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			408 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Go
		
	
	
	
	
	
			
		
		
	
	
			408 lines
		
	
	
		
			11 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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| 
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| package opengl
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| 
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| import (
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| 	"fmt"
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| 
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| 	"github.com/hajimehoshi/ebiten/v2/internal/affine"
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| 	"github.com/hajimehoshi/ebiten/v2/internal/driver"
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| 	"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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| 	"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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| )
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| 
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| var theGraphics Graphics
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| 
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| func Get() *Graphics {
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| 	return &theGraphics
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| }
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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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| 
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| 	nextImageID driver.ImageID
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| 	images      map[driver.ImageID]*Image
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| 
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| 	nextShaderID driver.ShaderID
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| 	shaders      map[driver.ShaderID]*Shader
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| 
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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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| 
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| func (g *Graphics) Begin() {
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| 	// Do nothing.
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| }
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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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| 
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| func (g *Graphics) SetTransparent(transparent bool) {
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| 	// Do nothings.
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| }
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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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| 
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| func (g *Graphics) genNextImageID() driver.ImageID {
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| 	id := g.nextImageID
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| 	g.nextImageID++
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| 	return id
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| }
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| 
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| func (g *Graphics) InvalidImageID() driver.ImageID {
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| 	return -1
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| }
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| 
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| func (g *Graphics) genNextShaderID() driver.ShaderID {
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| 	id := g.nextShaderID
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| 	g.nextShaderID++
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| 	return id
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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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| 		id:       g.genNextImageID(),
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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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| 	g.addImage(i)
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| 	return i, nil
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| }
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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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| 		id:       g.genNextImageID(),
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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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| 	g.addImage(i)
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| 	return i, nil
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| }
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| 
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| func (g *Graphics) addImage(img *Image) {
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| 	if g.images == nil {
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| 		g.images = map[driver.ImageID]*Image{}
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| 	}
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| 	if _, ok := g.images[img.id]; ok {
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| 		panic(fmt.Sprintf("opengl: image ID %d was already registered", img.id))
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| 	}
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| 	g.images[img.id] = img
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| }
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| 
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| func (g *Graphics) removeImage(img *Image) {
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| 	delete(g.images, img.id)
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| }
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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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| 
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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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| 
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| func (g *Graphics) Draw(dst, src driver.ImageID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region) error {
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| 	destination := g.images[dst]
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| 	source := g.images[src]
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| 
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| 	if !destination.pbo.equal(*new(buffer)) {
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| 		g.context.deleteBuffer(destination.pbo)
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| 		destination.pbo = *new(buffer)
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| 	}
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| 
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| 	g.drawCalled = true
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| 
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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.scissor(
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| 		int(dstRegion.X),
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| 		int(dstRegion.Y),
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| 		int(dstRegion.Width),
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| 		int(dstRegion.Height),
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| 	)
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| 	g.context.blendFunc(mode)
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| 
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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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| 
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| 	uniforms := []uniformVariable{}
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| 
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| 	vw := destination.framebuffer.width
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| 	vh := destination.framebuffer.height
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| 	uniforms = append(uniforms, uniformVariable{
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| 		name:  "viewport_size",
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| 		value: []float32{float32(vw), float32(vh)},
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| 		typ:   shaderir.Type{Main: shaderir.Vec2},
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| 	}, uniformVariable{
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| 		name: "source_region",
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| 		value: []float32{
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| 			srcRegion.X,
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| 			srcRegion.Y,
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| 			srcRegion.X + srcRegion.Width,
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| 			srcRegion.Y + srcRegion.Height,
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| 		},
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| 		typ: shaderir.Type{Main: shaderir.Vec4},
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| 	})
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| 
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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 = append(uniforms, uniformVariable{
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| 			name:  "color_matrix_body",
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| 			value: esBody,
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| 			typ:   shaderir.Type{Main: shaderir.Mat4},
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| 		}, uniformVariable{
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| 			name:  "color_matrix_translation",
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| 			value: esTranslate,
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| 			typ:   shaderir.Type{Main: shaderir.Vec4},
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| 		})
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| 	}
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| 
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| 	if filter != driver.FilterNearest {
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| 		sw, sh := source.framebufferSize()
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| 		uniforms = append(uniforms, uniformVariable{
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| 			name:  "source_size",
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| 			value: []float32{float32(sw), float32(sh)},
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| 			typ:   shaderir.Type{Main: shaderir.Vec2},
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| 		})
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| 	}
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| 
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| 	if filter == driver.FilterScreen {
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| 		scale := float32(destination.width) / float32(source.width)
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| 		uniforms = append(uniforms, uniformVariable{
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| 			name:  "scale",
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| 			value: scale,
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| 			typ:   shaderir.Type{Main: shaderir.Float},
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| 		})
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| 	}
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| 
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| 	var imgs [graphics.ShaderImageNum]textureVariable
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| 	for i := range imgs {
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| 		if i == 0 {
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| 			imgs[i].valid = true
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| 			imgs[i].native = source.textureNative
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| 		}
