ebiten/internal/graphicsdriver/opengl/context_js.go
Hajime Hoshi bae5aa7732 internal/graphicsdriver/opengl: move initGL to NewGraphics
As restoring from context lost doesn't happen on browsers, initilizing
GL doesn't have to be done at reset.
2022-11-17 12:34:55 +09:00

446 lines
13 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 (
"errors"
"fmt"
"syscall/js"
"unsafe"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
type (
textureNative uint32
renderbufferNative uint32
framebufferNative uint32
shader uint32
program uint32
buffer uint32
)
type (
uniformLocation int32
attribLocation int32
)
const (
invalidFramebuffer = (1 << 32) - 1
invalidUniform = -1
)
type contextImpl struct {
ctx gl.Context
canvas js.Value
webGL2 bool
fnGetExtension js.Value
fnIsContextLost js.Value
}
func (c *context) reset() error {
c.locationCache = newLocationCache()
c.lastTexture = 0
c.lastFramebuffer = invalidFramebuffer
c.lastViewportWidth = 0
c.lastViewportHeight = 0
c.lastBlend = graphicsdriver.Blend{}
if c.fnIsContextLost.Invoke().Bool() {
return graphicsdriver.GraphicsNotReady
}
c.ctx.Enable(gl.BLEND)
c.ctx.Enable(gl.SCISSOR_TEST)
c.blend(graphicsdriver.BlendSourceOver)
f := c.ctx.GetInteger(gl.FRAMEBUFFER_BINDING)
c.screenFramebuffer = framebufferNative(f)
if !c.webGL2 {
c.fnGetExtension.Invoke("OES_standard_derivatives")
}
return nil
}
func (c *context) blend(blend graphicsdriver.Blend) {
if c.lastBlend == blend {
return
}
c.lastBlend = blend
c.ctx.BlendFuncSeparate(
uint32(convertBlendFactor(blend.BlendFactorSourceRGB)),
uint32(convertBlendFactor(blend.BlendFactorDestinationRGB)),
uint32(convertBlendFactor(blend.BlendFactorSourceAlpha)),
uint32(convertBlendFactor(blend.BlendFactorDestinationAlpha)),
)
c.ctx.BlendEquationSeparate(
uint32(convertBlendOperation(blend.BlendOperationRGB)),
uint32(convertBlendOperation(blend.BlendOperationAlpha)),
)
}
func (c *context) scissor(x, y, width, height int) {
c.ctx.Scissor(int32(x), int32(y), int32(width), int32(height))
}
func (c *context) newTexture(width, height int) (textureNative, error) {
t := c.ctx.CreateTexture()
if t <= 0 {
return 0, errors.New("opengl: createTexture failed")
}
c.bindTexture(textureNative(t))
c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
c.ctx.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
// Firefox warns the usage of textures without specifying pixels (#629)
//
// Error: WebGL warning: drawElements: This operation requires zeroing texture data. This is slow.
//
// In Ebitengine, textures are filled with pixels later by the filter that ignores destination, so it is fine
// to leave textures as uninitialized here. Rather, extra memory allocating for initialization should be
// avoided.
c.ctx.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, nil)
return textureNative(t), nil
}
func (c *context) bindFramebufferImpl(f framebufferNative) {
c.ctx.BindFramebuffer(gl.FRAMEBUFFER, uint32(f))
}
func (c *context) framebufferPixels(buf []byte, f *framebuffer, x, y, width, height int) {
if got, want := len(buf), 4*width*height; got != want {
panic(fmt.Sprintf("opengl: len(buf) must be %d but %d", got, want))
}
c.bindFramebuffer(f.native)
c.ctx.ReadPixels(buf, int32(x), int32(y), int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE)
}
func (c *context) framebufferPixelsToBuffer(f *framebuffer, buffer buffer, width, height int) {
c.bindFramebuffer(f.native)
c.ctx.BindBuffer(gl.PIXEL_PACK_BUFFER, uint32(buffer))
// void gl.readPixels(x, y, width, height, format, type, GLintptr offset);
c.ctx.ReadPixels(nil, 0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE)
c.ctx.BindBuffer(gl.PIXEL_PACK_BUFFER, 0)
}
func (c *context) activeTexture(idx int) {
c.ctx.ActiveTexture(uint32(gl.TEXTURE0 + idx))
}
func (c *context) bindTextureImpl(t textureNative) {
c.ctx.BindTexture(gl.TEXTURE_2D, uint32(t))
}
func (c *context) deleteTexture(t textureNative) {
if !c.ctx.IsTexture(uint32(t)) {
return
}
if c.lastTexture == t {
c.lastTexture = 0
}
c.ctx.DeleteTexture(uint32(t))
}
func (c *context) isTexture(t textureNative) bool {
// isTexture should not be called to detect context-lost since this performance is not good (#1175).
panic("opengl: isTexture is not implemented")
}
func (c *context) newRenderbuffer(width, height int) (renderbufferNative, error) {
r := c.ctx.CreateRenderbuffer()
if r <= 0 {
return 0, errors.New("opengl: createRenderbuffer failed")
}
renderbuffer := renderbufferNative(r)
c.bindRenderbuffer(renderbuffer)
// TODO: Is STENCIL_INDEX8 portable?
