mirror of
https://github.com/hajimehoshi/ebiten.git
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609a3c4e22
In shaders, texCoord is always in texture0's texels. Convert them at imageNTextureAt functions correctly. Fixes #1290
376 lines
9.8 KiB
Go
376 lines
9.8 KiB
Go
// Copyright 2018 The Ebiten Authors
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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 opengl
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import (
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"fmt"
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"github.com/hajimehoshi/ebiten/internal/affine"
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"github.com/hajimehoshi/ebiten/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/graphics"
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"github.com/hajimehoshi/ebiten/internal/shaderir"
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"github.com/hajimehoshi/ebiten/internal/thread"
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)
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var theGraphics Graphics
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func Get() *Graphics {
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return &theGraphics
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}
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type Graphics struct {
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state openGLState
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context context
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nextImageID driver.ImageID
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images map[driver.ImageID]*Image
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nextShaderID driver.ShaderID
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shaders map[driver.ShaderID]*Shader
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// drawCalled is true just after Draw is called. This holds true until ReplacePixels is called.
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drawCalled bool
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}
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func (g *Graphics) SetThread(thread *thread.Thread) {
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g.context.t = thread
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}
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func (g *Graphics) Begin() {
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// Do nothing.
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}
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func (g *Graphics) End() {
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// Call glFlush to prevent black flicking (especially on Android (#226) and iOS).
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// TODO: examples/sprites worked without this. Is this really needed?
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g.context.flush()
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}
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func (g *Graphics) SetTransparent(transparent bool) {
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// Do nothings.
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}
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func (g *Graphics) checkSize(width, height int) {
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if width < 1 {
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panic(fmt.Sprintf("opengl: width (%d) must be equal or more than %d", width, 1))
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}
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if height < 1 {
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panic(fmt.Sprintf("opengl: height (%d) must be equal or more than %d", height, 1))
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}
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m := g.context.getMaxTextureSize()
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if width > m {
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panic(fmt.Sprintf("opengl: width (%d) must be less than or equal to %d", width, m))
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}
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if height > m {
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panic(fmt.Sprintf("opengl: height (%d) must be less than or equal to %d", height, m))
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}
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}
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func (g *Graphics) genNextImageID() driver.ImageID {
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id := g.nextImageID
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g.nextImageID++
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return id
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}
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func (g *Graphics) InvalidImageID() driver.ImageID {
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return -1
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}
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func (g *Graphics) genNextShaderID() driver.ShaderID {
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id := g.nextShaderID
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g.nextShaderID++
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return id
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}
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func (g *Graphics) NewImage(width, height int) (driver.Image, error) {
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i := &Image{
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id: g.genNextImageID(),
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graphics: g,
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width: width,
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height: height,
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}
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w := graphics.InternalImageSize(width)
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h := graphics.InternalImageSize(height)
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g.checkSize(w, h)
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t, err := g.context.newTexture(w, h)
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if err != nil {
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return nil, err
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}
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i.textureNative = t
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g.addImage(i)
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return i, nil
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}
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func (g *Graphics) NewScreenFramebufferImage(width, height int) (driver.Image, error) {
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g.checkSize(width, height)
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i := &Image{
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id: g.genNextImageID(),
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graphics: g,
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width: width,
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height: height,
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screen: true,
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}
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g.addImage(i)
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return i, nil
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}
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func (g *Graphics) addImage(img *Image) {
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if g.images == nil {
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g.images = map[driver.ImageID]*Image{}
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}
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if _, ok := g.images[img.id]; ok {
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panic(fmt.Sprintf("opengl: image ID %d was already registered", img.id))
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}
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g.images[img.id] = img
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}
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func (g *Graphics) removeImage(img *Image) {
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delete(g.images, img.id)
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}
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// Reset resets or initializes the current OpenGL state.
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func (g *Graphics) Reset() error {
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return g.state.reset(&g.context)
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}
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func (g *Graphics) SetVertices(vertices []float32, indices []uint16) {
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// Note that the vertices passed to BufferSubData is not under GC management
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// in opengl package due to unsafe-way.
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// See BufferSubData in context_mobile.go.
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g.context.arrayBufferSubData(vertices)
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g.context.elementArrayBufferSubData(indices)
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}
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func (g *Graphics) Draw(dst, src driver.ImageID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, sourceRegion driver.Region) error {
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destination := g.images[dst]
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source := g.images[src]
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g.drawCalled = true
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if err := destination.setViewport(); err != nil {
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return err
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}
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g.context.blendFunc(mode)
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program := g.state.programs[programKey{
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useColorM: colorM != nil,
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filter: filter,
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address: address,
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}]
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uniforms := []uniformVariable{}
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vw := destination.framebuffer.width
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vh := destination.framebuffer.height
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uniforms = append(uniforms, uniformVariable{
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name: "viewport_size",
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value: []float32{float32(vw), float32(vh)},
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typ: shaderir.Type{Main: shaderir.Vec2},
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}, uniformVariable{
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name: "source_region",
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value: []float32{
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sourceRegion.X,
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sourceRegion.Y,
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sourceRegion.X + sourceRegion.Width,
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sourceRegion.Y + sourceRegion.Height,
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},
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typ: shaderir.Type{Main: shaderir.Vec4},
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})
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if colorM != nil {
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// ColorM's elements are immutable. It's OK to hold the reference without copying.
