffer(mgl.Framebuffer{uint32(f)})
// TODO: Need to update screenFramebufferWidth/Height?
return nil
}
func (c *Context) BlendFunc(mode CompositeMode) {
gl := c.gl
if c.lastCompositeMode == mode {
return
}
c.lastCompositeMode = mode
s, d := operations(mode)
gl.BlendFunc(mgl.Enum(s), mgl.Enum(d))
}
func (c *Context) NewTexture(width, height int, pixels []uint8, filter Filter) (Texture, error) {
gl := c.gl
t := gl.CreateTexture()
if t.Value <= 0 {
return Texture{}, errors.New("opengl: creating texture failed")
}
gl.PixelStorei(mgl.UNPACK_ALIGNMENT, 4)
gl.BindTexture(mgl.TEXTURE_2D, t)
gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MAG_FILTER, int(filter))
gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MIN_FILTER, int(filter))
var p []uint8
if pixels != nil {
p = pixels
}
gl.TexImage2D(mgl.TEXTURE_2D, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, p)
return Texture(t), nil
}
func (c *Context) bindFramebufferImpl(f Framebuffer) error {
gl := c.gl
gl.BindFramebuffer(mgl.FRAMEBUFFER, mgl.Framebuffer(f))
return nil
}
func (c *Context) FramebufferPixels(f Framebuffer, width, height int) ([]uint8, error) {
gl := c.gl
gl.Flush()
c.bindFramebuffer(f)
pixels := make([]uint8, 4*width*height)
gl.ReadPixels(pixels, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE)
if e := gl.GetError(); e != mgl.NO_ERROR {
return nil, fmt.Errorf("opengl: glReadPixels: %d", e)
}
return pixels, nil
}
func (c *Context) BindTexture(t Texture) {
gl := c.gl
gl.BindTexture(mgl.TEXTURE_2D, mgl.Texture(t))
}
func (c *Context) DeleteTexture(t Texture) {
gl := c.gl
if !gl.IsTexture(mgl.Texture(t)) {
return
}
gl.DeleteTexture(mgl.Texture(t))
}
func (c *Context) IsTexture(t Texture) bool {
gl := c.gl
return gl.IsTexture(mgl.Texture(t))
}
func (c *Context) TexSubImage2D(p []uint8, width, height int) {
gl := c.gl
gl.TexSubImage2D(mgl.TEXTURE_2D, 0, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, p)
}
func (c *Context) BindScreenFramebuffer() error {
return c.bindFramebuffer(c.screenFramebuffer)
}
func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
gl := c.gl
f := gl.CreateFramebuffer()
if f.Value <= 0 {
return Framebuffer{}, errors.New("opengl: creating framebuffer failed: gl.IsFramebuffer returns false")
}
c.bindFramebuffer(Framebuffer(f))
gl.FramebufferTexture2D(mgl.FRAMEBUFFER, mgl.COLOR_ATTACHMENT0, mgl.TEXTURE_2D, mgl.Texture(texture), 0)
s := gl.CheckFramebufferStatus(mgl.FRAMEBUFFER)
if s != mgl.FRAMEBUFFER_COMPLETE {
if s != 0 {
return Framebuffer{}, fmt.Errorf("opengl: creating framebuffer failed: %v", s)
}
if e := gl.GetError(); e != mgl.NO_ERROR {
return Framebuffer{}, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
}
return Framebuffer{}, fmt.Errorf("opengl: creating framebuffer failed: unknown error")
}
return Framebuffer(f), nil
}
func (c *Context) setViewportImpl(width, height int) error {
gl := c.gl
gl.Viewport(0, 0, width, height)
return nil
}
func (c *Context) FillFramebuffer(r, g, b, a float64) error {
gl := c.gl
gl.ClearColor(float32(r), float32(g), float32(b), float32(a))
gl.Clear(mgl.COLOR_BUFFER_BIT)
return nil
}
func (c *Context) DeleteFramebuffer(f Framebuffer) {
gl := c.gl
if !gl.IsFramebuffer(mgl.Framebuffer(f)) {
return
}
// If a framebuffer to be delted is bound, a newly bound framebuffer
// will be a default framebuffer.
// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glDeleteFramebuffers.xml
if c.lastFramebuffer == f {
c.lastFramebuffer = invalidFramebuffer
c.lastViewportWidth = 0
c.lastViewportHeight = 0
}
gl.DeleteFramebuffer(mgl.Framebuffer(f))
}
func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) {
gl := c.gl
s := gl.CreateShader(mgl.Enum(shaderType))
if s.Value == 0 {
return Shader{}, errors.New("opengl: glCreateShader failed")
}
gl.ShaderSource(s, source)
gl.CompileShader(s)
v := gl.GetShaderi(s, mgl.COMPILE_STATUS)
if v == mgl.FALSE {
log := gl.GetShaderInfoLog(s)
return Shader{}, fmt.Errorf("opengl: shader compile failed: %s", log)
}
return Shader(s), nil
}
func (c *Context) DeleteShader(s Shader) {
gl := c.gl
gl.DeleteShader(mgl.Shader(s))
}
func (c *Context) GlslHighpSupported() bool {
gl := c.gl
_, _, precision := gl.GetShaderPrecisionFormat(mgl.FRAGMENT_SHADER, mgl.HIGH_FLOAT)
// On Android emulators, precision might be a wrong value (#239).
