ebiten/graphics/opengl/context.go
2013-10-19 18:47:34 +09:00

286 lines
7.9 KiB
Go

package opengl
// #cgo LDFLAGS: -framework OpenGL
//
// #include <stdlib.h>
// #include <OpenGL/gl.h>
import "C"
import (
"fmt"
"github.com/hajimehoshi/go-ebiten/graphics"
"github.com/hajimehoshi/go-ebiten/graphics/matrix"
"image"
"math"
"unsafe"
)
type Context struct {
screen *RenderTarget
screenWidth int
screenHeight int
screenScale int
textures map[graphics.TextureID]*Texture
renderTargets map[graphics.RenderTargetID]*RenderTarget
currentOffscreen *RenderTarget
mainFramebufferTexture *RenderTarget
}
func newContext(screenWidth, screenHeight, screenScale int) *Context {
context := &Context{
screenWidth: screenWidth,
screenHeight: screenHeight,
screenScale: screenScale,
textures: map[graphics.TextureID]*Texture{},
renderTargets: map[graphics.RenderTargetID]*RenderTarget{},
}
return context
}
func (context *Context) Init() {
// The main framebuffer should be created sooner than any other
// framebuffers!
mainFramebuffer := C.GLint(0)
C.glGetIntegerv(C.GL_FRAMEBUFFER_BINDING, &mainFramebuffer)
context.mainFramebufferTexture = newRenderTargetWithFramebuffer(
context.screenWidth*context.screenScale,
context.screenHeight*context.screenScale,
C.GLuint(mainFramebuffer))
initializeShaders()
screenID := context.NewRenderTarget(
context.screenWidth, context.screenHeight)
context.screen = context.renderTargets[screenID]
}
func (context *Context) ToTexture(renderTargetID graphics.RenderTargetID) graphics.TextureID {
renderTarget := context.renderTargets[renderTargetID]
return renderTarget.texture.ID()
}
func (context *Context) Clear() {
context.Fill(0, 0, 0)
}
func (context *Context) Fill(r, g, b uint8) {
const max = float64(math.MaxUint8)
C.glClearColor(
C.GLclampf(float64(r)/max),
C.GLclampf(float64(g)/max),
C.GLclampf(float64(b)/max),
1)
C.glClear(C.GL_COLOR_BUFFER_BIT)
}
func (context *Context) DrawTexture(
textureID graphics.TextureID,
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
texture, ok := context.textures[textureID]
if !ok {
panic("invalid texture ID")
}
source := graphics.Rect{0, 0, texture.width, texture.height}
locations := []graphics.TexturePart{{0, 0, source}}
context.DrawTextureParts(textureID, locations,
geometryMatrix, colorMatrix)
}
func (context *Context) DrawTextureParts(
textureID graphics.TextureID, parts []graphics.TexturePart,
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
texture, ok := context.textures[textureID]
if !ok {
panic("invalid texture ID")
}
shaderProgram := context.setShaderProgram(geometryMatrix, colorMatrix)
C.glBindTexture(C.GL_TEXTURE_2D, texture.native)
vertexAttrLocation := getAttributeLocation(shaderProgram, "vertex")
textureAttrLocation := getAttributeLocation(shaderProgram, "texture")
C.glEnableClientState(C.GL_VERTEX_ARRAY)
C.glEnableClientState(C.GL_TEXTURE_COORD_ARRAY)
C.glEnableVertexAttribArray(C.GLuint(vertexAttrLocation))
C.glEnableVertexAttribArray(C.GLuint(textureAttrLocation))
// TODO: Optimization
for _, part := range parts {
x1 := float32(part.LocationX)
x2 := float32(part.LocationX + part.Source.Width)
y1 := float32(part.LocationY)
y2 := float32(part.LocationY + part.Source.Height)
vertex := [...]float32{
x1, y1,
x2, y1,
x1, y2,
x2, y2,
}
src := part.Source
tu1 := float32(src.X) / float32(texture.textureWidth)
tu2 := float32(src.X+src.Width) / float32(texture.textureWidth)
tv1 := float32(src.Y) / float32(texture.textureHeight)
tv2 := float32(src.Y+src.Height) / float32(texture.textureHeight)
texCoord := [...]float32{
tu1, tv1,
tu2, tv1,
tu1, tv2,
tu2, tv2,
}
C.glVertexAttribPointer(C.GLuint(vertexAttrLocation), 2,
C.GL_FLOAT, C.GL_FALSE,
0, unsafe.Pointer(&vertex[0]))
C.glVertexAttribPointer(C.GLuint(textureAttrLocation), 2,
C.GL_FLOAT, C.GL_FALSE,
0, unsafe.Pointer(&texCoord[0]))
C.glDrawArrays(C.GL_TRIANGLE_STRIP, 0, 4)
