ebiten/internal/opengl/context_js.go
2015-01-16 10:37:26 +09:00

302 lines
7.6 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 js
package opengl
import (
"errors"
"fmt"
"github.com/gopherjs/gopherjs/js"
"github.com/gopherjs/webgl"
)
type Texture struct {
js.Object
}
type Framebuffer struct {
js.Object
}
type Shader struct {
js.Object
}
type Program struct {
js.Object
}
type UniformLocation struct {
js.Object
}
type AttribLocation int
type ProgramID int
func GetProgramID(p Program) ProgramID {
return ProgramID(p.Get("__ebiten_programId").Int())
}
type context struct {
gl *webgl.Context
}
func NewContext(gl *webgl.Context) *Context {
c := &Context{
Nearest: FilterType(gl.NEAREST),
Linear: FilterType(gl.LINEAR),
VertexShader: ShaderType(gl.VERTEX_SHADER),
FragmentShader: ShaderType(gl.FRAGMENT_SHADER),
ArrayBuffer: BufferType(gl.ARRAY_BUFFER),
ElementArrayBuffer: BufferType(gl.ELEMENT_ARRAY_BUFFER),
DynamicDraw: BufferUsageType(gl.DYNAMIC_DRAW),
StaticDraw: BufferUsageType(gl.STATIC_DRAW),
}
c.gl = gl
c.init()
return c
}
func (c *Context) init() {
gl := c.gl
// Textures' pixel formats are alpha premultiplied.
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
}
func (c *Context) NewTexture(width, height int, pixels []uint8, filter FilterType) (Texture, error) {
gl := c.gl
t := gl.CreateTexture()
if t == nil {
return Texture{nil}, errors.New("glGenTexture failed")
}
gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
gl.BindTexture(gl.TEXTURE_2D, t)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int(filter))
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int(filter))
// void texImage2D(GLenum target, GLint level, GLenum internalformat,
// GLsizei width, GLsizei height, GLint border, GLenum format,
// GLenum type, ArrayBufferView? pixels);
var p interface{}
if pixels != nil {
p = pixels
}
gl.Call("texImage2D", gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, p)
return Texture{t}, nil
}
func (c *Context) TexturePixels(t Texture, width, height int) ([]uint8, error) {
gl := c.gl
gl.Flush()
// TODO: Use glGetTexLevelParameteri and GL_TEXTURE_WIDTH?
pixels := js.Global.Get("Uint8Array").New(4 * width * height)
gl.BindTexture(gl.TEXTURE_2D, t.Object)
gl.ReadPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
if e := gl.GetError(); e != gl.NO_ERROR {
return nil, errors.New(fmt.Sprintf("gl error: %d", e))
}
return pixels.Interface().([]uint8), nil
}
func (c *Context) BindTexture(t Texture) {
gl := c.gl
gl.BindTexture(gl.TEXTURE_2D, t.Object)
}
func (c *Context) DeleteTexture(t Texture) {
gl := c.gl
gl.DeleteTexture(t.Object)
}
func (c *Context) GlslHighpSupported() bool {
gl := c.gl
// headless-gl library may not define getShaderPrecisionFormat.
if gl.Get("getShaderPrecisionFormat") == js.Undefined {
return false
}
return gl.Call("getShaderPrecisionFormat", gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).Get("precision").Int() != 0
}
func (c *Context) NewFramebuffer(t Texture) (Framebuffer, error) {
gl := c.gl
f := gl.CreateFramebuffer()
gl.BindFramebuffer(gl.FRAMEBUFFER, f)
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, t.Object, 0)
if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
return Framebuffer{nil}, errors.New("creating framebuffer failed")
}
return Framebuffer{f}, nil
}
var lastFramebuffer Framebuffer
func (c *Context) SetViewport(f Framebuffer, width, height int) error {
gl := c.gl
if lastFramebuffer != f {
gl.Flush()
lastFramebuffer = f
}
if f.Object != nil {
gl.BindFramebuffer(gl.FRAMEBUFFER, f.Object)
} else {
gl.BindFramebuffer(gl.FRAMEBUFFER, nil)
}
// gl.CheckFramebufferStatus might cause a performance problem. Don't call this here.