// TODO: If possible, check if this is running on an emulator.
if 64 <= precision {
return false
}
return precision != 0
}
func (c *Context) NewProgram(shaders []Shader) (Program, error) {
gl := c.gl
p := gl.CreateProgram()
if p.Value == 0 {
return Program{}, errors.New("opengl: glCreateProgram failed")
}
for _, shader := range shaders {
gl.AttachShader(p, mgl.Shader(shader))
}
gl.LinkProgram(p)
v := gl.GetProgrami(p, mgl.LINK_STATUS)
if v == mgl.FALSE {
return Program{}, errors.New("opengl: program error")
}
return Program(p), nil
}
func (c *Context) UseProgram(p Program) {
gl := c.gl
gl.UseProgram(mgl.Program(p))
}
func (c *Context) DeleteProgram(p Program) {
gl := c.gl
gl.DeleteProgram(mgl.Program(p))
}
func (c *Context) getUniformLocationImpl(p Program, location string) uniformLocation {
gl := c.gl
u := uniformLocation(gl.GetUniformLocation(mgl.Program(p), location))
if u.Value == -1 {
panic("invalid uniform location: " + location)
}
return u
}
func (c *Context) UniformInt(p Program, location string, v int) {
gl := c.gl
gl.Uniform1i(mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location)), v)
}
func (c *Context) UniformFloats(p Program, location string, v []float32) {
gl := c.gl
l := mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location))
switch len(v) {
case 4:
gl.Uniform4fv(l, v)
case 16:
gl.UniformMatrix4fv(l, v)
default:
panic("not reach")
}
}
func (c *Context) getAttribLocationImpl(p Program, location string) attribLocation {
gl := c.gl
a := attribLocation(gl.GetAttribLocation(mgl.Program(p), location))
if a.Value == ^uint(0) {
panic("invalid attrib location: " + location)
}
return a
}
func (c *Context) VertexAttribPointer(p Program, location string, normalize bool, stride int, size int, v int) {
gl := c.gl
l := c.locationCache.GetAttribLocation(c, p, location)
gl.VertexAttribPointer(mgl.Attrib(l), size, mgl.SHORT, normalize, stride, v)
}
func (c *Context) EnableVertexAttribArray(p Program, location string) {
gl := c.gl
l := c.locationCache.GetAttribLocation(c, p, location)
gl.EnableVertexAttribArray(mgl.Attrib(l))
}
func (c *Context) DisableVertexAttribArray(p Program, location string) {
gl := c.gl
l := c.locationCache.GetAttribLocation(c, p, location)
gl.DisableVertexAttribArray(mgl.Attrib(l))
}
func uint16ToBytes(v []uint16) []byte {
b := make([]byte, len(v)*2)
for i, x := range v {
b[2*i] = byte(x)
b[2*i+1] = byte(x >> 8)
}
return b
}
func int16ToBytes(v []int16) []byte {
b := make([]byte, len(v)*2)
for i, x := range v {
b[2*i] = byte(uint16(x))
b[2*i+1] = byte(uint16(x) >> 8)
}
return b
}
func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsage BufferUsage) Buffer {
gl := c.gl
b := gl.CreateBuffer()
gl.BindBuffer(mgl.Enum(bufferType), b)
switch v := v.(type) {
case int:
gl.BufferInit(mgl.Enum(bufferType), v, mgl.Enum(bufferUsage))
case []uint16:
gl.BufferData(mgl.Enum(bufferType), uint16ToBytes(v), mgl.Enum(bufferUsage))
default:
panic("not reach")
}
return Buffer(b)
}
func (c *Context) BindElementArrayBuffer(b Buffer) {
gl := c.gl
gl.BindBuffer(mgl.ELEMENT_ARRAY_BUFFER, mgl.Buffer(b))
}
func (c *Context) BufferSubData(bufferType BufferType, data []int16) {
gl := c.gl
gl.BufferSubData(mgl.Enum(bufferType), 0, int16ToBytes(data))
}
func (c *Context) DeleteBuffer(b Buffer) {
gl := c.gl
gl.DeleteBuffer(mgl.Buffer(b))
}
func (c *Context) DrawElements(mode Mode, len int, offsetInBytes int) {
gl := c.gl
gl.DrawElements(mgl.Enum(mode), len, mgl.UNSIGNED_SHORT, offsetInBytes)
}
func (c *Context) Flush() {
gl := c.gl
gl.Flush()
}