ebiten/internal/graphicsdriver/opengl/context_js.go

661 lines
19 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"
"os"
"strings"
"syscall/js"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/glconst"
"github.com/hajimehoshi/ebiten/v2/internal/jsutil"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
type (
textureNative js.Value
renderbufferNative js.Value
framebufferNative js.Value
shader js.Value
buffer js.Value
uniformLocation js.Value
attribLocation int
programID int
program struct {
value js.Value
id programID
}
)
func (t textureNative) equal(rhs textureNative) bool {
return js.Value(t).Equal(js.Value(rhs))
}
func (r renderbufferNative) equal(rhs renderbufferNative) bool {
return js.Value(r).Equal(js.Value(rhs))
}
func (f framebufferNative) equal(rhs framebufferNative) bool {
return js.Value(f).Equal(js.Value(rhs))
}
func (s shader) equal(rhs shader) bool {
return js.Value(s).Equal(js.Value(rhs))
}
func (b buffer) equal(rhs buffer) bool {
return js.Value(b).Equal(js.Value(rhs))
}
func (u uniformLocation) equal(rhs uniformLocation) bool {
return js.Value(u).Equal(js.Value(rhs))
}
func (p program) equal(rhs program) bool {
return p.value.Equal(rhs.value) && p.id == rhs.id
}
var InvalidTexture = textureNative(js.Null())
var invalidUniform = uniformLocation(js.Null())
func getProgramID(p program) programID {
return p.id
}
type webGLVersion int
const (
webGLVersionUnknown webGLVersion = iota
webGLVersion1
webGLVersion2
)
func webGL2MightBeAvailable() bool {
env := os.Getenv("EBITENGINE_OPENGL")
for _, t := range strings.Split(env, ",") {
switch strings.TrimSpace(t) {
case "webgl1":
return false
}
}
return js.Global().Get("WebGL2RenderingContext").Truthy()
}
func uint8ArrayToSlice(value js.Value, length int) []byte {
if l := value.Get("byteLength").Int(); length > l {
length = l
}
s := make([]byte, length)
js.CopyBytesToGo(s, value)
return s
}
type contextImpl struct {
gl *gl
canvas js.Value
lastProgramID programID
webGLVersion webGLVersion
}
func (c *context) usesWebGL2() bool {
return c.webGLVersion == webGLVersion2
}
func (c *context) initGL() error {
c.webGLVersion = webGLVersionUnknown
var gl js.Value
if doc := js.Global().Get("document"); doc.Truthy() {
canvas := c.canvas
attr := js.Global().Get("Object").New()
attr.Set("alpha", true)
attr.Set("premultipliedAlpha", true)
attr.Set("stencil", true)
if webGL2MightBeAvailable() {
gl = canvas.Call("getContext", "webgl2", attr)
if gl.Truthy() {
c.webGLVersion = webGLVersion2
}
}
// Even though WebGL2RenderingContext exists, getting a webgl2 context might fail (#1738).
if !gl.Truthy() {
gl = canvas.Call("getContext", "webgl", attr)
if !gl.Truthy() {
gl = canvas.Call("getContext", "experimental-webgl", attr)
}
if gl.Truthy() {
c.webGLVersion = webGLVersion1
}
}
if !gl.Truthy() {
return fmt.Errorf("opengl: getContext failed")
}
}
c.gl = c.newGL(gl)
return nil
}
func (c *context) reset() error {
c.locationCache = newLocationCache()
c.lastTexture = textureNative(js.Null())
c.lastFramebuffer = framebufferNative(js.Null())
c.lastViewportWidth = 0
c.lastViewportHeight = 0
c.lastBlend = graphicsdriver.Blend{}
if err := c.initGL(); err != nil {
return err
}
if c.gl.isContextLost.Invoke().Bool() {
return graphicsdriver.GraphicsNotReady
}
gl := c.gl
gl.enable.Invoke(glconst.BLEND)
gl.enable.Invoke(glconst.SCISSOR_TEST)
