mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
193 lines
5.1 KiB
Go
193 lines
5.1 KiB
Go
// Copyright 2018 The Ebiten Authors
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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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"fmt"
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"github.com/hajimehoshi/ebiten/internal/affine"
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"github.com/hajimehoshi/ebiten/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/graphics"
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"github.com/hajimehoshi/ebiten/internal/thread"
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)
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var theGraphics Graphics
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func Get() *Graphics {
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return &theGraphics
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}
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type Graphics struct {
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state openGLState
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context context
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// drawCalled is true just after Draw is called. This holds true until ReplacePixels is called.
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drawCalled bool
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}
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func (g *Graphics) SetThread(thread *thread.Thread) {
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g.context.t = thread
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}
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func (g *Graphics) Begin() {
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// Do nothing.
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}
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func (g *Graphics) End() {
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// Call glFlush to prevent black flicking (especially on Android (#226) and iOS).
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// TODO: examples/sprites worked without this. Is this really needed?
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g.context.flush()
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}
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func (g *Graphics) SetTransparent(transparent bool) {
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// Do nothings.
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}
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func (g *Graphics) checkSize(width, height int) {
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if width < 1 {
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panic(fmt.Sprintf("opengl: width (%d) must be equal or more than %d", width, 1))
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}
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if height < 1 {
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panic(fmt.Sprintf("opengl: height (%d) must be equal or more than %d", height, 1))
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}
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m := g.context.getMaxTextureSize()
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if width > m {
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panic(fmt.Sprintf("opengl: width (%d) must be less than or equal to %d", width, m))
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}
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if height > m {
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panic(fmt.Sprintf("opengl: height (%d) must be less than or equal to %d", height, m))
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}
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}
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func (g *Graphics) NewImage(width, height int) (driver.Image, error) {
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i := &Image{
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graphics: g,
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width: width,
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height: height,
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}
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w := graphics.InternalImageSize(width)
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h := graphics.InternalImageSize(height)
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g.checkSize(w, h)
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t, err := g.context.newTexture(w, h)
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if err != nil {
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return nil, err
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}
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i.textureNative = t
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return i, nil
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}
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func (g *Graphics) NewScreenFramebufferImage(width, height int) (driver.Image, error) {
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g.checkSize(width, height)
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i := &Image{
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graphics: g,
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width: width,
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height: height,
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screen: true,
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}
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return i, nil
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}
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// Reset resets or initializes the current OpenGL state.
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func (g *Graphics) Reset() error {
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return g.state.reset(&g.context)
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}
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func (g *Graphics) SetVertices(vertices []float32, indices []uint16) {
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// Note that the vertices passed to BufferSubData is not under GC management
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// in opengl package due to unsafe-way.
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// See BufferSubData in context_mobile.go.
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g.context.arrayBufferSubData(vertices)
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g.context.elementArrayBufferSubData(indices)
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}
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func (g *Graphics) Draw(indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address) error {
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destination := g.state.destination
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if destination == nil {
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panic("destination image is not set")
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}
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source := g.state.source
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if source == nil {
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panic("source image is not set")
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}
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g.drawCalled = true
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if err := destination.setViewport(); err != nil {
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return err
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}
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g.context.blendFunc(mode)
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program := g.state.programs[programKey{
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useColorM: colorM != nil,
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filter: filter,
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address: address,
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}]
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uniforms := map[string][]float32{}
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vw := destination.framebuffer.width
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vh := destination.framebuffer.height
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uniforms["viewport_size"] = []float32{float32(vw), float32(vh)}
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if colorM != nil {
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// ColorM's elements are immutable. It's OK to hold the reference without copying.
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esBody, esTranslate := colorM.UnsafeElements()
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uniforms["color_matrix_body"] = esBody
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uniforms["color_matrix_translation"] = esTranslate
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}
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if filter != driver.FilterNearest {
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srcW, srcH := source.width, source.height
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sw := graphics.InternalImageSize(srcW)
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sh := graphics.InternalImageSize(srcH)
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uniforms["source_size"] = []float32{float32(sw), float32(sh)}
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}
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if err := g.useProgram(program, uniforms, filter); err != nil {
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return err
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}
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g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes
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// glFlush() might be necessary at least on MacBook Pro (a smilar problem at #419),
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// but basically this pass the tests (esp. TestImageTooManyFill).
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// As glFlush() causes performance problems, this should be avoided as much as possible.
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// Let's wait and see, and file a new issue when this problem is newly foung.
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return nil
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}
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func (g *Graphics) SetVsyncEnabled(enabled bool) {
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// Do nothing
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}
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func (g *Graphics) FramebufferYDirection() driver.YDirection {
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return driver.Upward
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}
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func (g *Graphics) NeedsRestoring() bool {
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return g.context.needsRestoring()
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}
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func (g *Graphics) IsGL() bool {
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return true
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}
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func (g *Graphics) HasHighPrecisionFloat() bool {
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return g.context.hasHighPrecisionFloat()
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}
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func (g *Graphics) MaxImageSize() int {
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return g.context.getMaxTextureSize()
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}
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