mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
a627c41217
Updates #1258 Updates #1415 Updates #1462
602 lines
17 KiB
Go
602 lines
17 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 opengl
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import (
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"errors"
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"fmt"
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"syscall/js"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gles"
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"github.com/hajimehoshi/ebiten/v2/internal/jsutil"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/web"
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)
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type (
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textureNative js.Value
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framebufferNative js.Value
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shader js.Value
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buffer js.Value
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uniformLocation js.Value
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attribLocation int
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programID int
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program struct {
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value js.Value
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id programID
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}
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)
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func (t textureNative) equal(rhs textureNative) bool {
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return js.Value(t).Equal(js.Value(rhs))
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}
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func (f framebufferNative) equal(rhs framebufferNative) bool {
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return js.Value(f).Equal(js.Value(rhs))
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}
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func (s shader) equal(rhs shader) bool {
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return js.Value(s).Equal(js.Value(rhs))
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}
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func (b buffer) equal(rhs buffer) bool {
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return js.Value(b).Equal(js.Value(rhs))
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}
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func (u uniformLocation) equal(rhs uniformLocation) bool {
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return js.Value(u).Equal(js.Value(rhs))
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}
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func (p program) equal(rhs program) bool {
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return p.value.Equal(rhs.value) && p.id == rhs.id
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}
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var InvalidTexture = textureNative(js.Null())
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var invalidUniform = uniformLocation(js.Null())
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func getProgramID(p program) programID {
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return p.id
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}
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const (
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zero = operation(gles.ZERO)
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one = operation(gles.ONE)
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srcAlpha = operation(gles.SRC_ALPHA)
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dstAlpha = operation(gles.DST_ALPHA)
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oneMinusSrcAlpha = operation(gles.ONE_MINUS_SRC_ALPHA)
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oneMinusDstAlpha = operation(gles.ONE_MINUS_DST_ALPHA)
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dstColor = operation(gles.DST_COLOR)
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)
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var (
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isWebGL2Available = !forceWebGL1 && (js.Global().Get("WebGL2RenderingContext").Truthy() || js.Global().Get("go2cpp").Truthy())
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needsRestoring = !web.IsMobileBrowser() && !js.Global().Get("go2cpp").Truthy()
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)
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type contextImpl struct {
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gl *gl
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lastProgramID programID
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}
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func (c *context) initGL() {
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var gl js.Value
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// TODO: Define id?
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if doc := js.Global().Get("document"); doc.Truthy() {
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canvas := doc.Call("querySelector", "canvas")
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attr := js.Global().Get("Object").New()
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attr.Set("alpha", true)
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attr.Set("premultipliedAlpha", true)
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if isWebGL2Available {
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gl = canvas.Call("getContext", "webgl2", attr)
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} else {
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gl = canvas.Call("getContext", "webgl", attr)
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if !gl.Truthy() {
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gl = canvas.Call("getContext", "experimental-webgl", attr)
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if !gl.Truthy() {
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panic("opengl: getContext failed")
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}
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}
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}
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} else if go2cpp := js.Global().Get("go2cpp"); go2cpp.Truthy() {
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gl = go2cpp.Get("gl")
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}
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c.gl = newGL(gl)
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}
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func (c *context) reset() error {
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c.locationCache = newLocationCache()
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c.lastTexture = textureNative(js.Null())
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c.lastFramebuffer = framebufferNative(js.Null())
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c.lastViewportWidth = 0
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c.lastViewportHeight = 0
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c.lastCompositeMode = driver.CompositeModeUnknown
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c.initGL()
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if c.gl.isContextLost.Invoke().Bool() {
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return driver.GraphicsNotReady
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}
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gl := c.gl
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gl.enable.Invoke(gles.BLEND)
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gl.enable.Invoke(gles.SCISSOR_TEST)
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c.blendFunc(driver.CompositeModeSourceOver)
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f := gl.getParameter.Invoke(gles.FRAMEBUFFER_BINDING)
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c.screenFramebuffer = framebufferNative(f)
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if !isWebGL2Available {
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gl.getExtension.Invoke("OES_standard_derivatives")
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}
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return nil
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}
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func (c *context) blendFunc(mode driver.CompositeMode) {
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if c.lastCompositeMode == mode {
