mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
494 lines
13 KiB
Go
494 lines
13 KiB
Go
// Copyright 2014 Hajime Hoshi
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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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//go:build (darwin || freebsd || linux || windows) && !android && !ios
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// +build darwin freebsd linux windows
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// +build !android
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// +build !ios
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package opengl
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import (
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"errors"
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"fmt"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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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 (
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textureNative uint32
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framebufferNative uint32
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shader uint32
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program uint32
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buffer uint32
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)
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func (t textureNative) equal(rhs textureNative) bool {
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return t == rhs
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}
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func (f framebufferNative) equal(rhs framebufferNative) bool {
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return f == rhs
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}
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func (s shader) equal(rhs shader) bool {
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return s == rhs
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}
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func (b buffer) equal(rhs buffer) bool {
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return b == rhs
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}
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func (u uniformLocation) equal(rhs uniformLocation) bool {
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return u == rhs
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}
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func (p program) equal(rhs program) bool {
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return p == rhs
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}
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var InvalidTexture textureNative
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type (
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uniformLocation int32
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attribLocation int32
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)
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type programID uint32
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const (
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invalidTexture = 0
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invalidFramebuffer = (1 << 32) - 1
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invalidUniform = -1
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)
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func getProgramID(p program) programID {
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return programID(p)
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}
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const (
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zero = operation(gl.ZERO)
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one = operation(gl.ONE)
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srcAlpha = operation(gl.SRC_ALPHA)
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dstAlpha = operation(gl.DST_ALPHA)
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oneMinusSrcAlpha = operation(gl.ONE_MINUS_SRC_ALPHA)
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oneMinusDstAlpha = operation(gl.ONE_MINUS_DST_ALPHA)
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dstColor = operation(gl.DST_COLOR)
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)
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type contextImpl struct {
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init bool
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}
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func (c *context) reset() error {
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if !c.init {
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// Note that this initialization must be done after Loop is called.
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if err := gl.Init(); err != nil {
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return fmt.Errorf("opengl: initializing error %v", err)
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}
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c.init = true
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}
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c.locationCache = newLocationCache()
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c.lastTexture = invalidTexture
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c.lastFramebuffer = invalidFramebuffer
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c.lastViewportWidth = 0
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c.lastViewportHeight = 0
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c.lastCompositeMode = driver.CompositeModeUnknown
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gl.Enable(gl.BLEND)
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gl.Enable(gl.SCISSOR_TEST)
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c.blendFunc(driver.CompositeModeSourceOver)
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f := int32(0)
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gl.GetIntegerv(gl.FRAMEBUFFER_BINDING, &f)
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c.screenFramebuffer = framebufferNative(f)
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return nil
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}
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func (c *context) blendFunc(mode driver.CompositeMode) {
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if c.lastCompositeMode == mode {
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return
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}
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c.lastCompositeMode = mode
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s, d := mode.Operations()
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s2, d2 := convertOperation(s), convertOperation(d)
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gl.BlendFunc(uint32(s2), uint32(d2))
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}
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func (c *context) scissor(x, y, width, height int) {
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gl.Scissor(int32(x), int32(y), int32(width), int32(height))
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}
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func (c *context) newTexture(width, height int) (textureNative, error) {
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var t uint32
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gl.GenTextures(1, &t)
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// TODO: Use gl.IsTexture
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if t <= 0 {
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return 0, errors.New("opengl: creating texture failed")
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}
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gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
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texture := textureNative(t)
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c.bindTexture(texture)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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// If data is nil, this just allocates memory and the content is undefined.
