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gl_es.go
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gl_es.go
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//go:build (gles || arm || arm64) && !android && !ios && !mobile && !darwin && !js && !wasm && !test_web_driver
// +build gles arm arm64
// +build !android
// +build !ios
// +build !mobile
// +build !darwin
// +build !js
// +build !wasm
// +build !test_web_driver
package gl
import (
"strings"
gl "github.com/go-gl/gl/v3.1/gles2"
"fyne.io/fyne/v2"
)
const (
arrayBuffer = gl.ARRAY_BUFFER
bitColorBuffer = gl.COLOR_BUFFER_BIT
bitDepthBuffer = gl.DEPTH_BUFFER_BIT
clampToEdge = gl.CLAMP_TO_EDGE
colorFormatRGBA = gl.RGBA
colorFormatR = gl.LUMINANCE
compileStatus = gl.COMPILE_STATUS
constantAlpha = gl.CONSTANT_ALPHA
float = gl.FLOAT
fragmentShader = gl.FRAGMENT_SHADER
front = gl.FRONT
glFalse = gl.FALSE
linkStatus = gl.LINK_STATUS
one = gl.ONE
oneMinusConstantAlpha = gl.ONE_MINUS_CONSTANT_ALPHA
oneMinusSrcAlpha = gl.ONE_MINUS_SRC_ALPHA
scissorTest = gl.SCISSOR_TEST
srcAlpha = gl.SRC_ALPHA
staticDraw = gl.STATIC_DRAW
texture0 = gl.TEXTURE0
texture2D = gl.TEXTURE_2D
textureMinFilter = gl.TEXTURE_MIN_FILTER
textureMagFilter = gl.TEXTURE_MAG_FILTER
textureWrapS = gl.TEXTURE_WRAP_S
textureWrapT = gl.TEXTURE_WRAP_T
triangles = gl.TRIANGLES
triangleStrip = gl.TRIANGLE_STRIP
unpackAlignment = gl.UNPACK_ALIGNMENT
unsignedByte = gl.UNSIGNED_BYTE
vertexShader = gl.VERTEX_SHADER
)
const noBuffer = Buffer(0)
const noShader = Shader(0)
type (
// Attribute represents a GL attribute
Attribute int32
// Buffer represents a GL buffer
Buffer uint32
// Program represents a compiled GL program
Program uint32
// Shader represents a GL shader
Shader uint32
// Uniform represents a GL uniform
Uniform int32
)
var textureFilterToGL = []int32{gl.LINEAR, gl.NEAREST}
func (p *painter) Init() {
p.ctx = &esContext{}
err := gl.Init()
if err != nil {
fyne.LogError("failed to initialise OpenGL", err)
return
}
gl.Disable(gl.DEPTH_TEST)
gl.Enable(gl.BLEND)
p.logError()
p.program = p.createProgram("simple_es")
p.singleChannelProgram = p.createProgram("single_channel_es")
p.lineProgram = p.createProgram("line_es")
p.rectangleProgram = p.createProgram("rectangle_es")
p.roundRectangleProgram = p.createProgram("round_rectangle_es")
}
type esContext struct{}
var _ context = (*esContext)(nil)
func (c *esContext) ActiveTexture(textureUnit uint32) {
gl.ActiveTexture(textureUnit)
}
func (c *esContext) AttachShader(program Program, shader Shader) {
gl.AttachShader(uint32(program), uint32(shader))
}
func (c *esContext) BindBuffer(target uint32, buf Buffer) {
gl.BindBuffer(target, uint32(buf))
}
func (c *esContext) BindTexture(target uint32, texture Texture) {
gl.BindTexture(target, uint32(texture))
}
func (c *esContext) BlendColor(r, g, b, a float32) {
gl.BlendColor(r, g, b, a)
}
func (c *esContext) BlendFunc(srcFactor, destFactor uint32) {
gl.BlendFunc(srcFactor, destFactor)
}
func (c *esContext) BufferData(target uint32, points []float32, usage uint32) {
gl.BufferData(target, 4*len(points), gl.Ptr(points), usage)
}
func (c *esContext) Clear(mask uint32) {
gl.Clear(mask)
}
func (c *esContext) ClearColor(r, g, b, a float32) {
gl.ClearColor(r, g, b, a)
}
func (c *esContext) CompileShader(shader Shader) {
gl.CompileShader(uint32(shader))
}
func (c *esContext) CreateBuffer() Buffer {
var vbo uint32
gl.GenBuffers(1, &vbo)
return Buffer(vbo)
}
func (c *esContext) CreateProgram() Program {
return Program(gl.CreateProgram())
}
func (c *esContext) CreateShader(typ uint32) Shader {
return Shader(gl.CreateShader(typ))
}
func (c *esContext) CreateTexture() (texture Texture) {
var tex uint32