c.blend(graphicsdriver.BlendSourceOver)
f := gl.getParameter.Invoke(glconst.FRAMEBUFFER_BINDING)
c.screenFramebuffer = framebufferNative(f)
if !c.usesWebGL2() {
gl.getExtension.Invoke("OES_standard_derivatives")
}
return nil
}
func (c *context) blend(blend graphicsdriver.Blend) {
if c.lastBlend == blend {
return
}
c.lastBlend = blend
gl := c.gl
gl.blendFuncSeparate.Invoke(
int(convertBlendFactor(blend.BlendFactorSourceRGB)),
int(convertBlendFactor(blend.BlendFactorDestinationRGB)),
int(convertBlendFactor(blend.BlendFactorSourceAlpha)),
int(convertBlendFactor(blend.BlendFactorDestinationAlpha)),
)
gl.blendEquationSeparate.Invoke(
int(convertBlendOperation(blend.BlendOperationRGB)),
int(convertBlendOperation(blend.BlendOperationAlpha)),
)
}
func (c *context) scissor(x, y, width, height int) {
gl := c.gl
gl.scissor.Invoke(x, y, width, height)
}
func (c *context) newTexture(width, height int) (textureNative, error) {
gl := c.gl
t := gl.createTexture.Invoke()
if !t.Truthy() {
return textureNative(js.Null()), errors.New("opengl: createTexture failed")
}
c.bindTexture(textureNative(t))
gl.texParameteri.Invoke(glconst.TEXTURE_2D, glconst.TEXTURE_MAG_FILTER, glconst.NEAREST)
gl.texParameteri.Invoke(glconst.TEXTURE_2D, glconst.TEXTURE_MIN_FILTER, glconst.NEAREST)
gl.texParameteri.Invoke(glconst.TEXTURE_2D, glconst.TEXTURE_WRAP_S, glconst.CLAMP_TO_EDGE)
gl.texParameteri.Invoke(glconst.TEXTURE_2D, glconst.TEXTURE_WRAP_T, glconst.CLAMP_TO_EDGE)
gl.pixelStorei.Invoke(glconst.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 laster 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.
gl.texImage2D.Invoke(glconst.TEXTURE_2D, 0, glconst.RGBA, width, height, 0, glconst.RGBA, glconst.UNSIGNED_BYTE, nil)
return textureNative(t), nil
}
func (c *context) bindFramebufferImpl(f framebufferNative) {
gl := c.gl
gl.bindFramebuffer.Invoke(glconst.FRAMEBUFFER, js.Value(f))
}
func (c *context) framebufferPixels(buf []byte, f *framebuffer, x, y, width, height int) {
gl := c.gl
c.bindFramebuffer(f.native)
l := 4 * width * height
p := jsutil.TemporaryUint8ArrayFromUint8Slice(l, nil)
gl.readPixels.Invoke(x, y, width, height, glconst.RGBA, glconst.UNSIGNED_BYTE, p)
copy(buf, uint8ArrayToSlice(p, l))
}
func (c *context) framebufferPixelsToBuffer(f *framebuffer, buffer buffer, width, height int) {
gl := c.gl
c.bindFramebuffer(f.native)
gl.bindBuffer.Invoke(glconst.PIXEL_PACK_BUFFER, js.Value(buffer))
// void gl.readPixels(x, y, width, height, format, type, GLintptr offset);
gl.readPixels.Invoke(0, 0, width, height, glconst.RGBA, glconst.UNSIGNED_BYTE, 0)
gl.bindBuffer.Invoke(glconst.PIXEL_PACK_BUFFER, nil)
}
func (c *context) activeTexture(idx int) {
gl := c.gl
gl.activeTexture.Invoke(glconst.TEXTURE0 + idx)
}
func (c *context) bindTextureImpl(t textureNative) {
gl := c.gl
gl.bindTexture.Invoke(glconst.TEXTURE_2D, js.Value(t))
}
func (c *context) deleteTexture(t textureNative) {
gl := c.gl
if !gl.isTexture.Invoke(js.Value(t)).Bool() {
return
}
if c.lastTexture.equal(t) {
c.lastTexture = textureNative(js.Null())
}
gl.deleteTexture.Invoke(js.Value(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) {
gl := c.gl
r := gl.createRenderbuffer.Invoke()
if !r.Truthy() {
return renderbufferNative(js.Null()), errors.New("opengl: createRenderbuffer failed")
}
c.bindRenderbuffer(renderbufferNative(r))
// TODO: Is STENCIL_INDEX8 portable?
