ebiten/internal/graphicsdriver/opengl/context.go
Hajime Hoshi 74d9515345 internal/graphicsdriver/opengl: refactoring: move gl_js to gl/context_js.go
This unifies the OpenGL context interface for all the platforms.
2022-11-17 12:22:46 +09:00

162 lines
4.5 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 = 0x304
glDstColor blendFactor = 0x306
glOne blendFactor = 1
glOneMinusDstAlpha blendFactor = 0x305
glOneMinusDstColor blendFactor = 0x307
glOneMinusSrcAlpha blendFactor = 0x303
glOneMinusSrcColor blendFactor = 0x301
glSrcAlpha blendFactor = 0x302
glSrcAlphaSaturate blendFactor = 0x308
glSrcColor blendFactor = 0x300
glZero blendFactor = 0
)
type blendOperation int
const (
glFuncAdd blendOperation = 0x8006
glFuncReverseSubtract blendOperation = 0x800b
glFuncSubtract blendOperation = 0x800a
)
func convertBlendFactor(f graphicsdriver.BlendFactor) blendFactor {
switch f {
case graphicsdriver.BlendFactorZero:
return glZero
case graphicsdriver.BlendFactorOne:
return glOne
case graphicsdriver.BlendFactorSourceColor:
return glSrcColor
case graphicsdriver.BlendFactorOneMinusSourceColor:
return glOneMinusSrcColor
case graphicsdriver.BlendFactorSourceAlpha:
return glSrcAlpha
case graphicsdriver.BlendFactorOneMinusSourceAlpha:
return glOneMinusSrcAlpha
case graphicsdriver.BlendFactorDestinationColor:
return glDstColor
case graphicsdriver.BlendFactorOneMinusDestinationColor:
return glOneMinusDstColor
case graphicsdriver.BlendFactorDestinationAlpha:
return glDstAlpha
case graphicsdriver.BlendFactorOneMinusDestinationAlpha:
return glOneMinusDstAlpha
case graphicsdriver.BlendFactorSourceAlphaSaturated:
return glSrcAlphaSaturate
default:
panic(fmt.Sprintf("opengl: invalid blend factor %d", f))
}
}
func convertBlendOperation(o graphicsdriver.BlendOperation) blendOperation {
switch o {
case graphicsdriver.BlendOperationAdd:
return glFuncAdd
case graphicsdriver.BlendOperationSubtract:
return glFuncSubtract
case graphicsdriver.BlendOperationReverseSubtract:
return glFuncReverseSubtract
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 == t {
return
}
c.bindTextureImpl(t)
c.lastTexture = t
}
func (c *context) bindRenderbuffer(r renderbufferNative) {
if c.lastRenderbuffer == r {
return
}
c.bindRenderbufferImpl(r)
c.lastRenderbuffer = r
}
func (c *context) bindFramebuffer(f framebufferNative) {
if c.lastFramebuffer == 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 == 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
}