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// https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexImage2D.xhtml
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
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return texture, nil
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}
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func (c *context) bindFramebufferImpl(f framebufferNative) {
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gl.BindFramebufferEXT(gl.FRAMEBUFFER, uint32(f))
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}
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func (c *context) framebufferPixels(f *framebuffer, width, height int) []byte {
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gl.Flush()
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c.bindFramebuffer(f.native)
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pixels := make([]byte, 4*width*height)
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gl.ReadPixels(0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(pixels))
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return pixels
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}
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func (c *context) framebufferPixelsToBuffer(f *framebuffer, buffer buffer, width, height int) {
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gl.Flush()
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c.bindFramebuffer(f.native)
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gl.BindBuffer(gl.PIXEL_PACK_BUFFER, uint32(buffer))
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gl.ReadPixels(0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, nil)
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gl.BindBuffer(gl.PIXEL_PACK_BUFFER, 0)
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}
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func (c *context) activeTexture(idx int) {
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gl.ActiveTexture(gl.TEXTURE0 + uint32(idx))
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}
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func (c *context) bindTextureImpl(t textureNative) {
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gl.BindTexture(gl.TEXTURE_2D, uint32(t))
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}
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func (c *context) deleteTexture(t textureNative) {
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tt := uint32(t)
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if !gl.IsTexture(tt) {
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return
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}
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if c.lastTexture == t {
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c.lastTexture = invalidTexture
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}
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gl.DeleteTextures(1, &tt)
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}
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func (c *context) isTexture(t textureNative) bool {
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panic("opengl: isTexture is not implemented")
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}
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func (c *context) newFramebuffer(texture textureNative) (framebufferNative, error) {
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var f uint32
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gl.GenFramebuffersEXT(1, &f)
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// TODO: Use gl.IsFramebuffer
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if f <= 0 {
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return 0, errors.New("opengl: creating framebuffer failed: gl.IsFramebuffer returns false")
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}
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c.bindFramebuffer(framebufferNative(f))
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gl.FramebufferTexture2DEXT(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, uint32(texture), 0)
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s := gl.CheckFramebufferStatusEXT(gl.FRAMEBUFFER)
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if s != gl.FRAMEBUFFER_COMPLETE {
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if s != 0 {
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return 0, fmt.Errorf("opengl: creating framebuffer failed: %v", s)
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}
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if e := gl.GetError(); e != gl.NO_ERROR {
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return 0, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
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}
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return 0, fmt.Errorf("opengl: creating framebuffer failed: unknown error")
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}
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return framebufferNative(f), nil
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}
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func (c *context) setViewportImpl(width, height int) {
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gl.Viewport(0, 0, int32(width), int32(height))
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}
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func (c *context) deleteFramebuffer(f framebufferNative) {
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ff := uint32(f)
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if !gl.IsFramebufferEXT(ff) {
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return
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}
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if c.lastFramebuffer == f {
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c.lastFramebuffer = invalidFramebuffer
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c.lastViewportWidth = 0
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c.lastViewportHeight = 0
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}
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gl.DeleteFramebuffersEXT(1, &ff)
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}
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func (c *context) newVertexShader(source string) (shader, error) {
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return c.newShader(gl.VERTEX_SHADER, source)
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}
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func (c *context) newFragmentShader(source string) (shader, error) {
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return c.newShader(gl.FRAGMENT_SHADER, source)
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}
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func (c *context) newShader(shaderType uint32, source string) (shader, error) {
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s := gl.CreateShader(shaderType)
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if s == 0 {
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return 0, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
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}
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cSources, free := gl.Strs(source + "\x00")
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gl.ShaderSource(uint32(s), 1, cSources, nil)
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free()
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gl.CompileShader(s)
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var v int32
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gl.GetShaderiv(s, gl.COMPILE_STATUS, &v)
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if v == gl.FALSE {
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var l int32
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var log []byte
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gl.GetShaderiv(uint32(s), gl.INFO_LOG_LENGTH, &l)