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return
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}
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c.lastCompositeMode = mode
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s, d := mode.Operations()
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s2, d2 := convertOperation(s), convertOperation(d)
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gl := c.gl
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gl.blendFunc.Invoke(int(s2), int(d2))
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}
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func (c *context) scissor(x, y, width, height int) {
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gl := c.gl
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gl.scissor.Invoke(x, y, width, height)
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}
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func (c *context) newTexture(width, height int) (textureNative, error) {
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gl := c.gl
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t := gl.createTexture.Invoke()
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if !t.Truthy() {
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return textureNative(js.Null()), errors.New("opengl: glGenTexture failed")
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}
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gl.pixelStorei.Invoke(gles.UNPACK_ALIGNMENT, 4)
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c.bindTexture(textureNative(t))
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gl.texParameteri.Invoke(gles.TEXTURE_2D, gles.TEXTURE_MAG_FILTER, gles.NEAREST)
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gl.texParameteri.Invoke(gles.TEXTURE_2D, gles.TEXTURE_MIN_FILTER, gles.NEAREST)
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gl.texParameteri.Invoke(gles.TEXTURE_2D, gles.TEXTURE_WRAP_S, gles.CLAMP_TO_EDGE)
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gl.texParameteri.Invoke(gles.TEXTURE_2D, gles.TEXTURE_WRAP_T, gles.CLAMP_TO_EDGE)
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// Firefox warns the usage of textures without specifying pixels (#629)
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//
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// Error: WebGL warning: drawElements: This operation requires zeroing texture data. This is slow.
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//
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// In Ebiten, textures are filled with pixels laster by the filter that ignores destination, so it is fine
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// to leave textures as uninitialized here. Rather, extra memory allocating for initialization should be
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// avoided.
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gl.texImage2D.Invoke(gles.TEXTURE_2D, 0, gles.RGBA, width, height, 0, gles.RGBA, gles.UNSIGNED_BYTE, nil)
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return textureNative(t), nil
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}
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func (c *context) bindFramebufferImpl(f framebufferNative) {
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gl := c.gl
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gl.bindFramebuffer.Invoke(gles.FRAMEBUFFER, js.Value(f))
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}
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func (c *context) framebufferPixels(f *framebuffer, width, height int) []byte {
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gl := c.gl
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c.bindFramebuffer(f.native)
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l := 4 * width * height
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p := jsutil.TemporaryUint8Array(l, nil)
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gl.readPixels.Invoke(0, 0, width, height, gles.RGBA, gles.UNSIGNED_BYTE, p)
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return jsutil.Uint8ArrayToSlice(p, l)
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}
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func (c *context) framebufferPixelsToBuffer(f *framebuffer, buffer buffer, width, height int) {
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gl := c.gl
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c.bindFramebuffer(f.native)
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gl.bindBuffer.Invoke(gles.PIXEL_PACK_BUFFER, js.Value(buffer))
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// void gl.readPixels(x, y, width, height, format, type, GLintptr offset);
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gl.readPixels.Invoke(0, 0, width, height, gles.RGBA, gles.UNSIGNED_BYTE, 0)
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gl.bindBuffer.Invoke(gles.PIXEL_PACK_BUFFER, nil)
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}
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func (c *context) activeTexture(idx int) {
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gl := c.gl
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gl.activeTexture.Invoke(gles.TEXTURE0 + idx)
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}
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func (c *context) bindTextureImpl(t textureNative) {
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gl := c.gl
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gl.bindTexture.Invoke(gles.TEXTURE_2D, js.Value(t))
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}
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func (c *context) deleteTexture(t textureNative) {
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gl := c.gl
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if !gl.isTexture.Invoke(js.Value(t)).Bool() {
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return
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}
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if c.lastTexture.equal(t) {
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c.lastTexture = textureNative(js.Null())
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}
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gl.deleteTexture.Invoke(js.Value(t))
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}
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func (c *context) isTexture(t textureNative) bool {
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// isTexture should not be called to detect context-lost since this performance is not good (#1175).
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panic("opengl: isTexture is not implemented")
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}
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func (c *context) newFramebuffer(t textureNative) (framebufferNative, error) {
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gl := c.gl
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f := gl.createFramebuffer.Invoke()
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c.bindFramebuffer(framebufferNative(f))
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gl.framebufferTexture2D.Invoke(gles.FRAMEBUFFER, gles.COLOR_ATTACHMENT0, gles.TEXTURE_2D, js.Value(t), 0)
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if s := gl.checkFramebufferStatus.Invoke(gles.FRAMEBUFFER); s.Int() != gles.FRAMEBUFFER_COMPLETE {
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return framebufferNative(js.Null()), errors.New(fmt.Sprintf("opengl: creating framebuffer failed: %d", s.Int()))
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}
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return framebufferNative(f), nil
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}
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func (c *context) setViewportImpl(width, height int) {
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gl := c.gl
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gl.viewport.Invoke(0, 0, width, height)
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}
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func (c *context) deleteFramebuffer(f framebufferNative) {
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gl := c.gl
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if !gl.isFramebuffer.Invoke(js.Value(f)).Bool() {
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return
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}
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// If a framebuffer to be deleted is bound, a newly bound framebuffer
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// will be a default framebuffer.
