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gl_goxjs.go
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gl_goxjs.go
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//go:build js || wasm || test_web_driver
// +build js wasm test_web_driver
package gl
import (
"encoding/binary"
"github.com/fyne-io/gl-js"
"golang.org/x/mobile/exp/f32"
)
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
)
type (
// Attribute represents a GL attribute
Attribute gl.Attrib
// Buffer represents a GL buffer
Buffer gl.Buffer
// Program represents a compiled GL program
Program gl.Program
// Shader represents a GL shader
Shader gl.Shader
// Uniform represents a GL uniform
Uniform gl.Uniform
)
var noBuffer = Buffer(gl.NoBuffer)
var noShader = Shader(gl.NoShader)
var textureFilterToGL = []int32{gl.LINEAR, gl.NEAREST}
func (p *painter) Init() {
p.ctx = &xjsContext{}
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 xjsContext struct{}
var _ context = (*xjsContext)(nil)
func (c *xjsContext) ActiveTexture(textureUnit uint32) {
gl.ActiveTexture(gl.Enum(textureUnit))
}
func (c *xjsContext) AttachShader(program Program, shader Shader) {
gl.AttachShader(gl.Program(program), gl.Shader(shader))
}
func (c *xjsContext) BindBuffer(target uint32, buf Buffer) {
gl.BindBuffer(gl.Enum(target), gl.Buffer(buf))
}
func (c *xjsContext) BindTexture(target uint32, texture Texture) {
gl.BindTexture(gl.Enum(target), gl.Texture(texture))
}
func (c *xjsContext) BlendColor(r, g, b, a float32) {
gl.BlendColor(r, g, b, a)
}
func (c *xjsContext) BlendFunc(srcFactor, destFactor uint32) {
gl.BlendFunc(gl.Enum(srcFactor), gl.Enum(destFactor))
}
func (c *xjsContext) BufferData(target uint32, points []float32, usage uint32) {
gl.BufferData(gl.Enum(target), f32.Bytes(binary.LittleEndian, points...), gl.Enum(usage))
}
func (c *xjsContext) Clear(mask uint32) {
gl.Clear(gl.Enum(mask))
}
func (c *xjsContext) ClearColor(r, g, b, a float32) {
gl.ClearColor(r, g, b, a)
}
func (c *xjsContext) CompileShader(shader Shader) {
gl.CompileShader(gl.Shader(shader))
}
func (c *xjsContext) CreateBuffer() Buffer {
return Buffer(gl.CreateBuffer())
}
func (c *xjsContext) CreateProgram() Program {
return Program(gl.CreateProgram())
}
func (c *xjsContext) CreateShader(typ uint32) Shader {
return Shader(gl.CreateShader(gl.Enum(typ)))
}
func (c *xjsContext) CreateTexture() (texture Texture) {
return Texture(gl.CreateTexture())
}
func (c *xjsContext) DeleteBuffer(buffer Buffer) {
gl.DeleteBuffer(gl.Buffer(buffer))
}
func (c *xjsContext) DeleteTexture(texture Texture) {
gl.DeleteTexture(gl.Texture(texture))
}
func (c *xjsContext) Disable(capability uint32) {
gl.Disable(gl.Enum(capability))
}
func (c *xjsContext) DrawArrays(mode uint32, first, count int) {
gl.DrawArrays(gl.Enum(mode), first, count)
}
func (c *xjsContext) Enable(capability uint32) {
gl.Enable(gl.Enum(capability))
}
func (c *xjsContext) EnableVertexAttribArray(attribute Attribute) {
gl.EnableVertexAttribArray(gl.Attrib(attribute))
}
func (c *xjsContext) DisableVertexAttribArray(attribute Attribute) {
gl.DisableVertexAttribArray(gl.Attrib(attribute))
}
func (c *xjsContext) GetAttribLocation(program Program, name string) Attribute {
return Attribute(gl.GetAttribLocation(gl.Program(program), name))
}
func (c *xjsContext) GetError() uint32 {
return uint32(gl.GetError())
}
func (c *xjsContext) GetProgrami(program Program, param uint32) int {
return gl.GetProgrami(gl.Program(program), gl.Enum(param))
}
func (c *xjsContext) GetProgramInfoLog(program Program) string {
return gl.GetProgramInfoLog(gl.Program(program))
}
func (c *xjsContext) GetShaderi(shader Shader, param uint32) int {
return gl.GetShaderi(gl.Shader(shader), gl.Enum(param))
}
func (c *xjsContext) GetShaderInfoLog(shader Shader) string {
return gl.GetShaderInfoLog(gl.Shader(shader))
}
func (c *xjsContext) GetUniformLocation(program Program, name string) Uniform {
return Uniform(gl.GetUniformLocation(gl.Program(program), name))
}
func (c *xjsContext) LinkProgram(program Program) {
gl.LinkProgram(gl.Program(program))
}
func (c *xjsContext) PixelStorei(pname uint32, param int32) {
gl.PixelStorei(gl.Enum(pname), param)
}
func (c *xjsContext) ReadBuffer(_ uint32) {
}
func (c *xjsContext) ReadPixels(x, y, width, height int, colorFormat, typ uint32, pixels []uint8) {
gl.ReadPixels(pixels, x, y, width, height, gl.Enum(colorFormat), gl.Enum(typ))
}
func (c *xjsContext) ShaderSource(shader Shader, source string) {
gl.ShaderSource(gl.Shader(shader), source)
}
func (c *xjsContext) Scissor(x, y, w, h int32) {
gl.Scissor(x, y, w, h)
}
func (c *xjsContext) TexImage2D(target uint32, level, width, height int, colorFormat, typ uint32, data []uint8) {
gl.TexImage2D(
gl.Enum(target),
level,
width,
height,
gl.Enum(colorFormat),
gl.Enum(typ),
data,
)
}
func (c *xjsContext) TexParameteri(target, param uint32, value int32) {
gl.TexParameteri(gl.Enum(target), gl.Enum(param), int(value))
}
func (c *xjsContext) Uniform1f(uniform Uniform, v float32) {
gl.Uniform1f(gl.Uniform(uniform), v)
}
func (c *xjsContext) Uniform4f(uniform Uniform, v0, v1, v2, v3 float32) {
gl.Uniform4f(gl.Uniform(uniform), v0, v1, v2, v3)
}
func (c *xjsContext) UseProgram(program Program) {
gl.UseProgram(gl.Program(program))
}
func (c *xjsContext) VertexAttribPointerWithOffset(attribute Attribute, size int, typ uint32, normalized bool, stride, offset int) {
gl.VertexAttribPointer(gl.Attrib(attribute), size, gl.Enum(typ), normalized, stride, offset)
}
func (c *xjsContext) Viewport(x, y, width, height int) {
gl.Viewport(x, y, width, height)
}