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esBody, esTranslate := colorM.UnsafeElements()
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uniforms = append(uniforms, uniformVariable{
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name: "color_matrix_body",
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value: esBody,
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typ: shaderir.Type{Main: shaderir.Mat4},
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}, uniformVariable{
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name: "color_matrix_translation",
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value: esTranslate,
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typ: shaderir.Type{Main: shaderir.Vec4},
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})
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}
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if filter != driver.FilterNearest {
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sw, sh := source.framebufferSize()
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uniforms = append(uniforms, uniformVariable{
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name: "source_size",
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value: []float32{float32(sw), float32(sh)},
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typ: shaderir.Type{Main: shaderir.Vec2},
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})
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}
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if filter == driver.FilterScreen {
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scale := float32(destination.width) / float32(source.width)
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uniforms = append(uniforms, uniformVariable{
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name: "scale",
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value: scale,
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typ: shaderir.Type{Main: shaderir.Float},
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})
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}
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var imgs [graphics.ShaderImageNum]textureVariable
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for i := range imgs {
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if i == 0 {
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imgs[i].valid = true
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imgs[i].native = source.textureNative
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}
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}
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if err := g.useProgram(program, uniforms, imgs); err != nil {
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return err
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}
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g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes
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// glFlush() might be necessary at least on MacBook Pro (a smilar problem at #419),
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// but basically this pass the tests (esp. TestImageTooManyFill).
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// As glFlush() causes performance problems, this should be avoided as much as possible.
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// Let's wait and see, and file a new issue when this problem is newly foung.
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return nil
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}
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func (g *Graphics) SetVsyncEnabled(enabled bool) {
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// Do nothing
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}
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func (g *Graphics) FramebufferYDirection() driver.YDirection {
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return driver.Upward
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}
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func (g *Graphics) NeedsRestoring() bool {
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return g.context.needsRestoring()
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}
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func (g *Graphics) IsGL() bool {
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return true
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}
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func (g *Graphics) HasHighPrecisionFloat() bool {
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return g.context.hasHighPrecisionFloat()
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}
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func (g *Graphics) MaxImageSize() int {
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return g.context.getMaxTextureSize()
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}
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func (g *Graphics) NewShader(program *shaderir.Program) (driver.Shader, error) {
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s, err := newShader(g.genNextShaderID(), g, program)
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if err != nil {
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return nil, err
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}
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g.addShader(s)
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return s, nil
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}
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func (g *Graphics) addShader(shader *Shader) {
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if g.shaders == nil {
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g.shaders = map[driver.ShaderID]*Shader{}
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}
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if _, ok := g.shaders[shader.id]; ok {
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panic(fmt.Sprintf("opengl: shader ID %d was already registered", shader.id))
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}
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g.shaders[shader.id] = shader
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}
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func (g *Graphics) removeShader(shader *Shader) {
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delete(g.shaders, shader.id)
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}
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func (g *Graphics) DrawShader(dst driver.ImageID, srcs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader driver.ShaderID, indexLen int, indexOffset int, sourceRegion driver.Region, mode driver.CompositeMode, uniforms []interface{}) error {
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d := g.images[dst]
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s := g.shaders[shader]
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g.drawCalled = true
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if err := d.setViewport(); err != nil {
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return err
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}
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g.context.blendFunc(mode)
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us := make([]uniformVariable, graphics.PreservedUniformVariablesNum+len(uniforms))
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{
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const idx = graphics.DestinationTextureSizeUniformVariableIndex
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w, h := d.framebufferSize()
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us[idx].name = "U0"
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us[idx].value = []float32{float32(w), float32(h)}
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us[idx].typ = s.ir.Uniforms[0]
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}
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{
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sizes := make([]float32, 2*len(srcs))
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for i, src := range srcs {
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if img := g.images[src]; img != nil {
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w, h := img.framebufferSize()
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sizes[2*i] = float32(w)
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sizes[2*i+1] = float32(h)
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}
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}
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const idx = graphics.TextureSizesUniformVariableIndex
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us[idx].name = fmt.Sprintf("U%d", idx)
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us[idx].value = sizes
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us[idx].typ = s.ir.Uniforms[idx]
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}
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{
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voffsets := make([]float32, 2*len(offsets))
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for i, o := range offsets {
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voffsets[2*i] = o[0]
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voffsets[2*i+1] = o[1]
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}
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const idx = graphics.TextureSourceOffsetsUniformVariableIndex
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us[idx].name = fmt.Sprintf("U%d", idx)
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us[idx].value = voffsets
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us[idx].typ = s.ir.Uniforms[idx]
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}
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{
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origin := []float32{float32(sourceRegion.X), float32(sourceRegion.Y)}
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const idx = graphics.TextureSourceRegionOriginUniformVariableIndex
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us[idx].name = fmt.Sprintf("U%d", idx)
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us[idx].value = origin
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us[idx].typ = s.ir.Uniforms[idx]
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}
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{
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size := []float32{float32(sourceRegion.Width), float32(sourceRegion.Height)}
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const idx = graphics.TextureSourceRegionSizeUniformVariableIndex
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us[idx].name = fmt.Sprintf("U%d", idx)
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us[idx].value = size
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us[idx].typ = s.ir.Uniforms[idx]
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}
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for i, v := range uniforms {
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const offset = graphics.PreservedUniformVariablesNum
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us[i+offset].name = fmt.Sprintf("U%d", i+offset)
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us[i+offset].value = v
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us[i+offset].typ = s.ir.Uniforms[i+offset]
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}
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var ts [graphics.ShaderImageNum]textureVariable
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for i, src := range srcs {
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if src == g.InvalidImageID() {
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continue
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}
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ts[i].valid = true
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ts[i].native = g.images[src].textureNative
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}
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if err := g.useProgram(s.p, us, ts); err != nil {
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return err
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}
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g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes
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return nil
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}
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