// https://stackoverflow.com/questions/11084961/binding-a-stencil-render-buffer-to-a-frame-buffer-in-opengl
gl.renderbufferStorage.Invoke(glconst.RENDERBUFFER, glconst.STENCIL_INDEX8, width, height)
return renderbufferNative(r), nil
}
func (c *context) bindRenderbufferImpl(r renderbufferNative) {
gl := c.gl
gl.bindRenderbuffer.Invoke(glconst.RENDERBUFFER, js.Value(r))
}
func (c *context) deleteRenderbuffer(r renderbufferNative) {
gl := c.gl
if !gl.isRenderbuffer.Invoke(js.Value(r)).Bool() {
return
}
if c.lastRenderbuffer.equal(r) {
c.lastRenderbuffer = renderbufferNative(js.Null())
}
gl.deleteRenderbuffer.Invoke(js.Value(r))
}
func (c *context) newFramebuffer(t textureNative) (framebufferNative, error) {
gl := c.gl
f := gl.createFramebuffer.Invoke()
c.bindFramebuffer(framebufferNative(f))
gl.framebufferTexture2D.Invoke(glconst.FRAMEBUFFER, glconst.COLOR_ATTACHMENT0, glconst.TEXTURE_2D, js.Value(t), 0)
if s := gl.checkFramebufferStatus.Invoke(glconst.FRAMEBUFFER); s.Int() != glconst.FRAMEBUFFER_COMPLETE {
return framebufferNative(js.Null()), errors.New(fmt.Sprintf("opengl: creating framebuffer failed: %d", s.Int()))
}
return framebufferNative(f), nil
}
func (c *context) bindStencilBuffer(f framebufferNative, r renderbufferNative) error {
gl := c.gl
c.bindFramebuffer(f)
gl.framebufferRenderbuffer.Invoke(glconst.FRAMEBUFFER, glconst.STENCIL_ATTACHMENT, glconst.RENDERBUFFER, js.Value(r))
if s := gl.checkFramebufferStatus.Invoke(glconst.FRAMEBUFFER); s.Int() != glconst.FRAMEBUFFER_COMPLETE {
return errors.New(fmt.Sprintf("opengl: framebufferRenderbuffer failed: %d", s.Int()))
}
return nil
}
func (c *context) setViewportImpl(width, height int) {
gl := c.gl
gl.viewport.Invoke(0, 0, width, height)
}
func (c *context) deleteFramebuffer(f framebufferNative) {
gl := c.gl
if !gl.isFramebuffer.Invoke(js.Value(f)).Bool() {
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.equal(f) {
c.lastFramebuffer = framebufferNative(js.Null())
c.lastViewportWidth = 0
c.lastViewportHeight = 0
}
gl.deleteFramebuffer.Invoke(js.Value(f))
}
func (c *context) newVertexShader(source string) (shader, error) {
return c.newShader(glconst.VERTEX_SHADER, source)
}
func (c *context) newFragmentShader(source string) (shader, error) {
return c.newShader(glconst.FRAGMENT_SHADER, source)
}
func (c *context) newShader(shaderType int, source string) (shader, error) {
gl := c.gl
s := gl.createShader.Invoke(int(shaderType))
if !s.Truthy() {
return shader(js.Null()), fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
}
gl.shaderSource.Invoke(js.Value(s), source)
gl.compileShader.Invoke(js.Value(s))
if !gl.getShaderParameter.Invoke(js.Value(s), glconst.COMPILE_STATUS).Bool() {
log := gl.getShaderInfoLog.Invoke(js.Value(s))
return shader(js.Null()), fmt.Errorf("opengl: shader compile failed: %s", log)
}
return shader(s), nil
}
func (c *context) deleteShader(s shader) {
gl := c.gl
gl.deleteShader.Invoke(js.Value(s))
}
func (c *context) newProgram(shaders []shader, attributes []string) (program, error) {
gl := c.gl
v := gl.createProgram.Invoke()
if !v.Truthy() {
return program{}, errors.New("opengl: glCreateProgram failed")
}
for _, shader := range shaders {
gl.attachShader.Invoke(v, js.Value(shader))
}
for i, name := range attributes {
gl.bindAttribLocation.Invoke(v, i, name)
}
gl.linkProgram.Invoke(v)
if !gl.getProgramParameter.Invoke(v, glconst.LINK_STATUS).Bool() {
info := gl.getProgramInfoLog.Invoke(v).String()