}
C.glDisableVertexAttribArray(C.GLuint(textureAttrLocation))
C.glDisableVertexAttribArray(C.GLuint(vertexAttrLocation))
C.glDisableClientState(C.GL_TEXTURE_COORD_ARRAY)
C.glDisableClientState(C.GL_VERTEX_ARRAY)
}
func (context *Context) ResetOffscreen() {
context.setOffscreen(context.screen)
}
func (context *Context) SetOffscreen(renderTargetID graphics.RenderTargetID) {
renderTarget := context.renderTargets[renderTargetID]
context.setOffscreen(renderTarget)
}
func (context *Context) setOffscreen(renderTarget *RenderTarget) {
context.currentOffscreen = renderTarget
C.glFlush()
C.glBindFramebuffer(C.GL_FRAMEBUFFER, renderTarget.framebuffer)
err := C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER)
if err != C.GL_FRAMEBUFFER_COMPLETE {
panic(fmt.Sprintf("glBindFramebuffer failed: %d", err))
}
C.glEnable(C.GL_BLEND)
C.glBlendFuncSeparate(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA,
C.GL_ZERO, C.GL_ONE)
C.glViewport(0, 0, C.GLsizei(renderTarget.texture.textureWidth),
C.GLsizei(renderTarget.texture.textureHeight))
}
func (context *Context) setMainFramebufferOffscreen() {
context.setOffscreen(context.mainFramebufferTexture)
}
func (context *Context) flush() {
C.glFlush()
}
func (context *Context) projectionMatrix() [16]float32 {
texture := context.currentOffscreen.texture
e11 := float32(2) / float32(texture.textureWidth)
e22 := float32(2) / float32(texture.textureHeight)
e41 := float32(-1)
e42 := float32(-1)
if context.currentOffscreen.ID() == context.mainFramebufferTexture.ID() {
e22 *= -1
e42 += float32(texture.height) / float32(texture.textureHeight) * 2
}
return [...]float32{
e11, 0, 0, 0,
0, e22, 0, 0,
0, 0, 1, 0,
e41, e42, 0, 1,
}
}
func (context *Context) setShaderProgram(
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) (program C.GLuint) {
if colorMatrix.IsIdentity() {
program = regularShaderProgram
} else {
program = colorMatrixShaderProgram
}
// TODO: cache and skip?
C.glUseProgram(program)
projectionMatrix := context.projectionMatrix()
C.glUniformMatrix4fv(getUniformLocation(program, "projection_matrix"),
1, C.GL_FALSE,
(*C.GLfloat)(&projectionMatrix[0]))
a := float32(geometryMatrix.Elements[0][0])
b := float32(geometryMatrix.Elements[0][1])
c := float32(geometryMatrix.Elements[1][0])
d := float32(geometryMatrix.Elements[1][1])
tx := float32(geometryMatrix.Elements[0][2])
ty := float32(geometryMatrix.Elements[1][2])
glModelviewMatrix := [...]float32{
a, c, 0, 0,
b, d, 0, 0,
0, 0, 1, 0,
tx, ty, 0, 1,
}
C.glUniformMatrix4fv(getUniformLocation(program, "modelview_matrix"),
1, C.GL_FALSE,
(*C.GLfloat)(&glModelviewMatrix[0]))
C.glUniform1i(getUniformLocation(program, "texture"), 0)
if program != colorMatrixShaderProgram {
return
}
e := [4][5]float32{}
for i := 0; i < 4; i++ {
for j := 0; j < 5; j++ {
e[i][j] = float32(colorMatrix.Elements[i][j])
}
}
glColorMatrix := [...]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],
}
C.glUniformMatrix4fv(getUniformLocation(program, "color_matrix"),
1, C.GL_FALSE, (*C.GLfloat)(&glColorMatrix[0]))
glColorMatrixTranslation := [...]float32{
e[0][4], e[1][4], e[2][4], e[3][4],
}
C.glUniform4fv(getUniformLocation(program, "color_matrix_translation"),
1, (*C.GLfloat)(&glColorMatrixTranslation[0]))
return
}
func (context *Context) NewRenderTarget(width, height int) graphics.RenderTargetID {
renderTarget := newRenderTarget(width, height)
context.renderTargets[renderTarget.ID()] = renderTarget
context.textures[renderTarget.texture.ID()] = renderTarget.texture
context.setOffscreen(renderTarget)
context.Clear()
context.setMainFramebufferOffscreen()
return renderTarget.ID()
}
func (context *Context) NewTextureFromImage(img image.Image) (
graphics.TextureID, error) {
texture, err := newTextureFromImage(img)
if err != nil {
return 0, err
}
context.textures[texture.ID()] = texture
return texture.ID(), nil
}