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if l != 0 {
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log = make([]byte, l)
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gl.GetShaderInfoLog(s, l, nil, (*uint8)(gl.Ptr(log)))
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}
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return 0, fmt.Errorf("opengl: shader compile failed: %s", log)
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}
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return shader(s), nil
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}
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func (c *context) deleteShader(s shader) {
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gl.DeleteShader(uint32(s))
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}
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func (c *context) newProgram(shaders []shader, attributes []string) (program, error) {
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p := gl.CreateProgram()
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if p == 0 {
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return 0, errors.New("opengl: glCreateProgram failed")
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}
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for _, shader := range shaders {
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gl.AttachShader(p, uint32(shader))
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}
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for i, name := range attributes {
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l, free := gl.Strs(name + "\x00")
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gl.BindAttribLocation(p, uint32(i), *l)
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free()
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}
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gl.LinkProgram(p)
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var v int32
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gl.GetProgramiv(p, gl.LINK_STATUS, &v)
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if v == gl.FALSE {
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var l int32
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var log []byte
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gl.GetProgramiv(p, gl.INFO_LOG_LENGTH, &l)
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if l != 0 {
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log = make([]byte, l)
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gl.GetProgramInfoLog(p, l, nil, (*uint8)(gl.Ptr(log)))
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}
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return 0, fmt.Errorf("opengl: program error: %s", log)
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}
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return program(p), nil
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}
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func (c *context) useProgram(p program) {
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gl.UseProgram(uint32(p))
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}
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func (c *context) deleteProgram(p program) {
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if !gl.IsProgram(uint32(p)) {
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return
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}
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gl.DeleteProgram(uint32(p))
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}
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func (c *context) getUniformLocationImpl(p program, location string) uniformLocation {
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l, free := gl.Strs(location + "\x00")
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uniform := uniformLocation(gl.GetUniformLocation(uint32(p), *l))
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free()
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return uniform
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}
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func (c *context) uniformInt(p program, location string, v int) bool {
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l := int32(c.locationCache.GetUniformLocation(c, p, location))
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if l == invalidUniform {
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return false
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}
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gl.Uniform1i(l, int32(v))
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return true
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}
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func (c *context) uniformFloat(p program, location string, v float32) bool {
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l := int32(c.locationCache.GetUniformLocation(c, p, location))
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if l == invalidUniform {
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return false
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}
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gl.Uniform1f(l, v)
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return true
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}
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func (c *context) uniformFloats(p program, location string, v []float32, typ shaderir.Type) bool {
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l := int32(c.locationCache.GetUniformLocation(c, p, location))
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if l == invalidUniform {
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return false
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}
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base := typ.Main
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len := int32(1)
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if base == shaderir.Array {
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base = typ.Sub[0].Main
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len = int32(typ.Length)
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}
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switch base {
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case shaderir.Float:
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gl.Uniform1fv(l, len, (*float32)(gl.Ptr(v)))
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case shaderir.Vec2:
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gl.Uniform2fv(l, len, (*float32)(gl.Ptr(v)))
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case shaderir.Vec3:
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gl.Uniform3fv(l, len, (*float32)(gl.Ptr(v)))
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case shaderir.Vec4:
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gl.Uniform4fv(l, len, (*float32)(gl.Ptr(v)))
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case shaderir.Mat2:
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gl.UniformMatrix2fv(l, len, false, (*float32)(gl.Ptr(v)))
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case shaderir.Mat3:
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gl.UniformMatrix3fv(l, len, false, (*float32)(gl.Ptr(v)))
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case shaderir.Mat4:
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gl.UniformMatrix4fv(l, len, false, (*float32)(gl.Ptr(v)))
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default:
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panic(fmt.Sprintf("opengl: unexpected type: %s", typ.String()))
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}
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return true
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}
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func (c *context) vertexAttribPointer(index int, size int, stride int, offset int) {
