mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 19:28:57 +01:00
348 lines
9.0 KiB
Go
348 lines
9.0 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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// NOTICE: This file is not maintained well.
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// +build android ios
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package opengl
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import (
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"errors"
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"fmt"
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mgl "golang.org/x/mobile/gl"
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)
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type Texture mgl.Texture
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type Framebuffer mgl.Framebuffer
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type Shader mgl.Shader
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type Program mgl.Program
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type Buffer mgl.Buffer
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var ZeroFramebuffer Framebuffer
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// TODO: Remove this after the GopherJS bug was fixed (#159)
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func (p Program) Equals(other Program) bool {
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return p == other
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}
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type UniformLocation mgl.Uniform
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type AttribLocation mgl.Attrib
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type ProgramID uint32
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func GetProgramID(p Program) ProgramID {
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return ProgramID(p.Value)
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}
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type context struct {
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worker mgl.Worker
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funcs chan func()
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}
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// TODO: This variable can be in the context struct.
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var (
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gl mgl.Context
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)
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func NewContext() *Context {
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c := &Context{
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Nearest: mgl.NEAREST,
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Linear: mgl.LINEAR,
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VertexShader: mgl.VERTEX_SHADER,
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FragmentShader: mgl.FRAGMENT_SHADER,
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ArrayBuffer: mgl.ARRAY_BUFFER,
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ElementArrayBuffer: mgl.ELEMENT_ARRAY_BUFFER,
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DynamicDraw: mgl.DYNAMIC_DRAW,
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StaticDraw: mgl.STATIC_DRAW,
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Triangles: mgl.TRIANGLES,
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Lines: mgl.LINES,
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}
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c.funcs = make(chan func())
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gl, c.worker = mgl.NewContext()
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return c
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}
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func (c *Context) Loop() {
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for {
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select {
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case <-c.worker.WorkAvailable():
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c.worker.DoWork()
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case f := <-c.funcs:
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f()
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}
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}
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}
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func (c *Context) Init() {
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// This initialization must be done after Loop is called.
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// This is why Init is separated from NewContext.
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// Textures' pixel formats are alpha premultiplied.
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gl.Enable(mgl.BLEND)
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gl.BlendFunc(mgl.ONE, mgl.ONE_MINUS_SRC_ALPHA)
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}
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func (c *Context) RunOnContextThread(f func()) {
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ch := make(chan struct{})
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c.funcs <- func() {
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f()
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close(ch)
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}
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<-ch
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return
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}
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func (c *Context) Check() {
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if e := gl.GetError(); e != mgl.NO_ERROR {
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panic(fmt.Sprintf("check failed: %d", e))
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}
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}
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func (c *Context) NewTexture(width, height int, pixels []uint8, filter Filter) (Texture, error) {
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t := gl.CreateTexture()
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if t.Value <= 0 {
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return Texture{}, errors.New("opengl: creating texture failed")
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}
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gl.PixelStorei(mgl.UNPACK_ALIGNMENT, 4)
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gl.BindTexture(mgl.TEXTURE_2D, t)
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MAG_FILTER, int(filter))
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MIN_FILTER, int(filter))
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var p []uint8
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if pixels != nil {
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p = pixels
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}
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gl.TexImage2D(mgl.TEXTURE_2D, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, p)
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return Texture(t), nil
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}
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func (c *Context) FramebufferPixels(f Framebuffer, width, height int) ([]uint8, error) {
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gl.Flush()
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gl.BindFramebuffer(mgl.FRAMEBUFFER, mgl.Framebuffer(f))
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pixels := make([]uint8, 4*width*height)
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gl.ReadPixels(pixels, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE)
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if e := gl.GetError(); e != mgl.NO_ERROR {
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return nil, fmt.Errorf("opengl: glReadPixels: %d", e)
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}
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return pixels, nil
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}
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func (c *Context) BindTexture(t Texture) {
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gl.BindTexture(mgl.TEXTURE_2D, mgl.Texture(t))
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}
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func (c *Context) DeleteTexture(t Texture) {
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gl.DeleteTexture(mgl.Texture(t))
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}
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func (c *Context) TexSubImage2D(p []uint8, width, height int) {
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gl.TexSubImage2D(mgl.TEXTURE_2D, 0, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, p)
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}
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func (c *Context) BindZeroFramebuffer() {
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gl.BindFramebuffer(mgl.FRAMEBUFFER, mgl.Framebuffer(ZeroFramebuffer))
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}
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func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
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f := gl.CreateFramebuffer()
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if f.Value <= 0 {
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return Framebuffer{}, errors.New("opengl: creating framebuffer failed: gl.IsFramebuffer returns false")
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}
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gl.BindFramebuffer(mgl.FRAMEBUFFER, f)
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gl.FramebufferTexture2D(mgl.FRAMEBUFFER, mgl.COLOR_ATTACHMENT0, mgl.TEXTURE_2D, mgl.Texture(texture), 0)
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s := gl.CheckFramebufferStatus(mgl.FRAMEBUFFER)
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if s != mgl.FRAMEBUFFER_COMPLETE {
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if s != 0 {
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return Framebuffer{}, fmt.Errorf("opengl: creating framebuffer failed: %v", s)
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}
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if e := gl.GetError(); e != mgl.NO_ERROR {
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return Framebuffer{}, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
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}
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return Framebuffer{}, fmt.Errorf("opengl: creating framebuffer failed: unknown error")
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}
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return Framebuffer(f), nil
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}
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func (c *Context) SetViewport(f Framebuffer, width, height int) error {
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gl.Flush()
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gl.BindFramebuffer(mgl.FRAMEBUFFER, mgl.Framebuffer(f))
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if err := gl.CheckFramebufferStatus(mgl.FRAMEBUFFER); err != mgl.FRAMEBUFFER_COMPLETE {
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if e := gl.GetError(); e != 0 {
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return fmt.Errorf("opengl: glBindFramebuffer failed: %d", e)
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}
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return errors.New("opengl: glBindFramebuffer failed: the context is different?")
