// Copyright 2016 The G3N Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. package gls // // Platform build flags // #cgo freebsd CFLAGS: -DGL_GLEXT_PROTOTYPES // #cgo freebsd LDFLAGS: -ldl -lGL // // #cgo linux CFLAGS: -DGL_GLEXT_PROTOTYPES // #cgo linux LDFLAGS: -ldl -lGL // // #cgo windows CFLAGS: -DGL_GEXT_PROTOTYPES // #cgo windows LDFLAGS: -lopengl32 // // #include // #include "glcorearb.h" // #include "glapi.h" import "C" import ( "fmt" "math" "reflect" "unsafe" ) // GLS encapsulates the state of an OpenGL context which should be // associated with a single Window. type GLS struct { stats Stats // statistics Prog *Program // current active program programs map[*Program]bool // programs cache checkErrors bool // check openGL API errors flag viewportX int32 // cached last set viewport x viewportY int32 // cached last set viewport y viewportWidth int32 // cached last set viewport width viewportHeight int32 // cached last set viewport height lineWidth float32 // cached last set line width sideView int // cached last set triangle side view mode depthFunc uint32 // cached last set depth function depthMask int // cached last set depth mask capabilities map[int]int // cached capabilities (Enable/Disable) blendEquation uint32 // cached last set blend equation value blendSrc uint32 // cached last set blend src value blendDst uint32 // cached last set blend equation destination value blendEquationRGB uint32 // cached last set blend equation rgb value blendEquationAlpha uint32 // cached last set blend equation alpha value blendSrcRGB uint32 // cached last set blend src rgb blendSrcAlpha uint32 // cached last set blend src alpha value blendDstRGB uint32 // cached last set blend destination rgb value blendDstAlpha uint32 // cached last set blend destination alpha value polygonOffsetFactor float32 // cached last set polygon offset factor polygonOffsetUnits float32 // cached last set polygon offset units cbuf []byte // pre allocated buffer to convert Go strings to C strings } // Stats contains several counter type Stats struct { Vaos int // Number of Vertex Array Objects Vbos int // Number of Vertex Buffer Objects Textures int // Number of Textures // Cummulative fields Caphits uint64 // Number of hits for Enable/Disable Unisets uint64 // Number of uniform sets Drawcalls uint64 // Number of draw calls } const ( capUndef = 0 capDisabled = 1 capEnabled = 2 uintUndef = math.MaxUint32 intFalse = 0 intTrue = 1 ) // Polygon side view. const ( FrontSide = iota + 1 BackSide DoubleSide ) // New creates and returns a new instance of an GLS object // which encapsulates the state of an OpenGL context // This should be called only after an active OpenGL context // was established, such as by creating a new window. func New() (*GLS, error) { gs := new(GLS) gs.reset() // Load OpenGL functions err := C.glapiLoad() if err != 0 { return nil, fmt.Errorf("Error loading OpenGL") } gs.SetDefaultState() gs.checkErrors = true // Preallocates buffer for C string with initial size gs.cbuf = make([]byte, 1*1024) return gs, nil } // SetCheckErrors enables/disables checking for errors after the // call of any OpenGL function. It is enabled by default but // could be disabled after an application is stable to improve the performance. func (gs *GLS) SetCheckErrors(enable bool) { if enable { C.glapiCheckError(1) } else { C.glapiCheckError(1) } gs.checkErrors = enable } // ChecksErrors returns if error checking is enabled or not. func (gs *GLS) CheckErrors() bool { return gs.checkErrors } // reset resets the internal state kept of the OpenGL func (gs *GLS) reset() { gs.lineWidth = 0.0 gs.sideView = uintUndef gs.depthFunc = 0 gs.depthMask = uintUndef gs.capabilities = make(map[int]int) gs.programs = make(map[*Program]bool) gs.Prog = nil gs.blendEquation = uintUndef gs.blendSrc = uintUndef gs.blendDst = uintUndef gs.blendEquationRGB = 0 gs.blendEquationAlpha = 0 gs.blendSrcRGB = uintUndef gs.blendSrcAlpha = uintUndef gs.blendDstRGB = uintUndef gs.blendDstAlpha = uintUndef gs.polygonOffsetFactor = -1 gs.polygonOffsetUnits = -1 } func (gs *GLS) SetDefaultState() { C.glClearColor(0, 0, 0, 1) C.glClearDepth(1) C.glClearStencil(0) gs.Enable(DEPTH_TEST) gs.DepthFunc(LEQUAL) gs.FrontFace(CCW) gs.CullFace(BACK) gs.Enable(CULL_FACE) gs.Enable(BLEND) gs.BlendEquation(FUNC_ADD) gs.BlendFunc(SRC_ALPHA, ONE_MINUS_SRC_ALPHA) gs.Enable(VERTEX_PROGRAM_POINT_SIZE) gs.Enable(PROGRAM_POINT_SIZE) gs.Enable(MULTISAMPLE) gs.Enable(POLYGON_OFFSET_FILL) gs.Enable(POLYGON_OFFSET_LINE) gs.Enable(POLYGON_OFFSET_POINT) } // Stats copy the current values of the internal statistics structure // to the specified pointer. func (gs *GLS) Stats(s *Stats) { *s = gs.stats } func (gs *GLS) ActiveTexture(texture uint32) { C.glActiveTexture(C.GLenum(texture)) } func (gs *GLS) AttachShader(program, shader uint32) { C.glAttachShader(C.GLuint(program), C.GLuint(shader)) } func (gs *GLS) BindBuffer(target int, vbo uint32) { C.glBindBuffer(C.GLenum(target), C.GLuint(vbo)) } func (gs *GLS) BindTexture(target int, tex uint32) { C.glBindTexture(C.GLenum(target), C.GLuint(tex)) } func (gs *GLS) BindVertexArray(vao uint32) { C.glBindVertexArray(C.GLuint(vao)) } func (gs *GLS) BlendEquation(mode uint32) { if gs.blendEquation == mode { return } C.glBlendEquation(C.GLenum(mode)) gs.blendEquation = mode } func (gs *GLS) BlendEquationSeparate(modeRGB uint32, modeAlpha uint32) { if gs.blendEquationRGB == modeRGB && gs.blendEquationAlpha == modeAlpha { return } C.glBlendEquationSeparate(C.GLenum(modeRGB), C.GLenum(modeAlpha)) gs.blendEquationRGB = modeRGB gs.blendEquationAlpha = modeAlpha } func (gs *GLS) BlendFunc(sfactor, dfactor uint32) { if gs.blendSrc == sfactor && gs.blendDst == dfactor { return } C.glBlendFunc(C.GLenum(sfactor), C.GLenum(dfactor)) gs.blendSrc = sfactor gs.blendDst = dfactor } func (gs *GLS) BlendFuncSeparate(srcRGB uint32, dstRGB uint32, srcAlpha uint32, dstAlpha uint32) { if gs.blendSrcRGB == srcRGB && gs.blendDstRGB == dstRGB && gs.blendSrcAlpha == srcAlpha && gs.blendDstAlpha == dstAlpha { return } C.glBlendFuncSeparate(C.GLenum(srcRGB), C.GLenum(dstRGB), C.GLenum(srcAlpha), C.GLenum(dstAlpha)) gs.blendSrcRGB = srcRGB gs.blendDstRGB = dstRGB gs.blendSrcAlpha = srcAlpha gs.blendDstAlpha = dstAlpha } func (gs *GLS) BufferData(target uint32, size int, data interface{}, usage uint32) { C.glBufferData(C.GLenum(target), C.GLsizeiptr(size), ptr(data), C.GLenum(usage)) } func (gs *GLS) ClearColor(r, g, b, a float32) { C.glClearColor(C.GLfloat(r), C.GLfloat(g), C.GLfloat(b), C.GLfloat(a)) } func (gs *GLS) Clear(mask uint) { C.glClear(C.GLbitfield(mask)) } func (gs *GLS) CompileShader(shader uint32) { C.glCompileShader(C.GLuint(shader)) } func (gs *GLS) CreateProgram() uint32 { p := C.glCreateProgram() return uint32(p) } func (gs *GLS) CreateShader(stype uint32) uint32 { h := C.glCreateShader(C.GLenum(stype)) return uint32(h) } func (gs *GLS) DeleteBuffers(vbos ...uint32) { C.glDeleteBuffers(C.GLsizei(len(vbos)), (*C.GLuint)(&vbos[0])) } func (gs *GLS) DeleteShader(shader uint32) { C.glDeleteShader(C.GLuint(shader)) } func (gs *GLS) DeleteProgram(program uint32) { C.glDeleteProgram(C.GLuint(program)) } func (gs *GLS) DeleteTextures(tex ...uint32) { C.glDeleteTextures(C.GLsizei(len(tex)), (*C.GLuint)(&tex[0])) gs.stats.Textures -= len(tex) } func (gs *GLS) DeleteVertexArrays(vaos ...uint32) { C.glDeleteVertexArrays(C.GLsizei(len(vaos)), (*C.GLuint)(&vaos[0])) } func (gs *GLS) DepthFunc(mode uint32) { if gs.depthFunc == mode { return } C.glDepthFunc(C.GLenum(mode)) gs.depthFunc = mode } func (gs *GLS) DepthMask(flag bool) { if gs.depthMask == intTrue && flag { return } if gs.depthMask == intFalse && !flag { return } C.glDepthMask(bool2c(flag)) if flag { gs.depthMask = intTrue } else { gs.depthMask = intFalse } } func (gs *GLS) DrawArrays(mode uint32, first int32, count int32) { C.glDrawArrays(C.GLenum(mode), C.GLint(first), C.GLsizei(count)) gs.stats.Drawcalls++ } func (gs *GLS) DrawElements(mode uint32, count int32, itype uint32, start uint32) { C.glDrawElements(C.GLenum(mode), C.GLsizei(count), C.GLenum(itype), unsafe.Pointer(uintptr(start))) gs.stats.Drawcalls++ } func (gs *GLS) Enable(cap int) { if gs.capabilities[cap] == capEnabled { gs.stats.Caphits++ return } C.glEnable(C.GLenum(cap)) gs.capabilities[cap] = capEnabled } func (gs *GLS) EnableVertexAttribArray(index uint32) { C.glEnableVertexAttribArray(C.GLuint(index)) } func (gs *GLS) Disable(cap int) { if gs.capabilities[cap] == capDisabled { gs.stats.Caphits++ return } C.glDisable(C.GLenum(cap)) gs.capabilities[cap] = capDisabled } func (gs *GLS) CullFace(mode uint32) { C.glCullFace(C.GLenum(mode)) } func (gs *GLS) FrontFace(mode uint32) { C.glFrontFace(C.GLenum(mode)) } func (gs *GLS) GenBuffer() uint32 { var buf uint32 C.glGenBuffers(1, (*C.GLuint)(&buf)) gs.stats.Vbos++ return buf } func (gs *GLS) GenerateMipmap(target uint32) { C.glGenerateMipmap(C.GLenum(target)) } func (gs *GLS) GenTexture() uint32 { var tex uint32 C.glGenTextures(1, (*C.GLuint)(&tex)) gs.stats.Textures++ return tex } func (gs *GLS) GenVertexArray() uint32 { var vao uint32 C.glGenVertexArrays(1, (*C.GLuint)(&vao)) gs.stats.Vaos++ return vao } func (gs *GLS) GetAttribLocation(program uint32, name string) int32 { loc := C.glGetAttribLocation(C.GLuint(program), gs.cbufStr(name)) return int32(loc) } func (gs *GLS) GetProgramiv(program, pname uint32, params *int32) { C.glGetProgramiv(C.GLuint(program), C.GLenum(pname), (*C.GLint)(params)) } // GetProgramInfoLog returns the information log for the specified program object. func (gs *GLS) GetProgramInfoLog(program uint32) string { var length int32 gs.GetProgramiv(program, INFO_LOG_LENGTH, &length) if length == 0 { return "" } C.glGetProgramInfoLog(C.GLuint(program), C.GLsizei(length), nil, gs.cbufSize(uint32(length))) return string(gs.cbuf[:length]) } // GetShaderInfoLog returns the information log for the specified shader object. func (gs *GLS) GetShaderInfoLog(shader uint32) string { var length int32 gs.GetShaderiv(shader, INFO_LOG_LENGTH, &length) if length == 0 { return "" } C.glGetShaderInfoLog(C.GLuint(shader), C.GLsizei(length), nil, gs.cbufSize(uint32(length))) return string(gs.cbuf[:length]) } func (gs *GLS) GetString(name uint32) string { cbufStr := C.glGetString(C.GLenum(name)) return C.GoString((*C.char)(unsafe.Pointer(cbufStr))) } // GetUniformLocation returns the location of a uniform variable for the specified program. func (gs *GLS) GetUniformLocation(program uint32, name string) int32 { loc := C.glGetUniformLocation(C.GLuint(program), gs.cbufStr(name)) return int32(loc) } func (gs *GLS) GetViewport() (x, y, width, height int32) { return gs.viewportX, gs.viewportY, gs.viewportWidth, gs.viewportHeight } func (gs *GLS) LineWidth(width float32) { if gs.lineWidth == width { return } C.glLineWidth(C.GLfloat(width)) gs.lineWidth = width } func (gs *GLS) LinkProgram(program uint32) { C.glLinkProgram(C.GLuint(program)) } func (gs *GLS) SetDepthTest(mode bool) { if mode { gs.Enable(DEPTH_TEST) } else { gs.Disable(DEPTH_TEST) } } func (gs *GLS) SetSideView(mode int) { if gs.sideView == mode { return } switch mode { // Default: show only the front size case FrontSide: gs.Enable(CULL_FACE) C.glFrontFace(CCW) // Show only the back side case BackSide: gs.Enable(CULL_FACE) C.glFrontFace(CW) // Show both sides case DoubleSide: gs.Disable(CULL_FACE) default: panic("SetSideView() invalid mode") } gs.sideView = mode } func (gs *GLS) GetShaderiv(shader, pname uint32, params *int32) { C.glGetShaderiv(C.GLuint(shader), C.GLenum(pname), (*C.GLint)(params)) } func (gs *GLS) ShaderSource(shader uint32, src string) { csource := gs.cbufStr(src) C.glShaderSource(C.GLuint(shader), 1, (**C.GLchar)(unsafe.Pointer(&csource)), nil) } func (gs *GLS) TexImage2D(target uint32, level int32, iformat int32, width int32, height int32, border int32, format uint32, itype uint32, data interface{}) { C.glTexImage2D(C.GLenum(target), C.GLint(level), C.GLint(iformat), C.GLsizei(width), C.GLsizei(height), C.GLint(border), C.GLenum(format), C.GLenum(itype), ptr(data)) } func (gs *GLS) TexStorage2D(target int, levels int, iformat int, width, height int) { C.glTexStorage2D(C.GLenum(target), C.GLsizei(levels), C.GLenum(iformat), C.GLsizei(width), C.GLsizei(height)) } func (gs *GLS) TexParameteri(target uint32, pname uint32, param int32) { C.glTexParameteri(C.GLenum(target), C.GLenum(pname), C.GLint(param)) } func (gs *GLS) PolygonMode(face, mode int) { C.glPolygonMode(C.GLenum(face), C.GLenum(mode)) } func (gs *GLS) PolygonOffset(factor float32, units float32) { if gs.polygonOffsetFactor == factor && gs.polygonOffsetUnits == units { return } C.glPolygonOffset(C.GLfloat(factor), C.GLfloat(units)) gs.polygonOffsetFactor = factor gs.polygonOffsetUnits = units } func (gs *GLS) Uniform1i(location int32, v0 int32) { C.glUniform1i(C.GLint(location), C.GLint(v0)) gs.stats.Unisets++ } func (gs *GLS) Uniform1f(location int32, v0 float32) { C.glUniform1f(C.GLint(location), C.GLfloat(v0)) gs.stats.Unisets++ } func (gs *GLS) Uniform2f(location int32, v0, v1 float32) { C.glUniform2f(C.GLint(location), C.GLfloat(v0), C.GLfloat(v1)) gs.stats.Unisets++ } func (gs *GLS) Uniform3f(location int32, v0, v1, v2 float32) { C.glUniform3f(C.GLint(location), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2)) gs.stats.Unisets++ } func (gs *GLS) Uniform4f(location int32, v0, v1, v2, v3 float32) { C.glUniform4f(C.GLint(location), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2), C.GLfloat(v3)) gs.stats.Unisets++ } func (gs *GLS) UniformMatrix3fv(location int32, count int32, transpose bool, pm *float32) { C.glUniformMatrix3fv(C.GLint(location), C.GLsizei(count), bool2c(transpose), (*C.GLfloat)(pm)) gs.stats.Unisets++ } func (gs *GLS) UniformMatrix4fv(location int32, count int32, transpose bool, pm *float32) { C.glUniformMatrix4fv(C.GLint(location), C.GLsizei(count), bool2c(transpose), (*C.GLfloat)(pm)) gs.stats.Unisets++ } func (gs *GLS) Uniform1fv(location int32, count int32, v []float32) { C.glUniform1fv(C.GLint(location), C.GLsizei(count), (*C.GLfloat)(&v[0])) gs.stats.Unisets++ } func (gs *GLS) Uniform2fv(location int32, count int32, v []float32) { C.glUniform2fv(C.GLint(location), C.GLsizei(count), (*C.GLfloat)(&v[0])) gs.stats.Unisets++ } func (gs *GLS) Uniform3fv(location int32, count int32, v []float32) { C.glUniform3fv(C.GLint(location), C.GLsizei(count), (*C.GLfloat)(&v[0])) gs.stats.Unisets++ } func (gs *GLS) Uniform4fv(location int32, count int32, v []float32) { C.glUniform4fv(C.GLint(location), C.GLsizei(count), (*C.GLfloat)(&v[0])) gs.stats.Unisets++ } func (gs *GLS) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset uint32) { C.glVertexAttribPointer(C.GLuint(index), C.GLint(size), C.GLenum(xtype), bool2c(normalized), C.GLsizei(stride), unsafe.Pointer(uintptr(offset))) } func (gs *GLS) Viewport(x, y, width, height int32) { C.glViewport(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) gs.viewportX = x gs.viewportY = y gs.viewportWidth = width gs.viewportHeight = height } // Use set this program as the current program. func (gs *GLS) UseProgram(prog *Program) { if prog.handle == 0 { panic("Invalid program") } C.glUseProgram(C.GLuint(prog.handle)) gs.Prog = prog // Inserts program in cache if not already there. if !gs.programs[prog] { gs.programs[prog] = true log.Debug("New Program activated. Total: %d", len(gs.programs)) } } // Ptr takes a slice or pointer (to a singular scalar value or the first // element of an array or slice) and returns its GL-compatible address. // // For example: // // var data []uint8 // ... // gl.TexImage2D(gl.TEXTURE_2D, ..., gl.UNSIGNED_BYTE, gl.Ptr(&data[0])) func ptr(data interface{}) unsafe.Pointer { if data == nil { return unsafe.Pointer(nil) } var addr unsafe.Pointer v := reflect.ValueOf(data) switch v.Type().Kind() { case reflect.Ptr: e := v.Elem() switch e.Kind() { case reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32, reflect.Int64, reflect.Uint, reflect.Uint8, reflect.Uint16, reflect.Uint32, reflect.Uint64, reflect.Float32, reflect.Float64: addr = unsafe.Pointer(e.UnsafeAddr()) default: panic(fmt.Errorf("unsupported pointer to type %s; must be a slice or pointer to a singular scalar value or the first element of an array or slice", e.Kind())) } case reflect.Uintptr: addr = unsafe.Pointer(v.Pointer()) case reflect.Slice: addr = unsafe.Pointer(v.Index(0).UnsafeAddr()) default: panic(fmt.Errorf("unsupported type %s; must be a slice or pointer to a singular scalar value or the first element of an array or slice", v.Type())) } return addr } // bool2c convert a Go bool to C.GLboolean func bool2c(b bool) C.GLboolean { if b { return C.GLboolean(1) } return C.GLboolean(0) } // cbufStr converts a Go String to a C string copying it to a single pre-allocated buffer // and returning a pointer to the start of the buffer func (gs *GLS) cbufStr(s string) *C.GLchar { if len(s)+1 > len(gs.cbuf) { gs.cbuf = make([]byte, len(s)+1) } copy(gs.cbuf, s) gs.cbuf[len(s)] = 0 return (*C.GLchar)(unsafe.Pointer(&gs.cbuf[0])) } // cbufSize returns a pointer to C buffer with the specified size not including the terminator. // Currently the function uses a single pre-allocated area to avoid Go allocations func (gs *GLS) cbufSize(size uint32) *C.GLchar { if size+1 > uint32(len(gs.cbuf)) { gs.cbuf = make([]byte, size+1) } return (*C.GLchar)(unsafe.Pointer(&gs.cbuf[0])) }