mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
324 lines
8.3 KiB
Go
324 lines
8.3 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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"runtime"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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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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)
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type activatedTexture struct {
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textureNative textureNative
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index int
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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 graphicsdriver.ImageID
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images map[graphicsdriver.ImageID]*Image
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nextShaderID graphicsdriver.ShaderID
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shaders map[graphicsdriver.ShaderID]*Shader
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// drawCalled is true just after Draw is called. This holds true until WritePixels is called.
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drawCalled bool
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uniformVariableNameCache map[int]string
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textureVariableNameCache map[int]string
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uniformVars []uniformVariable
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// activatedTextures is a set of activated textures.
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// textureNative cannot be a map key unfortunately.
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activatedTextures []activatedTexture
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}
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func newGraphics(ctx gl.Context) *Graphics {
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g := &Graphics{}
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if isDebug {
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g.context.ctx = &gl.DebugContext{Context: ctx}
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} else {
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g.context.ctx = ctx
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}
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return g
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}
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func (g *Graphics) Begin() error {
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// Do nothing.
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return nil
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}
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func (g *Graphics) End(present bool) error {
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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.ctx.Flush()
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// The last uniforms must be reset after swapping the buffer (#2517).
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if present {
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g.state.resetLastUniforms()
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}
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return nil
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}
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func (g *Graphics) SetTransparent(transparent bool) {
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// Do nothing.
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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() graphicsdriver.ImageID {
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g.nextImageID++
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return g.nextImageID
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}
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func (g *Graphics) genNextShaderID() graphicsdriver.ShaderID {
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g.nextShaderID++
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return g.nextShaderID
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}
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func (g *Graphics) NewImage(width, height int) (graphicsdriver.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.texture = 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) (graphicsdriver.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[graphicsdriver.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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func (g *Graphics) Initialize() error {
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return g.state.reset(&g.context)
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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) error {
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g.state.setVertices(&g.context, vertices, indices)
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return nil
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}
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func (g *Graphics) uniformVariableName(idx int) string {
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if v, ok := g.uniformVariableNameCache[idx]; ok {
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return v
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}
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if g.uniformVariableNameCache == nil {
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g.uniformVariableNameCache = map[int]string{}
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}
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name := fmt.Sprintf("U%d", idx)
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g.uniformVariableNameCache[idx] = name
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return name
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}
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, evenOdd bool) error {
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if shaderID == graphicsdriver.InvalidShaderID {
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return fmt.Errorf("opengl: shader ID is invalid")
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}
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destination := g.images[dstID]
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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.blend(blend)
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shader := g.shaders[shaderID]
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program := shader.p
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ulen := len(shader.ir.Uniforms)
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if cap(g.uniformVars) < ulen {
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g.uniformVars = make([]uniformVariable, ulen)
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} else {
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g.uniformVars = g.uniformVars[:ulen]
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}
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var idx int
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for i, typ := range shader.ir.Uniforms {
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n := typ.Uint32Count()
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g.uniformVars[i].name = g.uniformVariableName(i)
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g.uniformVars[i].value = uniforms[idx : idx+n]
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g.uniformVars[i].typ = typ
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idx += n
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}
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// In OpenGL, the NDC's Y direction is upward, so flip the Y direction for the final framebuffer.
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if destination.screen {
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const idx = graphics.ProjectionMatrixUniformVariableIndex
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// Invert the sign bits as float32 values.
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g.uniformVars[idx].value[1] ^= 1 << 31
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g.uniformVars[idx].value[5] ^= 1 << 31
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g.uniformVars[idx].value[9] ^= 1 << 31
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g.uniformVars[idx].value[13] ^= 1 << 31
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}
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var imgs [graphics.ShaderImageCount]textureVariable
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for i, srcID := range srcIDs {
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if srcID == graphicsdriver.InvalidImageID {
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continue
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}
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imgs[i].valid = true
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imgs[i].native = g.images[srcID].texture
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}
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if err := g.useProgram(program, g.uniformVars, imgs); err != nil {
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return err
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}
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for i := range g.uniformVars {
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g.uniformVars[i] = uniformVariable{}
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}
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g.uniformVars = g.uniformVars[:0]
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if evenOdd {
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if err := destination.ensureStencilBuffer(); err != nil {
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return err
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}
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g.context.ctx.Enable(gl.STENCIL_TEST)
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}
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for _, dstRegion := range dstRegions {
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g.context.ctx.Scissor(
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int32(dstRegion.Region.Min.X),
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int32(dstRegion.Region.Min.Y),
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int32(dstRegion.Region.Dx()),
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int32(dstRegion.Region.Dy()),
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)
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if evenOdd {
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g.context.ctx.Clear(gl.STENCIL_BUFFER_BIT)
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g.context.ctx.StencilFunc(gl.ALWAYS, 0x00, 0xff)
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g.context.ctx.StencilOp(gl.KEEP, gl.KEEP, gl.INVERT)
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g.context.ctx.ColorMask(false, false, false, false)
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g.context.ctx.DrawElements(gl.TRIANGLES, int32(dstRegion.IndexCount), gl.UNSIGNED_SHORT, indexOffset*2)
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g.context.ctx.StencilFunc(gl.NOTEQUAL, 0x00, 0xff)
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g.context.ctx.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
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g.context.ctx.ColorMask(true, true, true, true)
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}
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g.context.ctx.DrawElements(gl.TRIANGLES, int32(dstRegion.IndexCount), gl.UNSIGNED_SHORT, indexOffset*2) // 2 is uint16 size in bytes
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indexOffset += dstRegion.IndexCount
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}
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if evenOdd {
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g.context.ctx.Disable(gl.STENCIL_TEST)
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}
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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) NeedsRestoring() bool {
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// Though it is possible to have a logic to restore the graphics data for GPU, do not use it for performance (#1603).
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if runtime.GOOS == "js" {
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return false
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}
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return g.context.ctx.IsES()
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}
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func (g *Graphics) NeedsClearingScreen() bool {
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return true
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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) (graphicsdriver.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[graphicsdriver.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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