ebiten/internal/opengl/context_mobile.go
2018-11-02 03:45:37 +09:00

407 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
package opengl
import (
"errors"
"fmt"
mgl "golang.org/x/mobile/gl"
"github.com/hajimehoshi/ebiten/internal/graphics"
)
type (
Texture mgl.Texture
Framebuffer mgl.Framebuffer
shader mgl.Shader
program mgl.Program
buffer mgl.Buffer
)
var InvalidTexture Texture
type (
uniformLocation mgl.Uniform
attribLocation mgl.Attrib
)
type programID uint32
var (
invalidTexture = Texture(mgl.Texture{})
invalidFramebuffer = Framebuffer(mgl.Framebuffer{(1 << 32) - 1})
)
func getProgramID(p program) programID {
return programID(p.Value)
}
func init() {
vertexShader = mgl.VERTEX_SHADER
fragmentShader = mgl.FRAGMENT_SHADER
arrayBuffer = mgl.ARRAY_BUFFER
elementArrayBuffer = mgl.ELEMENT_ARRAY_BUFFER
dynamicDraw = mgl.DYNAMIC_DRAW
Short = mgl.SHORT
Float = mgl.FLOAT
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
initializeArrayBuferLayout()
}
type context struct {
gl mgl.Context
worker mgl.Worker
}
func Init() {
c := &Context{}
c.gl, c.worker = mgl.NewContext()
theContext = c
}
func InitWithContext(context mgl.Context) {
c := &Context{}
c.gl = context
theContext = c
}
func (c *Context) DoWork(chError <-chan error, chDone <-chan struct{}) error {
if c.worker == nil {
panic("not reached")
}
// TODO: Check this is called on the rendering thread
workAvailable := c.worker.WorkAvailable()
loop:
for {
select {
case err := <-chError:
return err
case <-workAvailable:
c.worker.DoWork()
case <-chDone:
break loop
}
}
return nil
}
func (c *Context) reset() error {
c.locationCache = newLocationCache()
c.lastTexture = invalidTexture
c.lastFramebuffer = invalidFramebuffer
c.lastViewportWidth = 0
c.lastViewportHeight = 0
c.lastCompositeMode = graphics.CompositeModeUnknown
c.gl.Enable(mgl.BLEND)
c.BlendFunc(graphics.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 graphics.CompositeMode) {
gl := c.gl
if c.lastCompositeMode == mode {
return
}
c.lastCompositeMode = mode
s, d := mode.Operations()
s2, d2 := convertOperation(s), convertOperation(d)
gl.BlendFunc(mgl.Enum(s2), mgl.Enum(d2))
}
func (c *Context) NewTexture(width, height int) (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)
c.bindTexture(Texture(t))
gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MAG_FILTER, mgl.NEAREST)
gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MIN_FILTER, mgl.NEAREST)
gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_WRAP_S, mgl.CLAMP_TO_EDGE)
gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_WRAP_T, mgl.CLAMP_TO_EDGE)
gl.TexImage2D(mgl.TEXTURE_2D, 0, mgl.RGBA, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, nil)
return Texture(t), nil
}
func (c *Context) bindFramebufferImpl(f Framebuffer) {
gl := c.gl
gl.BindFramebuffer(mgl.FRAMEBUFFER, mgl.Framebuffer(f))
}
func (c *Context) FramebufferPixels(f Framebuffer, width, height int) ([]byte, error) {
gl := c.gl
gl.Flush()
c.bindFramebuffer(f)
pixels := make([]byte, 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) bindTextureImpl(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
}
if c.lastTexture == t {
c.lastTexture = invalidTexture
}
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(t Texture, p []byte, x, y, width, height int) {
c.bindTexture(t)
gl := c.gl
gl.TexSubImage2D(mgl.TEXTURE_2D, 0, x, y, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, p)
}
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) {
gl := c.gl
gl.Viewport(0, 0, width, height)
}
func (c *Context) DeleteFramebuffer(f Framebuffer) {
gl := c.gl
if !gl.IsFramebuffer(mgl.Framebuffer(f)) {
return
}
// If a framebuffer to be deleted 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{}, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
}
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) 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
if !gl.IsProgram(mgl.Program(p)) {
return
}
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) uniformFloat(p program, location string, v float32) {
gl := c.gl
gl.Uniform1f(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 2:
gl.Uniform2fv(l, v)
case 4:
gl.Uniform4fv(l, v)
case 16:
gl.UniformMatrix4fv(l, v)
default:
panic("not reached")
}
}
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, size int, dataType DataType, stride int, offset int) {
gl := c.gl
l := c.locationCache.GetAttribLocation(c, p, location)
gl.VertexAttribPointer(mgl.Attrib(l), size, mgl.Enum(dataType), false, stride, offset)
}
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 (c *Context) newArrayBuffer(size int) buffer {
gl := c.gl
b := gl.CreateBuffer()
gl.BindBuffer(mgl.Enum(arrayBuffer), b)
gl.BufferInit(mgl.Enum(arrayBuffer), size, mgl.Enum(dynamicDraw))
return buffer(b)
}
func (c *Context) newElementArrayBuffer(size int) buffer {
gl := c.gl
b := gl.CreateBuffer()
gl.BindBuffer(mgl.Enum(elementArrayBuffer), b)
gl.BufferInit(mgl.Enum(elementArrayBuffer), size, mgl.Enum(dynamicDraw))
return buffer(b)
}
func (c *Context) bindBuffer(bufferType bufferType, b buffer) {
gl := c.gl
gl.BindBuffer(mgl.Enum(bufferType), mgl.Buffer(b))
}
func (c *Context) arrayBufferSubData(data []float32) {
gl := c.gl
gl.BufferSubData(mgl.Enum(arrayBuffer), 0, float32sToBytes(data))
}
func (c *Context) elementArrayBufferSubData(data []uint16) {
gl := c.gl
gl.BufferSubData(mgl.Enum(elementArrayBuffer), 0, uint16sToBytes(data))
}
func (c *Context) deleteBuffer(b buffer) {
gl := c.gl
gl.DeleteBuffer(mgl.Buffer(b))
}
func (c *Context) DrawElements(len int, offsetInBytes int) {
gl := c.gl
gl.DrawElements(mgl.TRIANGLES, len, mgl.UNSIGNED_SHORT, offsetInBytes)
}
func (c *Context) maxTextureSizeImpl() int {
gl := c.gl
return gl.GetInteger(mgl.MAX_TEXTURE_SIZE)
}
func (c *Context) Flush() {
gl := c.gl
gl.Flush()
}