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// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glDeleteFramebuffers.xml
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if c.lastFramebuffer.equal(f) {
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c.lastFramebuffer = framebufferNative(js.Null())
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c.lastViewportWidth = 0
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c.lastViewportHeight = 0
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}
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gl.deleteFramebuffer.Invoke(js.Value(f))
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}
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func (c *context) newVertexShader(source string) (shader, error) {
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return c.newShader(gles.VERTEX_SHADER, source)
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}
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func (c *context) newFragmentShader(source string) (shader, error) {
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return c.newShader(gles.FRAGMENT_SHADER, source)
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}
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func (c *context) newShader(shaderType int, source string) (shader, error) {
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gl := c.gl
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s := gl.createShader.Invoke(int(shaderType))
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if !s.Truthy() {
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return shader(js.Null()), fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
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}
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gl.shaderSource.Invoke(js.Value(s), source)
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gl.compileShader.Invoke(js.Value(s))
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if !gl.getShaderParameter.Invoke(js.Value(s), gles.COMPILE_STATUS).Bool() {
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log := gl.getShaderInfoLog.Invoke(js.Value(s))
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return shader(js.Null()), 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 := c.gl
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gl.deleteShader.Invoke(js.Value(s))
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}
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func (c *context) newProgram(shaders []shader, attributes []string) (program, error) {
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gl := c.gl
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v := gl.createProgram.Invoke()
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if !v.Truthy() {
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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.Invoke(v, js.Value(shader))
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}
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for i, name := range attributes {
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gl.bindAttribLocation.Invoke(v, i, name)
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}
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gl.linkProgram.Invoke(v)
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if !gl.getProgramParameter.Invoke(v, gles.LINK_STATUS).Bool() {
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info := gl.getProgramInfoLog.Invoke(v).String()
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return program{}, fmt.Errorf("opengl: program error: %s", info)
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}
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id := c.lastProgramID
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c.lastProgramID++
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return program{
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value: v,
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id: id,
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}, nil
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}
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func (c *context) useProgram(p program) {
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gl := c.gl
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gl.useProgram.Invoke(p.value)
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}
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func (c *context) deleteProgram(p program) {
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gl := c.gl
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if !gl.isProgram.Invoke(p.value).Bool() {
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return
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}
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gl.deleteProgram.Invoke(p.value)
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}
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func (c *context) getUniformLocationImpl(p program, location string) uniformLocation {
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gl := c.gl
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return uniformLocation(gl.getUniformLocation.Invoke(p.value, location))
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}
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func (c *context) uniformInt(p program, location string, v int) bool {
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gl := c.gl
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l := c.locationCache.GetUniformLocation(c, p, location)
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if l.equal(invalidUniform) {
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return false
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}
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gl.uniform1i.Invoke(js.Value(l), v)
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return true
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}