gl.Viewport(0, 0, width, height)
return nil
}
func (c *Context) FillFramebuffer(r, g, b, a float64) error {
// TODO: Use f?
gl := c.gl
gl.ClearColor(float32(r), float32(g), float32(b), float32(a))
gl.Clear(gl.COLOR_BUFFER_BIT)
return nil
}
func (c *Context) DeleteFramebuffer(f Framebuffer) {
gl := c.gl
gl.DeleteFramebuffer(f.Object)
}
func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) {
gl := c.gl
s := gl.CreateShader(int(shaderType))
if s == nil {
println(gl.GetError())
return Shader{nil}, errors.New("glCreateShader failed")
}
gl.ShaderSource(s, source)
gl.CompileShader(s)
if !gl.GetShaderParameterb(s, gl.COMPILE_STATUS) {
log := gl.GetShaderInfoLog(s)
return Shader{nil}, errors.New(fmt.Sprintf("shader compile failed: %s", log))
}
return Shader{s}, nil
}
func (c *Context) DeleteShader(s Shader) {
gl := c.gl
gl.DeleteShader(s.Object)
}
var lastProgramID ProgramID = 0
func (c *Context) NewProgram(shaders []Shader) (Program, error) {
gl := c.gl
p := gl.CreateProgram()
if p == nil {
return Program{nil}, errors.New("glCreateProgram failed")
}
p.Set("__ebiten_programId", lastProgramID)
lastProgramID++
for _, shader := range shaders {
gl.AttachShader(p, shader.Object)
}
gl.LinkProgram(p)
if !gl.GetProgramParameterb(p, gl.LINK_STATUS) {
return Program{nil}, errors.New("program error")
}
return Program{p}, nil
}
func (c *Context) UseProgram(p Program) {
gl := c.gl
gl.UseProgram(p.Object)
}
func (c *Context) GetUniformLocation(p Program, location string) UniformLocation {
gl := c.gl
return UniformLocation{gl.GetUniformLocation(p.Object, location)}
}
func (c *Context) UniformInt(p Program, location string, v int) {
gl := c.gl
l := GetUniformLocation(c, p, location)
gl.Uniform1i(l.Object, v)
}
func (c *Context) UniformFloats(p Program, location string, v []float32) {
gl := c.gl
l := GetUniformLocation(c, p, location)
switch len(v) {
case 4:
gl.Call("uniform4fv", l.Object, v)
case 16:
gl.UniformMatrix4fv(l.Object, false, v)
default:
panic("not reach")
}
}
func (c *Context) GetAttribLocation(p Program, location string) AttribLocation {
gl := c.gl
return AttribLocation(gl.GetAttribLocation(p.Object, location))
}
func (c *Context) VertexAttribPointer(p Program, location string, signed bool, normalize bool, stride int, size int, v uintptr) {
gl := c.gl
l := GetAttribLocation(c, p, location)
t := gl.SHORT
if !signed {
t = gl.UNSIGNED_SHORT
}
gl.VertexAttribPointer(int(l), size, t, normalize, stride, int(v))
}
func (c *Context) EnableVertexAttribArray(p Program, location string) {
gl := c.gl
l := GetAttribLocation(c, p, location)
gl.EnableVertexAttribArray(int(l))
}
func (c *Context) DisableVertexAttribArray(p Program, location string) {
gl := c.gl
l := GetAttribLocation(c, p, location)
gl.DisableVertexAttribArray(int(l))
}
func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsageType BufferUsageType) {
gl := c.gl
b := gl.CreateBuffer()
gl.BindBuffer(int(bufferType), b)
gl.BufferData(int(bufferType), v, int(bufferUsageType))
}
func (c *Context) BufferSubData(bufferType BufferType, data []int16) {
gl := c.gl
gl.BufferSubData(int(bufferType), 0, data)
}
func (c *Context) DrawElements(len int) {
gl := c.gl
gl.DrawElements(gl.TRIANGLES, len, gl.UNSIGNED_SHORT, 0)
}
func (c *Context) Flush() {
gl := c.gl
gl.Flush()
}