return program{}, fmt.Errorf("opengl: program error: %s", info)
}
id := c.lastProgramID
c.lastProgramID++
return program{
value: v,
id: id,
}, nil
}
func (c *context) useProgram(p program) {
gl := c.gl
gl.useProgram.Invoke(p.value)
}
func (c *context) deleteProgram(p program) {
c.locationCache.deleteProgram(p)
gl := c.gl
if !gl.isProgram.Invoke(p.value).Bool() {
return
}
gl.deleteProgram.Invoke(p.value)
}
func (c *context) getUniformLocationImpl(p program, location string) uniformLocation {
gl := c.gl
return uniformLocation(gl.getUniformLocation.Invoke(p.value, location))
}
func (c *context) uniformInt(p program, location string, v int) bool {
gl := c.gl
l := c.locationCache.GetUniformLocation(c, p, location)
if l.equal(invalidUniform) {
return false
}
gl.uniform1i.Invoke(js.Value(l), v)
return true
}
func (c *context) uniforms(p program, location string, v []uint32, typ shaderir.Type) bool {
gl := c.gl
l := c.locationCache.GetUniformLocation(c, p, location)
if l.equal(invalidUniform) {
return false
}
base := typ.Main
if base == shaderir.Array {
base = typ.Sub[0].Main
}
switch base {
case shaderir.Float:
arr := jsutil.TemporaryFloat32Array(len(v), uint32sToFloat32s(v))
if c.usesWebGL2() {
gl.uniform1fv.Invoke(js.Value(l), arr, 0, len(v))
} else {
gl.uniform1fv.Invoke(js.Value(l), arr.Call("subarray", 0, len(v)))
}
case shaderir.Int:
arr := jsutil.TemporaryInt32Array(len(v), uint32sToInt32s(v))
if c.usesWebGL2() {
gl.uniform1iv.Invoke(js.Value(l), arr, 0, len(v))
} else {
gl.uniform1iv.Invoke(js.Value(l), arr.Call("subarray", 0, len(v)))
}
case shaderir.Vec2:
arr := jsutil.TemporaryFloat32Array(len(v), uint32sToFloat32s(v))
if c.usesWebGL2() {
gl.uniform2fv.Invoke(js.Value(l), arr, 0, len(v))
} else {
gl.uniform2fv.Invoke(js.Value(l), arr.Call("subarray", 0, len(v)))
}
case shaderir.Vec3:
arr := jsutil.TemporaryFloat32Array(len(v), uint32sToFloat32s(v))
if c.usesWebGL2() {
gl.uniform3fv.Invoke(js.Value(l), arr, 0, len(v))
} else {
gl.uniform3fv.Invoke(js.Value(l), arr.Call("subarray", 0, len(v)))
}
case shaderir.Vec4:
arr := jsutil.TemporaryFloat32Array(len(v), uint32sToFloat32s(v))
if c.usesWebGL2() {
gl.uniform4fv.Invoke(js.Value(l), arr, 0, len(v))
} else {
gl.uniform4fv.Invoke(js.Value(l), arr.Call("subarray", 0, len(v)))
}
case shaderir.Mat2:
arr := jsutil.TemporaryFloat32Array(len(v), uint32sToFloat32s(v))
if c.usesWebGL2() {
gl.uniformMatrix2fv.Invoke(js.Value(l), false, arr, 0, len(v))
} else {
gl.uniformMatrix2fv.Invoke(js.Value(l), false, arr.Call("subarray", 0, len(v)))
}
case shaderir.Mat3:
arr := jsutil.TemporaryFloat32Array(len(v), uint32sToFloat32s(v))
if c.usesWebGL2() {
gl.uniformMatrix3fv.Invoke(js.Value(l), false, arr, 0, len(v))
} else {
gl.uniformMatrix3fv.Invoke(js.Value(l), false, arr.Call("subarray", 0, len(v)))
}
case shaderir.Mat4:
arr := jsutil.TemporaryFloat32Array(len(v), uint32sToFloat32s(v))
if c.usesWebGL2() {
gl.uniformMatrix4fv.Invoke(js.Value(l), false, arr, 0, len(v))
} else {
gl.uniformMatrix4fv.Invoke(js.Value(l), false, arr.Call("subarray", 0, len(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) {
gl := c.gl
gl.vertexAttribPointer.Invoke(index, size, glconst.FLOAT, false, stride, offset)
}
func (c *context) enableVertexAttribArray(index int) {
gl := c.gl
gl.enableVertexAttribArray.Invoke(index)
}
func (c *context) disableVertexAttribArray(index int) {
gl := c.gl
gl.disableVertexAttribArray.Invoke(index)
}
func (c *context) newArrayBuffer(size int) buffer {
