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