ebiten/internal/graphics/program.go
2015-02-18 11:30:24 +09:00

273 lines
7.4 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 graphics
import (
"github.com/hajimehoshi/ebiten/internal/graphics/internal/opengl"
"math"
)
var (
indexBufferLines opengl.Buffer
indexBufferQuads opengl.Buffer
)
var (
programTexture opengl.Program
programSolidRect opengl.Program
programSolidLine opengl.Program
)
const indicesNum = math.MaxUint16 + 1
const quadsMaxNum = indicesNum / 6
// unsafe.SizeOf can't be used because unsafe doesn't work with GopherJS.
const int16Size = 2
const float32Size = 4
func initialize(c *opengl.Context) error {
shaderVertexModelviewNative, err := c.NewShader(c.VertexShader, shader(c, shaderVertexModelview))
if err != nil {
return err
}
defer c.DeleteShader(shaderVertexModelviewNative)
shaderVertexColorNative, err := c.NewShader(c.VertexShader, shader(c, shaderVertexColor))
if err != nil {
return err
}
defer c.DeleteShader(shaderVertexColorNative)
shaderVertexColorLineNative, err := c.NewShader(c.VertexShader, shader(c, shaderVertexColorLine))
if err != nil {
return err
}
defer c.DeleteShader(shaderVertexColorLineNative)
shaderFragmentTextureNative, err := c.NewShader(c.FragmentShader, shader(c, shaderFragmentTexture))
if err != nil {
return err
}
defer c.DeleteShader(shaderFragmentTextureNative)
shaderFragmentSolidNative, err := c.NewShader(c.FragmentShader, shader(c, shaderFragmentSolid))
if err != nil {
return err
}
defer c.DeleteShader(shaderFragmentSolidNative)
programTexture, err = c.NewProgram([]opengl.Shader{
shaderVertexModelviewNative,
shaderFragmentTextureNative,
})
if err != nil {
return err
}
programSolidRect, err = c.NewProgram([]opengl.Shader{
shaderVertexColorNative,
shaderFragmentSolidNative,
})
if err != nil {
return err
}
programSolidLine, err = c.NewProgram([]opengl.Shader{
shaderVertexColorLineNative,
shaderFragmentSolidNative,
})
if err != nil {
return err
}
// 16 [bytse] is an arbitrary number which seems enough to draw anything. Fix this if necessary.
const stride = 16
c.NewBuffer(c.ArrayBuffer, 4*stride*quadsMaxNum, c.DynamicDraw)
indices := make([]uint16, 6*quadsMaxNum)
for i := uint16(0); i < quadsMaxNum; i++ {
indices[6*i+0] = 4*i + 0
indices[6*i+1] = 4*i + 1
indices[6*i+2] = 4*i + 2
indices[6*i+3] = 4*i + 1
indices[6*i+4] = 4*i + 2
indices[6*i+5] = 4*i + 3
}
indexBufferQuads = c.NewBuffer(c.ElementArrayBuffer, indices, c.StaticDraw)
indices = make([]uint16, indicesNum)
for i := 0; i < len(indices); i++ {
indices[i] = uint16(i)
}
indexBufferLines = c.NewBuffer(c.ElementArrayBuffer, indices, c.StaticDraw)
return nil
}
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
}
var (
lastProgram opengl.Program
lastProjectionMatrix []float32
lastModelviewMatrix []float32
lastColorMatrix []float32
)
type programFinisher func()
func (p programFinisher) FinishProgram() {
p()
}
func useProgramForTexture(c *opengl.Context, projectionMatrix []float32, texture opengl.Texture, geo Matrix, color Matrix) programFinisher {
if !lastProgram.Equals(programTexture) {
c.UseProgram(programTexture)
lastProgram = programTexture
lastProjectionMatrix = nil
lastModelviewMatrix = nil
lastColorMatrix = nil
}
program := programTexture
c.BindElementArrayBuffer(indexBufferQuads)
if !areSameFloat32Array(lastProjectionMatrix, projectionMatrix) {
c.UniformFloats(program, "projection_matrix", projectionMatrix)
