ebiten/graphics/opengl/context.go
2013-10-27 19:27:59 +09:00

221 lines
6.3 KiB
Go

package opengl
// #cgo LDFLAGS: -framework OpenGL
//
// #include <stdlib.h>
// #include <OpenGL/gl.h>
import "C"
import (
"fmt"
"github.com/hajimehoshi/go-ebiten/graphics"
"github.com/hajimehoshi/go-ebiten/graphics/matrix"
"github.com/hajimehoshi/go-ebiten/graphics/opengl/texture"
"github.com/hajimehoshi/go-ebiten/graphics/opengl/shader"
"github.com/hajimehoshi/go-ebiten/graphics/rendertarget"
gtexture "github.com/hajimehoshi/go-ebiten/graphics/texture"
"image"
"math"
)
type Context struct {
screenId graphics.RenderTargetId
screenWidth int
screenHeight int
screenScale int
textures map[graphics.TextureId]*gtexture.Texture
renderTargets map[graphics.RenderTargetId]*rendertarget.RenderTarget
renderTargetToTexture map[graphics.RenderTargetId]graphics.TextureId
mainFramebufferTexture *rendertarget.RenderTarget
projectionMatrix [16]float32
}
func newContext(screenWidth, screenHeight, screenScale int) *Context {
context := &Context{
screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
textures: map[graphics.TextureId]*gtexture.Texture{},
renderTargets: map[graphics.RenderTargetId]*rendertarget.RenderTarget{},
renderTargetToTexture: map[graphics.RenderTargetId]graphics.TextureId{},
}
return context
}
func (context *Context) Init() {
// The main framebuffer should be created sooner than any other
// framebuffers!
mainFramebuffer := C.GLint(0)
C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &mainFramebuffer)
var err error
context.mainFramebufferTexture, err = texture.NewRenderTargetWithFramebuffer(
context.screenWidth*context.screenScale,
context.screenHeight*context.screenScale,
texture.Framebuffer(mainFramebuffer))
if err != nil {
panic("creating main framebuffer failed: " + err.Error())
}
context.screenId, err = context.NewRenderTarget(
context.screenWidth, context.screenHeight)
if err != nil {
panic("initializing the offscreen failed: " + err.Error())
}
screen := context.renderTargets[context.screenId]
C.glBindTexture(C.GL_TEXTURE_2D, C.GLuint(screen.Texture().Native().(texture.Native)))
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MAG_FILTER, C.GL_NEAREST)
C.glTexParameteri(C.GL_TEXTURE_2D, C.GL_TEXTURE_MIN_FILTER, C.GL_NEAREST)
C.glBindTexture(C.GL_TEXTURE_2D, 0)
}
func (context *Context) ToTexture(renderTargetId graphics.RenderTargetId) graphics.TextureId {
return context.renderTargetToTexture[renderTargetId]
}
func (context *Context) Clear() {
context.Fill(0, 0, 0)
}
func (context *Context) Fill(r, g, b uint8) {
const max = float64(math.MaxUint8)
C.glClearColor(
C.GLclampf(float64(r)/max),
C.GLclampf(float64(g)/max),
C.GLclampf(float64(b)/max),
1)
C.glClear(C.GL_COLOR_BUFFER_BIT)
}
func (context *Context) DrawTexture(
textureId graphics.TextureId,
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
tex, ok := context.textures[textureId]
if !ok {
panic("invalid texture ID")
}
tex.Draw(func(native interface{}, quads []gtexture.Quad) {
shader.DrawTexture(native.(texture.Native),
context.projectionMatrix, quads,
geometryMatrix, colorMatrix)
})
}
func (context *Context) DrawTextureParts(
textureId graphics.TextureId, parts []graphics.TexturePart,
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
tex, ok := context.textures[textureId]
if !ok {
panic("invalid texture ID")
}
tex.DrawParts(parts, func(native interface{}, quads []gtexture.Quad) {
shader.DrawTexture(native.(texture.Native),
context.projectionMatrix, quads,
geometryMatrix, colorMatrix)
})
}
func (context *Context) ResetOffscreen() {
context.SetOffscreen(context.screenId)
}
func (context *Context) SetOffscreen(renderTargetId graphics.RenderTargetId) {
renderTarget := context.renderTargets[renderTargetId]
context.setOffscreen(renderTarget)
}
func (context *Context) setOffscreen(renderTarget *rendertarget.RenderTarget) {
C.glFlush()
framebuffer := C.GLuint(renderTarget.Framebuffer().(texture.Framebuffer))
C.glBindFramebuffer(C.GL_FRAMEBUFFER, framebuffer)
err := C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER)
if err != C.GL_FRAMEBUFFER_COMPLETE {
panic(fmt.Sprintf("glBindFramebuffer failed: %d", err))
}
C.glEnable(C.GL_BLEND)
C.glBlendFuncSeparate(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA,
C.GL_ZERO, C.GL_ONE)
isUsingMainFramebuffer := renderTarget == context.mainFramebufferTexture
setter := &viewportSetter{
isUsingMainFramebuffer,
context.screenHeight * context.screenScale,
context,
}
renderTarget.SetAsViewport(setter.Set)
}
type viewportSetter struct {
isUsingMainFramebuffer bool
actualScreenHeight int
context *Context
}
func (v *viewportSetter) Set(x, y, width, height int) {
C.glViewport(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
matrix := graphics.OrthoProjectionMatrix(x, width, y, height)
if v.isUsingMainFramebuffer {
// Flip Y and move to fit with the top of the window.
matrix[1][1] *= -1
matrix[1][3] += float64(v.actualScreenHeight) / float64(height) * 2
}
for j := 0; j < 4; j++ {
for i := 0; i < 4; i++ {
v.context.projectionMatrix[i+j*4] = float32(matrix[i][j])
}
}
}
func (context *Context) setMainFramebufferOffscreen() {
context.setOffscreen(context.mainFramebufferTexture)
}
func (context *Context) flush() {
C.glFlush()
}
func (context *Context) NewRenderTarget(width, height int) (
graphics.RenderTargetId, error) {
renderTarget, err := texture.NewRenderTarget(width, height)
if err != nil {
return 0, nil
}
renderTargetId := graphics.RenderTargetId(<-newId)
textureId := graphics.TextureId(<-newId)
context.renderTargets[renderTargetId] = renderTarget
context.textures[textureId] = renderTarget.Texture()
context.renderTargetToTexture[renderTargetId] = textureId
context.setOffscreen(renderTarget)
context.Clear()
// TODO: Is it OK to revert he main framebuffer?
context.setMainFramebufferOffscreen()
return renderTargetId, nil
}
func (context *Context) NewTextureFromImage(img image.Image) (
graphics.TextureId, error) {
texture, err := texture.NewFromImage(img)
if err != nil {
return 0, err
}
textureId := graphics.TextureId(<-newId)
context.textures[textureId] = texture
return textureId, nil
}
var newId chan int
func init() {
newId = make(chan int)
go func() {
for i := 0; ; i++ {
newId <- i
}
}()
}