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func (c *context) uniformFloat(p program, location string, v float32) bool {
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gl := c.gl
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l := c.locationCache.GetUniformLocation(c, p, location)
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if l.equal(invalidUniform) {
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return false
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}
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gl.uniform1f.Invoke(js.Value(l), v)
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return true
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}
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func (c *context) uniformFloats(p program, location string, v []float32, typ shaderir.Type) bool {
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gl := c.gl
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l := c.locationCache.GetUniformLocation(c, p, location)
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if l.equal(invalidUniform) {
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return false
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}
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base := typ.Main
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if base == shaderir.Array {
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base = typ.Sub[0].Main
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}
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arr := jsutil.TemporaryFloat32Array(len(v), v)
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switch base {
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case shaderir.Float:
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if isWebGL2Available {
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gl.uniform1fv.Invoke(js.Value(l), arr, 0, len(v))
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} else {
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gl.uniform1fv.Invoke(js.Value(l), arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Vec2:
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if isWebGL2Available {
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gl.uniform2fv.Invoke(js.Value(l), arr, 0, len(v))
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} else {
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gl.uniform2fv.Invoke(js.Value(l), arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Vec3:
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if isWebGL2Available {
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gl.uniform3fv.Invoke(js.Value(l), arr, 0, len(v))
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} else {
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gl.uniform3fv.Invoke(js.Value(l), arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Vec4:
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if isWebGL2Available {
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gl.uniform4fv.Invoke(js.Value(l), arr, 0, len(v))
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} else {
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gl.uniform4fv.Invoke(js.Value(l), arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Mat2:
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if isWebGL2Available {
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gl.uniformMatrix2fv.Invoke(js.Value(l), false, arr, 0, len(v))
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} else {
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gl.uniformMatrix2fv.Invoke(js.Value(l), false, arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Mat3:
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if isWebGL2Available {
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gl.uniformMatrix3fv.Invoke(js.Value(l), false, arr, 0, len(v))
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} else {
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gl.uniformMatrix3fv.Invoke(js.Value(l), false, arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Mat4:
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if isWebGL2Available {
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gl.uniformMatrix4fv.Invoke(js.Value(l), false, arr, 0, len(v))
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} else {
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gl.uniformMatrix4fv.Invoke(js.Value(l), false, arr.Call("subarray", 0, len(v)))
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}
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default:
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panic(fmt.Sprintf("opengl: unexpected type: %s", typ.String()))
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}
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return true
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}
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func (c *context) vertexAttribPointer(index int, size int, stride int, offset int) {
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gl := c.gl
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gl.vertexAttribPointer.Invoke(index, size, gles.FLOAT, false, stride, offset)
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}
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func (c *context) enableVertexAttribArray(index int) {
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gl := c.gl
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gl.enableVertexAttribArray.Invoke(index)
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}
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func (c *context) disableVertexAttribArray(index int) {
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gl := c.gl
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gl.disableVertexAttribArray.Invoke(index)
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}
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func (c *context) newArrayBuffer(size int) buffer {