if lastProjectionMatrix == nil {
lastProjectionMatrix = make([]float32, 16)
}
copy(lastProjectionMatrix, projectionMatrix)
}
ma := float32(geo.Element(0, 0))
mb := float32(geo.Element(0, 1))
mc := float32(geo.Element(1, 0))
md := float32(geo.Element(1, 1))
tx := float32(geo.Element(0, 2))
ty := float32(geo.Element(1, 2))
modelviewMatrix := []float32{
ma, mc, 0, 0,
mb, md, 0, 0,
0, 0, 1, 0,
tx, ty, 0, 1,
}
if !areSameFloat32Array(lastModelviewMatrix, modelviewMatrix) {
c.UniformFloats(program, "modelview_matrix", modelviewMatrix)
if lastModelviewMatrix == nil {
lastModelviewMatrix = make([]float32, 16)
}
copy(lastModelviewMatrix, modelviewMatrix)
}
c.UniformInt(program, "texture", 0)
e := [4][5]float32{}
for i := 0; i < 4; i++ {
for j := 0; j < 5; j++ {
e[i][j] = float32(color.Element(i, j))
}
}
colorMatrix := []float32{
e[0][0], e[1][0], e[2][0], e[3][0],
e[0][1], e[1][1], e[2][1], e[3][1],
e[0][2], e[1][2], e[2][2], e[3][2],
e[0][3], e[1][3], e[2][3], e[3][3],
}
if !areSameFloat32Array(lastColorMatrix, colorMatrix) {
c.UniformFloats(program, "color_matrix", colorMatrix)
if lastColorMatrix == nil {
lastColorMatrix = make([]float32, 16)
}
copy(lastColorMatrix, colorMatrix)
}
colorMatrixTranslation := []float32{
e[0][4], e[1][4], e[2][4], e[3][4],
}
c.UniformFloats(program, "color_matrix_translation", colorMatrixTranslation)
// We don't have to call gl.ActiveTexture here: GL_TEXTURE0 is the default active texture
// See also: https://www.opengl.org/sdk/docs/man2/xhtml/glActiveTexture.xml
c.BindTexture(texture)
c.EnableVertexAttribArray(program, "vertex")
c.EnableVertexAttribArray(program, "tex_coord")
c.VertexAttribPointer(program, "vertex", true, false, int16Size*4, 2, int16Size*0)
c.VertexAttribPointer(program, "tex_coord", true, true, int16Size*4, 2, int16Size*2)
return func() {
c.DisableVertexAttribArray(program, "tex_coord")
c.DisableVertexAttribArray(program, "vertex")
}
}
func useProgramForLines(c *opengl.Context, projectionMatrix []float32) programFinisher {
if !lastProgram.Equals(programSolidLine) {
c.UseProgram(programSolidLine)
lastProgram = programSolidLine
}
program := programSolidLine
c.BindElementArrayBuffer(indexBufferLines)
c.UniformFloats(program, "projection_matrix", projectionMatrix)
c.EnableVertexAttribArray(program, "vertex")
c.EnableVertexAttribArray(program, "color")
// TODO: Change to floats?
c.VertexAttribPointer(program, "vertex", true, false, int16Size*6, 2, int16Size*0)
c.VertexAttribPointer(program, "color", false, true, int16Size*6, 4, int16Size*2)
return func() {
c.DisableVertexAttribArray(program, "color")
c.DisableVertexAttribArray(program, "vertex")
}
}
func useProgramForRects(c *opengl.Context, projectionMatrix []float32) programFinisher {
if !lastProgram.Equals(programSolidRect) {
c.UseProgram(programSolidRect)
lastProgram = programSolidRect
}
program := programSolidRect
c.BindElementArrayBuffer(indexBufferQuads)
c.UniformFloats(program, "projection_matrix", projectionMatrix)
c.EnableVertexAttribArray(program, "vertex")
c.EnableVertexAttribArray(program, "color")
c.VertexAttribPointer(program, "vertex", true, false, int16Size*6, 2, int16Size*0)
c.VertexAttribPointer(program, "color", false, true, int16Size*6, 4, int16Size*2)
return func() {
c.DisableVertexAttribArray(program, "color")
c.DisableVertexAttribArray(program, "vertex")
}
}