mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 15:07:26 +01:00
7d0f95e9be
Closes #2016
342 lines
8.9 KiB
Go
342 lines
8.9 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.
|
|
|
|
package opengl
|
|
|
|
import (
|
|
"fmt"
|
|
"runtime"
|
|
|
|
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
|
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
|
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
|
)
|
|
|
|
const floatSizeInBytes = 4
|
|
|
|
// arrayBufferLayoutPart is a part of an array buffer layout.
|
|
type arrayBufferLayoutPart struct {
|
|
// TODO: This struct should belong to a program and know it.
|
|
name string
|
|
num int
|
|
}
|
|
|
|
// arrayBufferLayout is an array buffer layout.
|
|
//
|
|
// An array buffer in OpenGL is a buffer representing vertices and
|
|
// is passed to a vertex shader.
|
|
type arrayBufferLayout struct {
|
|
parts []arrayBufferLayoutPart
|
|
total int
|
|
}
|
|
|
|
func (a *arrayBufferLayout) names() []string {
|
|
ns := make([]string, len(a.parts))
|
|
for i, p := range a.parts {
|
|
ns[i] = p.name
|
|
}
|
|
return ns
|
|
}
|
|
|
|
// totalBytes returns the size in bytes for one element of the array buffer.
|
|
func (a *arrayBufferLayout) totalBytes() int {
|
|
if a.total != 0 {
|
|
return a.total
|
|
}
|
|
t := 0
|
|
for _, p := range a.parts {
|
|
t += floatSizeInBytes * p.num
|
|
}
|
|
a.total = t
|
|
return a.total
|
|
}
|
|
|
|
// newArrayBuffer creates OpenGL's buffer object for the array buffer.
|
|
func (a *arrayBufferLayout) newArrayBuffer(context *context) buffer {
|
|
return context.newArrayBuffer(a.totalBytes() * graphics.IndicesNum)
|
|
}
|
|
|
|
// enable starts using the array buffer.
|
|
func (a *arrayBufferLayout) enable(context *context) {
|
|
for i := range a.parts {
|
|
context.enableVertexAttribArray(i)
|
|
}
|
|
total := a.totalBytes()
|
|
offset := 0
|
|
for i, p := range a.parts {
|
|
context.vertexAttribPointer(i, p.num, total, offset)
|
|
offset += floatSizeInBytes * p.num
|
|
}
|
|
}
|
|
|
|
// disable stops using the array buffer.
|
|
func (a *arrayBufferLayout) disable(context *context) {
|
|
// TODO: Disabling should be done in reversed order?
|
|
for i := range a.parts {
|
|
context.disableVertexAttribArray(i)
|
|
}
|
|
}
|
|
|
|
// theArrayBufferLayout is the array buffer layout for Ebiten.
|
|
var theArrayBufferLayout = arrayBufferLayout{
|
|
// Note that GL_MAX_VERTEX_ATTRIBS is at least 16.
|
|
parts: []arrayBufferLayoutPart{
|
|
{
|
|
name: "A0",
|
|
num: 2,
|
|
},
|
|
{
|
|
name: "A1",
|
|
num: 2,
|
|
},
|
|
{
|
|
name: "A2",
|
|
num: 4,
|
|
},
|
|
},
|
|
}
|
|
|
|
func init() {
|
|
vertexFloatNum := theArrayBufferLayout.totalBytes() / floatSizeInBytes
|
|
if graphics.VertexFloatNum != vertexFloatNum {
|
|
panic(fmt.Sprintf("vertex float num must be %d but %d", graphics.VertexFloatNum, vertexFloatNum))
|
|
}
|
|
}
|
|
|
|
type programKey struct {
|
|
useColorM bool
|
|
filter graphicsdriver.Filter
|
|
address graphicsdriver.Address
|
|
}
|
|
|
|
// openGLState is a state for
|
|
type openGLState struct {
|
|
// arrayBuffer is OpenGL's array buffer (vertices data).