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| 	}
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| 
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| 	if err := g.useProgram(program, uniforms, imgs); err != nil {
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| 		return err
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| 	}
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| 
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| 	g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes
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| 
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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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| 
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| func (g *Graphics) SetVsyncEnabled(enabled bool) {
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| 	// Do nothing
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| }
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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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| 
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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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| 
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| func (g *Graphics) IsGL() bool {
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| 	return true
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| }
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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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| 
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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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| 
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| func (g *Graphics) NewShader(program *shaderir.Program) (driver.Shader, error) {
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| 	s, err := newShader(g.genNextShaderID(), g, program)
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| 	if err != nil {
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| 		return nil, err
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| 	}
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| 	g.addShader(s)
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| 	return s, nil
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| }
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| 
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| func (g *Graphics) addShader(shader *Shader) {
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| 	if g.shaders == nil {
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| 		g.shaders = map[driver.ShaderID]*Shader{}
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| 	}
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| 	if _, ok := g.shaders[shader.id]; ok {
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| 		panic(fmt.Sprintf("opengl: shader ID %d was already registered", shader.id))
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| 	}
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| 	g.shaders[shader.id] = shader
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| }
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| 
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| func (g *Graphics) removeShader(shader *Shader) {
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| 	delete(g.shaders, shader.id)
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| }
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| 
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| func (g *Graphics) DrawShader(dst driver.ImageID, srcs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader driver.ShaderID, indexLen int, indexOffset int, dstRegion, srcRegion driver.Region, mode driver.CompositeMode, uniforms []interface{}) error {
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| 	d := g.images[dst]
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| 	s := g.shaders[shader]
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| 
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| 	if !d.pbo.equal(*new(buffer)) {
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| 		g.context.deleteBuffer(d.pbo)
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| 		d.pbo = *new(buffer)
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| 	}
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| 
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| 	g.drawCalled = true
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| 
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| 	if err := d.setViewport(); err != nil {
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| 		return err
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| 	}
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| 	g.context.scissor(
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| 		int(dstRegion.X),
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| 		int(dstRegion.Y),
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| 		int(dstRegion.Width),
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| 		int(dstRegion.Height),
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| 	)
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| 	g.context.blendFunc(mode)
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| 
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| 	us := make([]uniformVariable, graphics.PreservedUniformVariablesNum+len(uniforms))
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| 
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| 	{
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| 		const idx = graphics.DestinationTextureSizeUniformVariableIndex
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| 		w, h := d.framebufferSize()
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| 		us[idx].name = "U0"
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| 		us[idx].value = []float32{float32(w), float32(h)}
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| 		us[idx].typ = s.ir.Uniforms[0]
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| 	}
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| 	{
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| 		sizes := make([]float32, 2*len(srcs))
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| 		for i, src := range srcs {
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| 			if img := g.images[src]; img != nil {
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| 				w, h := img.framebufferSize()
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| 				sizes[2*i] = float32(w)
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| 				sizes[2*i+1] = float32(h)
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| 			}
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| 
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| 		}
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| 		const idx = graphics.TextureSizesUniformVariableIndex
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| 		us[idx].name = fmt.Sprintf("U%d", idx)
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| 		us[idx].value = sizes
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| 		us[idx].typ = s.ir.Uniforms[idx]
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| 	}
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| 	dw, dh := d.framebufferSize()
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| 	{
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| 		origin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
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| 		const idx = graphics.TextureDestinationRegionOriginUniformVariableIndex
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| 		us[idx].name = fmt.Sprintf("U%d", idx)
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| 		us[idx].value = origin
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| 		us[idx].typ = s.ir.Uniforms[idx]
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| 	}
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| 	{
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| 		size := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
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| 		const idx = graphics.TextureDestinationRegionSizeUniformVariableIndex
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| 		us[idx].name = fmt.Sprintf("U%d", idx)
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| 		us[idx].value = size
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| 		us[idx].typ = s.ir.Uniforms[idx]
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| 	}
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| 	{
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| 		voffsets := make([]float32, 2*len(offsets))
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| 		for i, o := range offsets {
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| 			voffsets[2*i] = o[0]
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| 			voffsets[2*i+1] = o[1]
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| 		}
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| 		const idx = graphics.TextureSourceOffsetsUniformVariableIndex
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| 		us[idx].name = fmt.Sprintf("U%d", idx)
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| 		us[idx].value = voffsets
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| 		us[idx].typ = s.ir.Uniforms[idx]
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| 	}
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| 	{
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| 		origin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
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| 		const idx = graphics.TextureSourceRegionOriginUniformVariableIndex
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| 		us[idx].name = fmt.Sprintf("U%d", idx)
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| 		us[idx].value = origin
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| 		us[idx].typ = s.ir.Uniforms[idx]
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| 	}
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| 	{
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| 		size := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
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| 		const idx = graphics.TextureSourceRegionSizeUniformVariableIndex
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| 		us[idx].name = fmt.Sprintf("U%d", idx)
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| 		us[idx].value = size
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| 		us[idx].typ = s.ir.Uniforms[idx]
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| 	}
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| 
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| 	for i, v := range uniforms {
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| 		const offset = graphics.PreservedUniformVariablesNum
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| 		us[i+offset].name = fmt.Sprintf("U%d", i+offset)
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| 		us[i+offset].value = v
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| 		us[i+offset].typ = s.ir.Uniforms[i+offset]
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| 	}
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| 
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| 	var ts [graphics.ShaderImageNum]textureVariable
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| 	for i, src := range srcs {
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| 		if src == g.InvalidImageID() {
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| 			continue
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| 		}
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| 		ts[i].valid = true
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| 		ts[i].native = g.images[src].textureNative
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| 	}
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| 
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| 	if err := g.useProgram(s.p, us, ts); 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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| 
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| 	return nil
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| }
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