gl := c.gl
b := gl.createBuffer.Invoke()
gl.bindBuffer.Invoke(glconst.ARRAY_BUFFER, js.Value(b))
gl.bufferData.Invoke(glconst.ARRAY_BUFFER, size, glconst.DYNAMIC_DRAW)
return buffer(b)
}
func (c *context) newElementArrayBuffer(size int) buffer {
gl := c.gl
b := gl.createBuffer.Invoke()
gl.bindBuffer.Invoke(glconst.ELEMENT_ARRAY_BUFFER, js.Value(b))
gl.bufferData.Invoke(glconst.ELEMENT_ARRAY_BUFFER, size, glconst.DYNAMIC_DRAW)
return buffer(b)
}
func (c *context) bindArrayBuffer(b buffer) {
gl := c.gl
gl.bindBuffer.Invoke(glconst.ARRAY_BUFFER, js.Value(b))
}
func (c *context) bindElementArrayBuffer(b buffer) {
gl := c.gl
gl.bindBuffer.Invoke(glconst.ELEMENT_ARRAY_BUFFER, js.Value(b))
}
func (c *context) arrayBufferSubData(data []float32) {
gl := c.gl
l := len(data) * 4
arr := jsutil.TemporaryUint8ArrayFromFloat32Slice(l, data)
if c.usesWebGL2() {
gl.bufferSubData.Invoke(glconst.ARRAY_BUFFER, 0, arr, 0, l)
} else {
gl.bufferSubData.Invoke(glconst.ARRAY_BUFFER, 0, arr.Call("subarray", 0, l))
}
}
func (c *context) elementArrayBufferSubData(data []uint16) {
gl := c.gl
l := len(data) * 2
arr := jsutil.TemporaryUint8ArrayFromUint16Slice(l, data)
if c.usesWebGL2() {
gl.bufferSubData.Invoke(glconst.ELEMENT_ARRAY_BUFFER, 0, arr, 0, l)
} else {
gl.bufferSubData.Invoke(glconst.ELEMENT_ARRAY_BUFFER, 0, arr.Call("subarray", 0, l))
}
}
func (c *context) deleteBuffer(b buffer) {
gl := c.gl
gl.deleteBuffer.Invoke(js.Value(b))
}
func (c *context) drawElements(len int, offsetInBytes int) {
gl := c.gl
gl.drawElements.Invoke(glconst.TRIANGLES, len, glconst.UNSIGNED_SHORT, offsetInBytes)
}
func (c *context) maxTextureSizeImpl() int {
gl := c.gl
return gl.getParameter.Invoke(glconst.MAX_TEXTURE_SIZE).Int()
}
func (c *context) flush() {
gl := c.gl
gl.flush.Invoke()
}
func (c *context) needsRestoring() bool {
// Though it is possible to have a logic to restore the graphics data for GPU, do not use it for performance (#1603).
return false
}
func (c *context) texSubImage2D(t textureNative, args []*graphicsdriver.WritePixelsArgs) {
c.bindTexture(t)
gl := c.gl
for _, a := range args {
arr := jsutil.TemporaryUint8ArrayFromUint8Slice(len(a.Pixels), a.Pixels)
if c.usesWebGL2() {
// void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
// GLsizei width, GLsizei height,
// GLenum format, GLenum type, ArrayBufferView pixels, srcOffset);
gl.texSubImage2D.Invoke(glconst.TEXTURE_2D, 0, a.X, a.Y, a.Width, a.Height, glconst.RGBA, glconst.UNSIGNED_BYTE, arr, 0)
} else {
// void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
// GLsizei width, GLsizei height,
// GLenum format, GLenum type, ArrayBufferView? pixels);
gl.texSubImage2D.Invoke(glconst.TEXTURE_2D, 0, a.X, a.Y, a.Width, a.Height, glconst.RGBA, glconst.UNSIGNED_BYTE, arr)
}
}
}
func (c *context) enableStencilTest() {
gl := c.gl
gl.enable.Invoke(glconst.STENCIL_TEST)
}
func (c *context) disableStencilTest() {
gl := c.gl
gl.disable.Invoke(glconst.STENCIL_TEST)
}
func (c *context) beginStencilWithEvenOddRule() {
gl := c.gl
gl.clear.Invoke(glconst.STENCIL_BUFFER_BIT)
gl.stencilFunc.Invoke(glconst.ALWAYS, 0x00, 0xff)
gl.stencilOp.Invoke(glconst.KEEP, glconst.KEEP, glconst.INVERT)
gl.colorMask.Invoke(false, false, false, false)
}
func (c *context) endStencilWithEvenOddRule() {
gl := c.gl
gl.stencilFunc.Invoke(glconst.NOTEQUAL, 0x00, 0xff)
gl.stencilOp.Invoke(glconst.KEEP, glconst.KEEP, glconst.KEEP)
gl.colorMask.Invoke(true, true, true, true)
}