|
|
arrayBuffer buffer
|
|
|
|
// elementArrayBuffer is OpenGL's element array buffer (indices data).
|
|
elementArrayBuffer buffer
|
|
|
|
// programs is OpenGL's program for rendering a texture.
|
|
programs map[programKey]program
|
|
|
|
lastProgram program
|
|
lastUniforms map[string][]float32
|
|
lastActiveTexture int
|
|
}
|
|
|
|
var (
|
|
zeroBuffer buffer
|
|
zeroProgram program
|
|
)
|
|
|
|
// reset resets or initializes the OpenGL state.
|
|
func (s *openGLState) reset(context *context) error {
|
|
if err := context.reset(); err != nil {
|
|
return err
|
|
}
|
|
|
|
s.lastProgram = zeroProgram
|
|
context.useProgram(zeroProgram)
|
|
for key := range s.lastUniforms {
|
|
delete(s.lastUniforms, key)
|
|
}
|
|
|
|
// When context lost happens, deleting programs or buffers is not necessary.
|
|
// However, it is not assumed that reset is called only when context lost happens.
|
|
// Let's delete them explicitly.
|
|
if s.programs == nil {
|
|
s.programs = map[programKey]program{}
|
|
} else {
|
|
for k, p := range s.programs {
|
|
context.deleteProgram(p)
|
|
delete(s.programs, k)
|
|
}
|
|
}
|
|
|
|
// On browsers (at least Chrome), buffers are already detached from the context
|
|
// and must not be deleted by DeleteBuffer.
|
|
if runtime.GOOS != "js" {
|
|
if !s.arrayBuffer.equal(zeroBuffer) {
|
|
context.deleteBuffer(s.arrayBuffer)
|
|
}
|
|
if !s.elementArrayBuffer.equal(zeroBuffer) {
|
|
context.deleteBuffer(s.elementArrayBuffer)
|
|
}
|
|
}
|
|
|
|
shaderVertexModelviewNative, err := context.newVertexShader(vertexShaderStr())
|
|
if err != nil {
|
|
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
|
|
}
|
|
defer context.deleteShader(shaderVertexModelviewNative)
|
|
|
|
for _, c := range []bool{false, true} {
|
|
for _, a := range []graphicsdriver.Address{
|
|
graphicsdriver.AddressClampToZero,
|
|
graphicsdriver.AddressRepeat,
|
|
graphicsdriver.AddressUnsafe,
|
|
} {
|
|
for _, f := range []graphicsdriver.Filter{
|
|
graphicsdriver.FilterNearest,
|
|
graphicsdriver.FilterLinear,
|
|
graphicsdriver.FilterScreen,
|
|
} {
|
|
shaderFragmentColorMatrixNative, err := context.newFragmentShader(fragmentShaderStr(c, f, a))
|
|
if err != nil {
|
|
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
|
|
}
|
|
defer context.deleteShader(shaderFragmentColorMatrixNative)
|
|
|
|
program, err := context.newProgram([]shader{
|
|
shaderVertexModelviewNative,
|
|
shaderFragmentColorMatrixNative,
|
|
}, theArrayBufferLayout.names())
|
|
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
s.programs[programKey{
|
|
useColorM: c,
|
|
filter: f,
|
|
address: a,
|
|
}] = program
|
|
}
|
|
}
|
|
}
|
|
|
|
s.arrayBuffer = theArrayBufferLayout.newArrayBuffer(context)
|
|
|
|
// Note that the indices passed to NewElementArrayBuffer is not under GC management
|
|
// in opengl package due to unsafe-way.
|
|
// See NewElementArrayBuffer in context_mobile.go.
|
|
s.elementArrayBuffer = context.newElementArrayBuffer(graphics.IndicesNum * 2)
|
|
|
|
return nil
|
|
}
|
|
|
|
// areSameFloat32Array returns a boolean indicating if a and b are deeply equal.