gl.GenTextures(1, &tex)
return Texture(tex)
}
func (c *esContext) DeleteBuffer(buffer Buffer) {
gl.DeleteBuffers(1, (*uint32)(&buffer))
}
func (c *esContext) DeleteTexture(texture Texture) {
tex := uint32(texture)
gl.DeleteTextures(1, &tex)
}
func (c *esContext) Disable(capability uint32) {
gl.Disable(capability)
}
func (c *esContext) DrawArrays(mode uint32, first, count int) {
gl.DrawArrays(mode, int32(first), int32(count))
}
func (c *esContext) Enable(capability uint32) {
gl.Enable(capability)
}
func (c *esContext) EnableVertexAttribArray(attribute Attribute) {
gl.EnableVertexAttribArray(uint32(attribute))
}
func (c *esContext) DisableVertexAttribArray(attribute Attribute) {
gl.DisableVertexAttribArray(uint32(attribute))
}
func (c *esContext) GetAttribLocation(program Program, name string) Attribute {
return Attribute(gl.GetAttribLocation(uint32(program), gl.Str(name+"\x00")))
}
func (c *esContext) GetError() uint32 {
return gl.GetError()
}
func (c *esContext) GetProgrami(program Program, param uint32) int {
var value int32
gl.GetProgramiv(uint32(program), param, &value)
return int(value)
}
func (c *esContext) GetProgramInfoLog(program Program) string {
var logLength int32
gl.GetProgramiv(uint32(program), gl.INFO_LOG_LENGTH, &logLength)
info := strings.Repeat("\x00", int(logLength+1))
gl.GetProgramInfoLog(uint32(program), logLength, nil, gl.Str(info))
return info
}
func (c *esContext) GetShaderi(shader Shader, param uint32) int {
var value int32
gl.GetShaderiv(uint32(shader), param, &value)
return int(value)
}
func (c *esContext) GetShaderInfoLog(shader Shader) string {
var logLength int32
gl.GetShaderiv(uint32(shader), gl.INFO_LOG_LENGTH, &logLength)
info := strings.Repeat("\x00", int(logLength+1))
gl.GetShaderInfoLog(uint32(shader), logLength, nil, gl.Str(info))
return info
}
func (c *esContext) GetUniformLocation(program Program, name string) Uniform {
return Uniform(gl.GetUniformLocation(uint32(program), gl.Str(name+"\x00")))
}
func (c *esContext) LinkProgram(program Program) {
gl.LinkProgram(uint32(program))
}
func (c *esContext) PixelStorei(pname uint32, param int32) {
gl.PixelStorei(pname, param)
}
func (c *esContext) ReadBuffer(src uint32) {
gl.ReadBuffer(src)
}
func (c *esContext) ReadPixels(x, y, width, height int, colorFormat, typ uint32, pixels []uint8) {
gl.ReadPixels(int32(x), int32(y), int32(width), int32(height), colorFormat, typ, gl.Ptr(pixels))
}
func (c *esContext) Scissor(x, y, w, h int32) {
gl.Scissor(x, y, w, h)
}
func (c *esContext) ShaderSource(shader Shader, source string) {
csources, free := gl.Strs(source + "\x00")
defer free()
gl.ShaderSource(uint32(shader), 1, csources, nil)
}
func (c *esContext) TexImage2D(target uint32, level, width, height int, colorFormat, typ uint32, data []uint8) {
gl.TexImage2D(
target,
int32(level),
int32(colorFormat),
int32(width),
int32(height),
0,
colorFormat,
typ,
gl.Ptr(data),
)
}
func (c *esContext) TexParameteri(target, param uint32, value int32) {
gl.TexParameteri(target, param, value)
}
func (c *esContext) Uniform1f(uniform Uniform, v float32) {
gl.Uniform1f(int32(uniform), v)
}
func (c *esContext) Uniform4f(uniform Uniform, v0, v1, v2, v3 float32) {
gl.Uniform4f(int32(uniform), v0, v1, v2, v3)
}
func (c *esContext) UseProgram(program Program) {
gl.UseProgram(uint32(program))
}
func (c *esContext) VertexAttribPointerWithOffset(attribute Attribute, size int, typ uint32, normalized bool, stride, offset int) {
gl.VertexAttribPointerWithOffset(uint32(attribute), int32(size), typ, normalized, int32(stride), uintptr(offset))
}
func (c *esContext) Viewport(x, y, width, height int) {
gl.Viewport(int32(x), int32(y), int32(width), int32(height))
}