mirror of
https://github.com/hajimehoshi/ebiten.git
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080d936d42
Updates #2369
383 lines
10 KiB
Go
383 lines
10 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/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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// NewGraphics creates an implementation of graphicsdriver.Graphics for OpenGL.
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// The returned graphics value is nil iff the error is not nil.
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func NewGraphics() (graphicsdriver.Graphics, error) {
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if microsoftgdk.IsXbox() {
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return nil, fmt.Errorf("opengl: OpenGL is not supported on Xbox")
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}
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g := &Graphics{}
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g.init()
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return g, nil
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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 (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.flush()
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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 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() 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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// 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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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, offsets [graphics.ShaderImageCount - 1][2]float32, shaderID graphicsdriver.ShaderID, indexLen int, indexOffset int, mode graphicsdriver.CompositeMode, dstRegion, srcRegion graphicsdriver.Region, uniforms [][]float32, 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.scissor(
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int(dstRegion.X),
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int(dstRegion.Y),
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int(dstRegion.Width),
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int(dstRegion.Height),
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)
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g.context.blendFunc(mode)
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shader := g.shaders[shaderID]
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program := shader.p
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ulen := graphics.PreservedUniformVariablesCount + len(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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{
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const idx = graphics.TextureDestinationSizeUniformVariableIndex
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w, h := destination.framebufferSize()
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = []float32{float32(w), float32(h)}
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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sizes := make([]float32, 2*len(srcIDs))
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for i, srcID := range srcIDs {
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if img := g.images[srcID]; 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.TextureSourceSizesUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = sizes
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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dw, dh := destination.framebufferSize()
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{
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origin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
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const idx = graphics.TextureDestinationRegionOriginUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = origin
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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size := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
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const idx = graphics.TextureDestinationRegionSizeUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = size
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g.uniformVars[idx].typ = shader.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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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = voffsets
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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origin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
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const idx = graphics.TextureSourceRegionOriginUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = origin
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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size := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
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const idx = graphics.TextureSourceRegionSizeUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = size
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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const idx = graphics.ProjectionMatrixUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = []float32{
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2 / float32(dw), 0, 0, 0,
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0, 2 / float32(dh), 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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}
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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for i, v := range uniforms {
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const offset = graphics.PreservedUniformVariablesCount
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g.uniformVars[i+offset].name = g.uniformVariableName(i + offset)
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g.uniformVars[i+offset].value = v
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g.uniformVars[i+offset].typ = shader.ir.Uniforms[i+offset]
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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.enableStencilTest()
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g.context.beginStencilWithEvenOddRule()
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g.context.drawElements(indexLen, indexOffset*2)
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g.context.endStencilWithEvenOddRule()
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}
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g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes
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if evenOdd {
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g.context.disableStencilTest()
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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) SetFullscreen(fullscreen bool) {
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// Do nothing
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}
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func (g *Graphics) FramebufferYDirection() graphicsdriver.YDirection {
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return graphicsdriver.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) NeedsClearingScreen() bool {
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return true
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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) IsDirectX() bool {
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return false
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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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