|
|
func areSameFloat32Array(a, b []float32) bool {
|
|
if len(a) != len(b) {
|
|
return false
|
|
}
|
|
for i := 0; i < len(a); i++ {
|
|
if a[i] != b[i] {
|
|
return false
|
|
}
|
|
}
|
|
return true
|
|
}
|
|
|
|
type uniformVariable struct {
|
|
name string
|
|
value []float32
|
|
typ shaderir.Type
|
|
}
|
|
|
|
type textureVariable struct {
|
|
valid bool
|
|
native textureNative
|
|
}
|
|
|
|
func (g *Graphics) textureVariableName(idx int) string {
|
|
if v, ok := g.textureVariableNameCache[idx]; ok {
|
|
return v
|
|
}
|
|
if g.textureVariableNameCache == nil {
|
|
g.textureVariableNameCache = map[int]string{}
|
|
}
|
|
name := fmt.Sprintf("T%d", idx)
|
|
g.textureVariableNameCache[idx] = name
|
|
return name
|
|
}
|
|
|
|
// useProgram uses the program (programTexture).
|
|
func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textures [graphics.ShaderImageNum]textureVariable) error {
|
|
if !g.state.lastProgram.equal(program) {
|
|
g.context.useProgram(program)
|
|
if g.state.lastProgram.equal(zeroProgram) {
|
|
theArrayBufferLayout.enable(&g.context)
|
|
g.context.bindArrayBuffer(g.state.arrayBuffer)
|
|
g.context.bindElementArrayBuffer(g.state.elementArrayBuffer)
|
|
}
|
|
|
|
g.state.lastProgram = program
|
|
for k := range g.state.lastUniforms {
|
|
delete(g.state.lastUniforms, k)
|
|
}
|
|
g.state.lastActiveTexture = 0
|
|
g.context.activeTexture(0)
|
|
}
|
|
|
|
for _, u := range uniforms {
|
|
if got, expected := len(u.value), u.typ.FloatNum(); got != expected {
|
|
// Copy a shaderir.Type value once. Do not pass u.typ directly to fmt.Errorf arguments, or
|
|
// the value u would be allocated on heap.
|
|
typ := u.typ
|
|
return fmt.Errorf("opengl: length of a uniform variables %s (%s) doesn't match: expected %d but %d", u.name, typ.String(), expected, got)
|
|
}
|
|
|
|
cached, ok := g.state.lastUniforms[u.name]
|
|
if ok && areSameFloat32Array(cached, u.value) {
|
|
continue
|
|
}
|
|
g.context.uniformFloats(program, u.name, u.value, u.typ)
|
|
if g.state.lastUniforms == nil {
|
|
g.state.lastUniforms = map[string][]float32{}
|
|
}
|
|
g.state.lastUniforms[u.name] = u.value
|
|
}
|
|
|
|
var idx int
|
|
loop:
|
|
for i, t := range textures {
|
|
if !t.valid {
|
|
continue
|
|
}
|
|
|
|
// If the texture is already bound, set the texture variable to point to the texture.
|
|
// Rebinding the same texture seems problematic (#1193).
|
|
for _, at := range g.activatedTextures {
|
|
if t.native.equal(at.textureNative) {
|
|
g.context.uniformInt(program, g.textureVariableName(i), at.index)
|
|
continue loop
|
|
}
|
|
}
|
|
|
|
g.activatedTextures = append(g.activatedTextures, activatedTexture{
|
|
textureNative: t.native,
|
|
index: idx,
|
|
})
|
|
g.context.uniformInt(program, g.textureVariableName(i), idx)
|
|
if g.state.lastActiveTexture != idx {
|
|
g.context.activeTexture(idx)
|
|
g.state.lastActiveTexture = idx
|
|
}
|
|
|
|
// Apparently, a texture must be bound every time. The cache is not used here.
|
|
g.context.bindTexture(t.native)
|
|
|
|
idx++
|
|
}
|
|
|
|
for i := range g.activatedTextures {
|
|
g.activatedTextures[i] = activatedTexture{}
|
|
}
|
|
g.activatedTextures = g.activatedTextures[:0]
|
|
|
|
return nil
|
|
}
|