// https://stackoverflow.com/questions/11084961/binding-a-stencil-render-buffer-to-a-frame-buffer-in-opengl
c.ctx.RenderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, int32(width), int32(height))
return renderbuffer, nil
}
func (c *context) bindRenderbufferImpl(r renderbufferNative) {
c.ctx.BindRenderbuffer(gl.RENDERBUFFER, uint32(r))
}
func (c *context) deleteRenderbuffer(r renderbufferNative) {
if !c.ctx.IsRenderbuffer(uint32(r)) {
return
}
if c.lastRenderbuffer == r {
c.lastRenderbuffer = 0
}
c.ctx.DeleteRenderbuffer(uint32(r))
}
func (c *context) newFramebuffer(t textureNative) (framebufferNative, error) {
f := c.ctx.CreateFramebuffer()
if f <= 0 {
return 0, fmt.Errorf("opengl: creating framebuffer failed: the returned value is not positive but %d", f)
}
c.bindFramebuffer(framebufferNative(f))
c.ctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, uint32(t), 0)
if s := c.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE {
return 0, errors.New(fmt.Sprintf("opengl: creating framebuffer failed: %d", s))
}
return framebufferNative(f), nil
}
func (c *context) bindStencilBuffer(f framebufferNative, r renderbufferNative) error {
c.bindFramebuffer(f)
c.ctx.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, uint32(r))
if s := c.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE {
return errors.New(fmt.Sprintf("opengl: framebufferRenderbuffer failed: %d", s))
}
return nil
}
func (c *context) setViewportImpl(width, height int) {
c.ctx.Viewport(0, 0, int32(width), int32(height))
}
func (c *context) deleteFramebuffer(f framebufferNative) {
if !c.ctx.IsFramebuffer(uint32(f)) {
return
}
// If a framebuffer to be deleted is bound, a newly bound framebuffer
// will be a default framebuffer.
// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glDeleteFramebuffers.xml
if c.lastFramebuffer == f {
c.lastFramebuffer = invalidFramebuffer
c.lastViewportWidth = 0
c.lastViewportHeight = 0
}
c.ctx.DeleteFramebuffer(uint32(f))
}
func (c *context) newVertexShader(source string) (shader, error) {
return c.newShader(gl.VERTEX_SHADER, source)
}
func (c *context) newFragmentShader(source string) (shader, error) {
return c.newShader(gl.FRAGMENT_SHADER, source)
}
func (c *context) newShader(shaderType uint32, source string) (shader, error) {
s := c.ctx.CreateShader(shaderType)
if s == 0 {
return 0, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
}
c.ctx.ShaderSource(s, source)
c.ctx.CompileShader(s)
if c.ctx.GetShaderi(s, gl.COMPILE_STATUS) == gl.FALSE {
log := c.ctx.GetShaderInfoLog(s)
return 0, fmt.Errorf("opengl: shader compile failed: %s", log)
}
return shader(s), nil
}
func (c *context) deleteShader(s shader) {
c.ctx.DeleteShader(uint32(s))
}
func (c *context) newProgram(shaders []shader, attributes []string) (program, error) {
p := c.ctx.CreateProgram()
if p == 0 {
return 0, errors.New("opengl: glCreateProgram failed")
}
for _, shader := range shaders {
c.ctx.AttachShader(p, uint32(shader))
}
for i, name := range attributes {
c.ctx.BindAttribLocation(p, uint32(i), name)
}
c.ctx.LinkProgram(p)
if c.ctx.GetProgrami(p, gl.LINK_STATUS) == gl.FALSE {
info := c.ctx.GetProgramInfoLog(p)
return 0, fmt.Errorf("opengl: program error: %s", info)
}
return program(p), nil
}
func (c *context) useProgram(p program) {
c.ctx.UseProgram(uint32(p))
}
func (c *context) deleteProgram(p program) {
c.locationCache.deleteProgram(p)
if !c.ctx.IsProgram(uint32(p)) {
return
}
c.ctx.DeleteProgram(uint32(p))
}
func (c *context) getUniformLocationImpl(p program, location string) uniformLocation {
return uniformLocation(c.ctx.GetUniformLocation(uint32(p), location))
}
func (c *context) uniformInt(p program, location string, v int) bool {
