mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 04:08:53 +01:00
345 lines
8.9 KiB
Go
345 lines
8.9 KiB
Go
// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build !playstation5
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package opengl
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import (
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"fmt"
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"math"
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"runtime"
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"unsafe"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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const floatSizeInBytes = 4
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// arrayBufferLayoutPart is a part of an array buffer layout.
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type arrayBufferLayoutPart struct {
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// TODO: This struct should belong to a program and know it.
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name string
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num int
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}
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// arrayBufferLayout is an array buffer layout.
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//
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// An array buffer in OpenGL is a buffer representing vertices and
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// is passed to a vertex shader.
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type arrayBufferLayout struct {
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parts []arrayBufferLayoutPart
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total int
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}
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func (a *arrayBufferLayout) names() []string {
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ns := make([]string, len(a.parts))
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for i, p := range a.parts {
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ns[i] = p.name
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}
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return ns
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}
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// totalBytes returns the size in bytes for one element of the array buffer.
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func (a *arrayBufferLayout) totalBytes() int {
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if a.total != 0 {
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return a.total
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}
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t := 0
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for _, p := range a.parts {
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t += floatSizeInBytes * p.num
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}
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a.total = t
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return a.total
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}
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// enable starts using the array buffer.
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func (a *arrayBufferLayout) enable(context *context) {
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for i := range a.parts {
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context.ctx.EnableVertexAttribArray(uint32(i))
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}
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total := a.totalBytes()
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offset := 0
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for i, p := range a.parts {
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context.ctx.VertexAttribPointer(uint32(i), int32(p.num), gl.FLOAT, false, int32(total), offset)
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offset += floatSizeInBytes * p.num
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}
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}
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// disable stops using the array buffer.
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func (a *arrayBufferLayout) disable(context *context) {
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// TODO: Disabling should be done in reversed order?
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for i := range a.parts {
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context.ctx.DisableVertexAttribArray(uint32(i))
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}
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}
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// theArrayBufferLayout is the array buffer layout for Ebitengine.
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var theArrayBufferLayout = arrayBufferLayout{
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// Note that GL_MAX_VERTEX_ATTRIBS is at least 16.
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parts: []arrayBufferLayoutPart{
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{
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name: "A0",
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num: 2,
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},
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{
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name: "A1",
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num: 2,
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},
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{
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name: "A2",
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num: 4,
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},
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},
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}
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func init() {
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vertexFloatCount := theArrayBufferLayout.totalBytes() / floatSizeInBytes
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if graphics.VertexFloatCount != vertexFloatCount {
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panic(fmt.Sprintf("vertex float num must be %d but %d", graphics.VertexFloatCount, vertexFloatCount))
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}
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}
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type openGLState struct {
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vertexArray uint32
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// arrayBuffer is OpenGL's array buffer (vertices data).
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arrayBuffer buffer
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arrayBufferSizeInBytes int
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// elementArrayBuffer is OpenGL's element array buffer (indices data).
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elementArrayBuffer buffer
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elementArrayBufferSizeInBytes int
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lastProgram program
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lastUniforms map[string][]uint32
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lastActiveTexture int
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}
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// reset resets or initializes the OpenGL state.
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func (s *openGLState) reset(context *context) error {
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if err := context.reset(); err != nil {
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return err
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}
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s.lastProgram = 0
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context.ctx.UseProgram(0)
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for key := range s.lastUniforms {
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delete(s.lastUniforms, key)
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}
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// On browsers (at least Chrome), buffers are already detached from the context
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// and must not be deleted by DeleteBuffer.
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if runtime.GOOS != "js" {
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if s.arrayBuffer != 0 {
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context.ctx.DeleteBuffer(uint32(s.arrayBuffer))
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}
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if s.elementArrayBuffer != 0 {
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context.ctx.DeleteBuffer(uint32(s.elementArrayBuffer))
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}
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if s.vertexArray != 0 {
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context.ctx.DeleteVertexArray(s.vertexArray)
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}
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}
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s.arrayBuffer = 0
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s.arrayBufferSizeInBytes = 0
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s.elementArrayBuffer = 0
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s.elementArrayBufferSizeInBytes = 0
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s.vertexArray = 0
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return nil
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}
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func pow2(x int) int {
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if x > (math.MaxInt+1)/2 {
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return math.MaxInt
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}
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p2 := 1
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for p2 < x {
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p2 *= 2
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}
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return p2
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}
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func (s *openGLState) setVertices(context *context, vertices []float32, indices []uint32) {
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if s.vertexArray == 0 {
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s.vertexArray = context.ctx.CreateVertexArray()
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}
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context.ctx.BindVertexArray(s.vertexArray)
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if size := len(vertices) * int(unsafe.Sizeof(vertices[0])); s.arrayBufferSizeInBytes < size {
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if s.arrayBuffer != 0 {
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context.ctx.DeleteBuffer(uint32(s.arrayBuffer))
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}
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newSize := pow2(size)
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// newArrayBuffer calls BindBuffer.
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s.arrayBuffer = context.newArrayBuffer(newSize)
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s.arrayBufferSizeInBytes = newSize
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// Reenable the array buffer layout explicitly after resetting the array buffer.
