ebiten/internal/graphicsdriver/opengl/context.go
Hajime Hoshi 09a7d39874 internal/graphicsdriver: add Blend struct
This is a preparation to specify blend factors and blend operators.

Updates #2382
2022-10-16 01:08:26 +09:00

144 lines
3.8 KiB
Go

// Copyright 2016 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.
package opengl
import (
"fmt"
"sync"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
)
type blendFactor int
const (
glDstAlpha blendFactor = 0x0304
glDstColor blendFactor = 0x0306
glOne blendFactor = 1
glOneMinusDstAlpha blendFactor = 0x0305
glOneMinusSrcAlpha blendFactor = 0x0303
glSrcAlpha blendFactor = 0x0302
glZero blendFactor = 0
)
type blendOperation int
const (
glAdd blendOperation = 0x104
)
func convertBlendFactor(f graphicsdriver.BlendFactor) blendFactor {
switch f {
case graphicsdriver.BlendFactorZero:
return glZero
case graphicsdriver.BlendFactorOne:
return glOne
case graphicsdriver.BlendFactorSourceAlpha:
return glSrcAlpha
case graphicsdriver.BlendFactorDestinationAlpha:
return glDstAlpha
case graphicsdriver.BlendFactorOneMinusSourceAlpha:
return glOneMinusSrcAlpha
case graphicsdriver.BlendFactorOneMinusDestinationAlpha:
return glOneMinusDstAlpha
case graphicsdriver.BlendFactorDestinationColor:
return glDstColor
default:
panic(fmt.Sprintf("opengl: invalid blend factor %d", f))
}
}
func convertBlendOperation(o graphicsdriver.BlendOperation) blendOperation {
switch o {
case graphicsdriver.BlendOperationAdd:
return glAdd
default:
panic(fmt.Sprintf("opengl: invalid blend operation %d", o))
}
}
type context struct {
locationCache *locationCache
screenFramebuffer framebufferNative // This might not be the default frame buffer '0' (e.g. iOS).
lastFramebuffer framebufferNative
lastTexture textureNative
lastRenderbuffer renderbufferNative
lastViewportWidth int
lastViewportHeight int
lastBlend graphicsdriver.Blend
maxTextureSize int
maxTextureSizeOnce sync.Once
highp bool
highpOnce sync.Once
contextImpl
}
func (c *context) bindTexture(t textureNative) {
if c.lastTexture.equal(t) {
return
}
c.bindTextureImpl(t)
c.lastTexture = t
}
func (c *context) bindRenderbuffer(r renderbufferNative) {
if c.lastRenderbuffer.equal(r) {
return
}
c.bindRenderbufferImpl(r)
c.lastRenderbuffer = r
}
func (c *context) bindFramebuffer(f framebufferNative) {
if c.lastFramebuffer.equal(f) {
return
}
c.bindFramebufferImpl(f)
c.lastFramebuffer = f
}
func (c *context) setViewport(f *framebuffer) {
c.bindFramebuffer(f.native)
if c.lastViewportWidth != f.width || c.lastViewportHeight != f.height {
// On some environments, viewport size must be within the framebuffer size.
// e.g. Edge (#71), Chrome on GPD Pocket (#420), macOS Mojave (#691).
// Use the same size of the framebuffer here.
c.setViewportImpl(f.width, f.height)
// glViewport must be called at least at every frame on iOS.
// As the screen framebuffer is the last render target, next SetViewport should be
// the first call at a frame.
if f.native.equal(c.screenFramebuffer) {
c.lastViewportWidth = 0
c.lastViewportHeight = 0
} else {
c.lastViewportWidth = f.width
c.lastViewportHeight = f.height
}
}
}
func (c *context) getScreenFramebuffer() framebufferNative {
return c.screenFramebuffer
}
func (c *context) getMaxTextureSize() int {
c.maxTextureSizeOnce.Do(func() {
c.maxTextureSize = c.maxTextureSizeImpl()
})
return c.maxTextureSize
}