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gl.VertexAttribPointer(uint32(index), int32(size), gl.FLOAT, false, int32(stride), uintptr(offset))
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}
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func (c *context) enableVertexAttribArray(index int) {
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gl.EnableVertexAttribArray(uint32(index))
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}
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func (c *context) disableVertexAttribArray(index int) {
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gl.DisableVertexAttribArray(uint32(index))
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}
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func (c *context) newArrayBuffer(size int) buffer {
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var b uint32
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gl.GenBuffers(1, &b)
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gl.BindBuffer(gl.ARRAY_BUFFER, b)
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gl.BufferData(gl.ARRAY_BUFFER, size, nil, gl.DYNAMIC_DRAW)
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return buffer(b)
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}
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func (c *context) newElementArrayBuffer(size int) buffer {
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var b uint32
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gl.GenBuffers(1, &b)
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b)
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, size, nil, gl.DYNAMIC_DRAW)
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return buffer(b)
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}
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func (c *context) bindArrayBuffer(b buffer) {
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gl.BindBuffer(gl.ARRAY_BUFFER, uint32(b))
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}
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func (c *context) bindElementArrayBuffer(b buffer) {
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, uint32(b))
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}
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func (c *context) arrayBufferSubData(data []float32) {
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gl.BufferSubData(gl.ARRAY_BUFFER, 0, len(data)*4, gl.Ptr(data))
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}
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func (c *context) elementArrayBufferSubData(data []uint16) {
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gl.BufferSubData(gl.ELEMENT_ARRAY_BUFFER, 0, len(data)*2, gl.Ptr(data))
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}
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func (c *context) deleteBuffer(b buffer) {
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bb := uint32(b)
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gl.DeleteBuffers(1, &bb)
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}
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func (c *context) drawElements(len int, offsetInBytes int) {
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gl.DrawElements(gl.TRIANGLES, int32(len), gl.UNSIGNED_SHORT, uintptr(offsetInBytes))
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}
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func (c *context) maxTextureSizeImpl() int {
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s := int32(0)
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gl.GetIntegerv(gl.MAX_TEXTURE_SIZE, &s)
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return int(s)
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}
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func (c *context) getShaderPrecisionFormatPrecision() int {
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// glGetShaderPrecisionFormat is not defined at OpenGL 2.0. Assume that desktop environments always have
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// enough highp precision.
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return highpPrecision
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}
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func (c *context) flush() {
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gl.Flush()
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}
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func (c *context) needsRestoring() bool {
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return false
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}
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func (c *context) canUsePBO() bool {
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return isPBOAvailable()
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}
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func (c *context) texSubImage2D(t textureNative, width, height int, args []*driver.ReplacePixelsArgs) {
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c.bindTexture(t)
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for _, a := range args {
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gl.TexSubImage2D(gl.TEXTURE_2D, 0, int32(a.X), int32(a.Y), int32(a.Width), int32(a.Height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(a.Pixels))
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}
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}
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func (c *context) newPixelBufferObject(width, height int) buffer {
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var b uint32
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gl.GenBuffers(1, &b)
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gl.BindBuffer(gl.PIXEL_UNPACK_BUFFER, b)
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gl.BufferData(gl.PIXEL_UNPACK_BUFFER, 4*width*height, nil, gl.STREAM_DRAW)
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gl.BindBuffer(gl.PIXEL_UNPACK_BUFFER, 0)
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return buffer(b)
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}
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func (c *context) replacePixelsWithPBO(buffer buffer, t textureNative, width, height int, args []*driver.ReplacePixelsArgs) {
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c.bindTexture(t)
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gl.BindBuffer(gl.PIXEL_UNPACK_BUFFER, uint32(buffer))
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stride := 4 * width
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for _, a := range args {
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offset := 4 * (a.Y*width + a.X)
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for j := 0; j < a.Height; j++ {
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gl.BufferSubData(gl.PIXEL_UNPACK_BUFFER, offset+stride*j, 4*a.Width, gl.Ptr(a.Pixels[4*a.Width*j:4*a.Width*(j+1)]))
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}
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}
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gl.TexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, nil)
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gl.BindBuffer(gl.PIXEL_UNPACK_BUFFER, 0)
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}
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func (c *context) getBufferSubData(buffer buffer, width, height int) []byte {
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gl.BindBuffer(gl.PIXEL_UNPACK_BUFFER, uint32(buffer))
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pixels := make([]byte, 4*width*height)
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gl.GetBufferSubData(gl.PIXEL_UNPACK_BUFFER, 0, 4*width*height, gl.Ptr(pixels))
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gl.BindBuffer(gl.PIXEL_UNPACK_BUFFER, 0)
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return pixels
|
|
}
|