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theArrayBufferLayout.enable(context)
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}
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if size := len(indices) * int(unsafe.Sizeof(indices[0])); s.elementArrayBufferSizeInBytes < size {
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if s.elementArrayBuffer != 0 {
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context.ctx.DeleteBuffer(uint32(s.elementArrayBuffer))
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}
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newSize := pow2(size)
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// newElementArrayBuffer calls BindBuffer.
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s.elementArrayBuffer = context.newElementArrayBuffer(newSize)
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s.elementArrayBufferSizeInBytes = newSize
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}
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// Note that the vertices and the indices passed to BufferSubData is not under GC management in the gl package.
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vs := unsafe.Slice((*byte)(unsafe.Pointer(&vertices[0])), len(vertices)*int(unsafe.Sizeof(vertices[0])))
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context.ctx.BufferSubData(gl.ARRAY_BUFFER, 0, vs)
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is := unsafe.Slice((*byte)(unsafe.Pointer(&indices[0])), len(indices)*int(unsafe.Sizeof(indices[0])))
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context.ctx.BufferSubData(gl.ELEMENT_ARRAY_BUFFER, 0, is)
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}
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func (s *openGLState) resetLastUniforms() {
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for k := range s.lastUniforms {
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delete(s.lastUniforms, k)
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}
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}
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// areSameUint32Array returns a boolean indicating if a and b are deeply equal.
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func areSameUint32Array(a, b []uint32) bool {
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if len(a) != len(b) {
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return false
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}
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for i := 0; i < len(a); i++ {
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if a[i] != b[i] {
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return false
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}
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}
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return true
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}
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type uniformVariable struct {
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name string
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value []uint32
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typ shaderir.Type
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}
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type textureVariable struct {
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valid bool
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native textureNative
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}
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func (g *Graphics) textureVariableName(idx int) string {
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if v, ok := g.textureVariableNameCache[idx]; ok {
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return v
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}
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if g.textureVariableNameCache == nil {
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g.textureVariableNameCache = map[int]string{}
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}
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name := fmt.Sprintf("T%d", idx)
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g.textureVariableNameCache[idx] = name
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return name
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}
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// useProgram uses the program (programTexture).
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func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textures [graphics.ShaderImageCount]textureVariable) error {
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if g.state.lastProgram != program {
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g.context.ctx.UseProgram(uint32(program))
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g.state.lastProgram = program
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for k := range g.state.lastUniforms {
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delete(g.state.lastUniforms, k)
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}
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g.state.lastActiveTexture = 0
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g.context.ctx.ActiveTexture(gl.TEXTURE0)
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g.context.lastTexture = 0 // Make sure next bindTexture call actually does something.
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}
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for _, u := range uniforms {
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if u.value == nil {
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continue
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}
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if got, expected := len(u.value), u.typ.Uint32Count(); got != expected {
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// Copy a shaderir.Type value once. Do not pass u.typ directly to fmt.Errorf arguments, or
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// the value u would be allocated on heap.
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typ := u.typ
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return fmt.Errorf("opengl: length of a uniform variables %s (%s) doesn't match: expected %d but %d", u.name, typ.String(), expected, got)
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}
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cached, ok := g.state.lastUniforms[u.name]
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if ok && areSameUint32Array(cached, u.value) {
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continue
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}
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g.context.uniforms(program, u.name, u.value, u.typ)
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if g.state.lastUniforms == nil {
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g.state.lastUniforms = map[string][]uint32{}
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}
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g.state.lastUniforms[u.name] = u.value
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}
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var idx int
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loop:
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for i, t := range textures {
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if !t.valid {
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continue
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}
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// If the texture is already bound, set the texture variable to point to the texture.
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// Rebinding the same texture seems problematic (#1193).
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for _, at := range g.activatedTextures {
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if t.native == at.textureNative {
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g.context.uniformInt(program, g.textureVariableName(i), at.index)
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continue loop
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}
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}
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g.activatedTextures = append(g.activatedTextures, activatedTexture{
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textureNative: t.native,
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index: idx,
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})
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g.context.uniformInt(program, g.textureVariableName(i), idx)
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if g.state.lastActiveTexture != idx {
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g.context.ctx.ActiveTexture(uint32(gl.TEXTURE0 + idx))
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g.state.lastActiveTexture = idx
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g.context.lastTexture = 0 // Make sure next bindTexture call actually does something.
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}
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// Apparently, a texture must be bound every time. The cache is not used here.
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g.context.bindTexture(t.native)
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idx++
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}
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for i := range g.activatedTextures {
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g.activatedTextures[i] = activatedTexture{}
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}
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g.activatedTextures = g.activatedTextures[:0]
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return nil
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}
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func uint32sToFloat32s(s []uint32) []float32 {
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return unsafe.Slice((*float32)(unsafe.Pointer(&s[0])), len(s))
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}
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func uint32sToInt32s(s []uint32) []int32 {
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return unsafe.Slice((*int32)(unsafe.Pointer(&s[0])), len(s))
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}
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