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}
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gl.Viewport(0, 0, width, height)
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return nil
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}
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func (c *Context) FillFramebuffer(r, g, b, a float64) error {
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gl.ClearColor(float32(r), float32(g), float32(b), float32(a))
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gl.Clear(mgl.COLOR_BUFFER_BIT)
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return nil
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}
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func (c *Context) DeleteFramebuffer(f Framebuffer) {
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gl.DeleteFramebuffer(mgl.Framebuffer(f))
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}
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func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) {
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s := gl.CreateShader(mgl.Enum(shaderType))
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if s.Value == 0 {
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return Shader{}, errors.New("opengl: glCreateShader failed")
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}
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gl.ShaderSource(s, source)
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gl.CompileShader(s)
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v := gl.GetShaderi(s, mgl.COMPILE_STATUS)
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if v == mgl.FALSE {
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log := gl.GetShaderInfoLog(s)
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return Shader{}, fmt.Errorf("opengl: shader compile failed: %s", log)
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}
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return Shader(s), nil
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}
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func (c *Context) DeleteShader(s Shader) {
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gl.DeleteShader(mgl.Shader(s))
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}
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func (c *Context) GlslHighpSupported() bool {
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return false
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}
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func (c *Context) NewProgram(shaders []Shader) (Program, error) {
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p := gl.CreateProgram()
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if p.Value == 0 {
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return Program{}, errors.New("opengl: glCreateProgram failed")
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}
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for _, shader := range shaders {
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gl.AttachShader(p, mgl.Shader(shader))
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}
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gl.LinkProgram(p)
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v := gl.GetProgrami(p, mgl.LINK_STATUS)
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if v == mgl.FALSE {
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return Program{}, errors.New("opengl: program error")
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}
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return Program(p), nil
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}
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func (c *Context) UseProgram(p Program) {
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gl.UseProgram(mgl.Program(p))
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}
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func (c *Context) getUniformLocation(p Program, location string) UniformLocation {
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u := UniformLocation(gl.GetUniformLocation(mgl.Program(p), location))
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if u.Value == -1 {
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panic("invalid uniform location: " + location)
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}
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return u
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}
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func (c *Context) UniformInt(p Program, location string, v int) {
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gl.Uniform1i(mgl.Uniform(GetUniformLocation(c, p, location)), v)
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}
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func (c *Context) UniformFloats(p Program, location string, v []float32) {
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l := mgl.Uniform(GetUniformLocation(c, p, location))
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switch len(v) {
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case 4:
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gl.Uniform4fv(l, v)
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case 16:
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gl.UniformMatrix4fv(l, v)
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default:
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panic("not reach")
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}
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}
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func (c *Context) getAttribLocation(p Program, location string) AttribLocation {
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a := AttribLocation(gl.GetAttribLocation(mgl.Program(p), location))
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if a.Value == ^uint(0) {
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panic("invalid attrib location: " + location)
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}
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return a
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}
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func (c *Context) VertexAttribPointer(p Program, location string, normalize bool, stride int, size int, v int) {
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l := GetAttribLocation(c, p, location)
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gl.VertexAttribPointer(mgl.Attrib(l), size, mgl.SHORT, normalize, stride, v)
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}
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func (c *Context) EnableVertexAttribArray(p Program, location string) {
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l := GetAttribLocation(c, p, location)
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gl.EnableVertexAttribArray(mgl.Attrib(l))
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}
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func (c *Context) DisableVertexAttribArray(p Program, location string) {
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l := GetAttribLocation(c, p, location)
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gl.DisableVertexAttribArray(mgl.Attrib(l))
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}
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func uint16ToBytes(v []uint16) []byte {
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b := make([]byte, len(v)*2)
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for i, x := range v {
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b[2*i] = byte(x)
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b[2*i+1] = byte(x >> 8)
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}
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return b
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}
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func int16ToBytes(v []int16) []byte {
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b := make([]byte, len(v)*2)
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for i, x := range v {
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b[2*i] = byte(uint16(x))
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b[2*i+1] = byte(uint16(x) >> 8)
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}
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return b
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}
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func (c *Context) NewBuffer(bufferType BufferType, v interface{}, bufferUsage BufferUsage) Buffer {
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b := gl.CreateBuffer()
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gl.BindBuffer(mgl.Enum(bufferType), b)
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switch v := v.(type) {
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case int:
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gl.BufferInit(mgl.Enum(bufferType), v, mgl.Enum(bufferUsage))
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return Buffer(b)
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case []uint16:
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gl.BufferData(mgl.Enum(bufferType), uint16ToBytes(v), mgl.Enum(bufferUsage))
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default:
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panic("not reach")
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}
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return Buffer(b)
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}
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func (c *Context) BindElementArrayBuffer(b Buffer) {
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gl.BindBuffer(mgl.ELEMENT_ARRAY_BUFFER, mgl.Buffer(b))
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}
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func (c *Context) BufferSubData(bufferType BufferType, data []int16) {
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gl.BufferSubData(mgl.Enum(bufferType), 0, int16ToBytes(data))
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}
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func (c *Context) DrawElements(mode Mode, len int) {
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gl.DrawElements(mgl.Enum(mode), len, mgl.UNSIGNED_SHORT, 0)
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}
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func (c *Context) Finish() {
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gl.Finish()
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}
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