l := c.locationCache.GetUniformLocation(c, p, location)
if l == invalidUniform {
return false
}
c.ctx.Uniform1i(int32(l), int32(v))
return true
}
func (c *context) uniforms(p program, location string, v []uint32, typ shaderir.Type) bool {
l := c.locationCache.GetUniformLocation(c, p, location)
if l == invalidUniform {
return false
}
base := typ.Main
if base == shaderir.Array {
base = typ.Sub[0].Main
}
switch base {
case shaderir.Float:
c.ctx.Uniform1fv(int32(l), uint32sToFloat32s(v))
case shaderir.Int:
c.ctx.Uniform1iv(int32(l), uint32sToInt32s(v))
case shaderir.Vec2:
c.ctx.Uniform2fv(int32(l), uint32sToFloat32s(v))
case shaderir.Vec3:
c.ctx.Uniform3fv(int32(l), uint32sToFloat32s(v))
case shaderir.Vec4:
c.ctx.Uniform4fv(int32(l), uint32sToFloat32s(v))
case shaderir.Mat2:
c.ctx.UniformMatrix2fv(int32(l), uint32sToFloat32s(v))
case shaderir.Mat3:
c.ctx.UniformMatrix3fv(int32(l), uint32sToFloat32s(v))
case shaderir.Mat4:
c.ctx.UniformMatrix4fv(int32(l), uint32sToFloat32s(v))
default:
panic(fmt.Sprintf("opengl: unexpected type: %s", typ.String()))
}
return true
}
func (c *context) vertexAttribPointer(index int, size int, stride int, offset int) {
c.ctx.VertexAttribPointer(uint32(index), int32(size), gl.FLOAT, false, int32(stride), offset)
}
func (c *context) enableVertexAttribArray(index int) {
c.ctx.EnableVertexAttribArray(uint32(index))
}
func (c *context) disableVertexAttribArray(index int) {
c.ctx.DisableVertexAttribArray(uint32(index))
}
func (c *context) newArrayBuffer(size int) buffer {
b := c.ctx.CreateBuffer()
c.ctx.BindBuffer(gl.ARRAY_BUFFER, b)
c.ctx.BufferInit(gl.ARRAY_BUFFER, size, gl.DYNAMIC_DRAW)
return buffer(b)
}
func (c *context) newElementArrayBuffer(size int) buffer {
b := c.ctx.CreateBuffer()
c.ctx.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b)
c.ctx.BufferInit(gl.ELEMENT_ARRAY_BUFFER, size, gl.DYNAMIC_DRAW)
return buffer(b)
}
func (c *context) bindArrayBuffer(b buffer) {
c.ctx.BindBuffer(gl.ARRAY_BUFFER, uint32(b))
}
func (c *context) bindElementArrayBuffer(b buffer) {
c.ctx.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, uint32(b))
}
func (c *context) arrayBufferSubData(data []float32) {
s := unsafe.Slice((*byte)(unsafe.Pointer(&data[0])), len(data)*4)
c.ctx.BufferSubData(gl.ARRAY_BUFFER, 0, s)
}
func (c *context) elementArrayBufferSubData(data []uint16) {
s := unsafe.Slice((*byte)(unsafe.Pointer(&data[0])), len(data)*2)
c.ctx.BufferSubData(gl.ELEMENT_ARRAY_BUFFER, 0, s)
}
func (c *context) deleteBuffer(b buffer) {
c.ctx.DeleteBuffer(uint32(b))
}
func (c *context) drawElements(len int, offsetInBytes int) {
c.ctx.DrawElements(gl.TRIANGLES, int32(len), gl.UNSIGNED_SHORT, offsetInBytes)
}
func (c *context) maxTextureSizeImpl() int {
return c.ctx.GetInteger(gl.MAX_TEXTURE_SIZE)
}
func (c *context) flush() {
c.ctx.Flush()
}
func (c *context) texSubImage2D(t textureNative, args []*graphicsdriver.WritePixelsArgs) {
c.bindTexture(t)
for _, a := range args {
c.ctx.TexSubImage2D(gl.TEXTURE_2D, 0, int32(a.X), int32(a.Y), int32(a.Width), int32(a.Height), gl.RGBA, gl.UNSIGNED_BYTE, a.Pixels)
}
}
func (c *context) enableStencilTest() {
c.ctx.Enable(gl.STENCIL_TEST)
}
func (c *context) disableStencilTest() {
c.ctx.Disable(gl.STENCIL_TEST)
}
func (c *context) beginStencilWithEvenOddRule() {
c.ctx.Clear(gl.STENCIL_BUFFER_BIT)
c.ctx.StencilFunc(gl.ALWAYS, 0x00, 0xff)
c.ctx.StencilOp(gl.KEEP, gl.KEEP, gl.INVERT)
c.ctx.ColorMask(false, false, false, false)
}
func (c *context) endStencilWithEvenOddRule() {
c.ctx.StencilFunc(gl.NOTEQUAL, 0x00, 0xff)
c.ctx.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
c.ctx.ColorMask(true, true, true, true)
}
func (c *context) isES() bool {
return c.ctx.IsES()
}