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gl := c.gl
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b := gl.createBuffer.Invoke()
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gl.bindBuffer.Invoke(gles.ARRAY_BUFFER, js.Value(b))
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gl.bufferData.Invoke(gles.ARRAY_BUFFER, size, gles.DYNAMIC_DRAW)
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return buffer(b)
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}
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func (c *context) newElementArrayBuffer(size int) buffer {
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gl := c.gl
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b := gl.createBuffer.Invoke()
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gl.bindBuffer.Invoke(gles.ELEMENT_ARRAY_BUFFER, js.Value(b))
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gl.bufferData.Invoke(gles.ELEMENT_ARRAY_BUFFER, size, gles.DYNAMIC_DRAW)
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return buffer(b)
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}
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func (c *context) bindArrayBuffer(b buffer) {
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gl := c.gl
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gl.bindBuffer.Invoke(gles.ARRAY_BUFFER, js.Value(b))
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}
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func (c *context) bindElementArrayBuffer(b buffer) {
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gl := c.gl
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gl.bindBuffer.Invoke(gles.ELEMENT_ARRAY_BUFFER, js.Value(b))
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}
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func (c *context) arrayBufferSubData(data []float32) {
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gl := c.gl
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l := len(data) * 4
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arr := jsutil.TemporaryUint8Array(l, data)
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if isWebGL2Available {
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gl.bufferSubData.Invoke(gles.ARRAY_BUFFER, 0, arr, 0, l)
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} else {
|
|
gl.bufferSubData.Invoke(gles.ARRAY_BUFFER, 0, arr.Call("subarray", 0, l))
|
|
}
|
|
}
|
|
|
|
func (c *context) elementArrayBufferSubData(data []uint16) {
|
|
gl := c.gl
|
|
l := len(data) * 2
|
|
arr := jsutil.TemporaryUint8Array(l, data)
|
|
if isWebGL2Available {
|
|
gl.bufferSubData.Invoke(gles.ELEMENT_ARRAY_BUFFER, 0, arr, 0, l)
|
|
} else {
|
|
gl.bufferSubData.Invoke(gles.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(gles.TRIANGLES, len, gles.UNSIGNED_SHORT, offsetInBytes)
|
|
}
|
|
|
|
func (c *context) maxTextureSizeImpl() int {
|
|
gl := c.gl
|
|
return gl.getParameter.Invoke(gles.MAX_TEXTURE_SIZE).Int()
|
|
}
|
|
|
|
func (c *context) getShaderPrecisionFormatPrecision() int {
|
|
gl := c.gl
|
|
return gl.getShaderPrecisionFormat.Invoke(gles.FRAGMENT_SHADER, gles.HIGH_FLOAT).Get("precision").Int()
|
|
}
|
|
|
|
func (c *context) flush() {
|
|
gl := c.gl
|
|
gl.flush.Invoke()
|
|
}
|
|
|
|
func (c *context) needsRestoring() bool {
|
|
return needsRestoring
|
|
}
|
|
|
|
func (c *context) canUsePBO() bool {
|
|
return isWebGL2Available
|
|
}
|
|
|
|
func (c *context) texSubImage2D(t textureNative, width, height int, args []*driver.ReplacePixelsArgs) {
|
|
c.bindTexture(t)
|
|
gl := c.gl
|
|
for _, a := range args {
|
|
arr := jsutil.TemporaryUint8Array(len(a.Pixels), a.Pixels)
|
|
if isWebGL2Available {
|
|
// void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
|
|
// GLsizei width, GLsizei height,
|
|
// GLenum format, GLenum type, ArrayBufferView pixels, srcOffset);
|
|
gl.texSubImage2D.Invoke(gles.TEXTURE_2D, 0, a.X, a.Y, a.Width, a.Height, gles.RGBA, gles.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(gles.TEXTURE_2D, 0, a.X, a.Y, a.Width, a.Height, gles.RGBA, gles.UNSIGNED_BYTE, arr)
|
|
}
|
|
}
|
|
}
|
|
|
|
func (c *context) newPixelBufferObject(width, height int) buffer {
|
|
gl := c.gl
|
|
b := gl.createBuffer.Invoke()
|
|
gl.bindBuffer.Invoke(gles.PIXEL_UNPACK_BUFFER, js.Value(b))
|
|
gl.bufferData.Invoke(gles.PIXEL_UNPACK_BUFFER, 4*width*height, gles.STREAM_DRAW)
|
|
gl.bindBuffer.Invoke(gles.PIXEL_UNPACK_BUFFER, nil)
|
|
return buffer(b)
|
|
}
|
|
|
|
func (c *context) replacePixelsWithPBO(buffer buffer, t textureNative, width, height int, args []*driver.ReplacePixelsArgs) {
|
|
if !isWebGL2Available {
|
|
panic("opengl: WebGL2 must be available when replacePixelsWithPBO is called")
|
|
}
|
|
|
|
c.bindTexture(t)
|
|
gl := c.gl
|
|
gl.bindBuffer.Invoke(gles.PIXEL_UNPACK_BUFFER, js.Value(buffer))
|
|
|
|
stride := 4 * width
|
|
for _, a := range args {
|
|
arr := jsutil.TemporaryUint8Array(len(a.Pixels), a.Pixels)
|
|
offset := 4 * (a.Y*width + a.X)
|
|
for j := 0; j < a.Height; j++ {
|
|
gl.bufferSubData.Invoke(gles.PIXEL_UNPACK_BUFFER, offset+stride*j, arr, 4*a.Width*j, 4*a.Width)
|
|
}
|
|
}
|
|
|
|
// void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
|
|
// GLsizei width, GLsizei height,
|
|
// GLenum format, GLenum type, GLintptr offset);
|
|
gl.texSubImage2D.Invoke(gles.TEXTURE_2D, 0, 0, 0, width, height, gles.RGBA, gles.UNSIGNED_BYTE, 0)
|
|
gl.bindBuffer.Invoke(gles.PIXEL_UNPACK_BUFFER, nil)
|
|
}
|
|
|
|
func (c *context) getBufferSubData(buffer buffer, width, height int) []byte {
|
|
if !isWebGL2Available {
|
|
panic("opengl: WebGL2 must be available when getBufferSubData is called")
|
|
}
|
|
|
|
gl := c.gl
|
|
gl.bindBuffer.Invoke(gles.PIXEL_UNPACK_BUFFER, js.Value(buffer))
|
|
l := 4 * width * height
|
|
arr := jsutil.TemporaryUint8Array(l, nil)
|
|
gl.getBufferSubData.Invoke(gles.PIXEL_UNPACK_BUFFER, 0, arr, 0, l)
|
|
gl.bindBuffer.Invoke(gles.PIXEL_UNPACK_BUFFER, nil)
|
|
return jsutil.Uint8ArrayToSlice(arr, l)
|
|
}
|