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- // 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.
- //go:build !wasm
- // +build !wasm
- package gls
- // #include <stdlib.h>
- // #include "glcorearb.h"
- // #include "glapi.h"
- import "C"
- import (
- "fmt"
- "reflect"
- "unsafe"
- )
- // GLS encapsulates the state of an OpenGL context and contains
- // methods to call OpenGL functions.
- type GLS struct {
- stats Stats // statistics
- prog *Program // current active shader program
- programs map[*Program]bool // shader programs cache
- checkErrors bool // check openGL API errors flag
- // Cache OpenGL state to avoid making unnecessary API calls
- activeTexture uint32 // cached last set active texture unit
- 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
- frontFace uint32 // cached last set glFrontFace value
- depthFunc uint32 // cached last set depth function
- depthMask int // cached last set depth mask
- //stencilFunc
- stencilMask uint32 // cached last set stencil 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
- polygonModeFace uint32 // cached last set polygon mode face
- polygonModeMode uint32 // cached last set polygon mode mode
- polygonOffsetFactor float32 // cached last set polygon offset factor
- polygonOffsetUnits float32 // cached last set polygon offset units
- gobuf []byte // conversion buffer with GO memory
- cbuf []byte // conversion buffer with C memory
- }
- // New creates and returns a new instance of a GLS object,
- // which encapsulates the state of an OpenGL context.
- // This should be called only after an active OpenGL context
- // is 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
- // Preallocate conversion buffers
- size := 1 * 1024
- gs.gobuf = make([]byte, size)
- p := C.malloc(C.size_t(size))
- gs.cbuf = (*[1 << 30]byte)(unsafe.Pointer(p))[:size:size]
- 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(0)
- }
- gs.checkErrors = enable
- }
- // CheckErrors 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.frontFace = 0
- gs.depthFunc = 0
- gs.depthMask = uintUndef
- gs.capabilities = make(map[int]int)
- gs.programs = make(map[*Program]bool)
- gs.prog = nil
- gs.activeTexture = uintUndef
- 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.polygonModeFace = 0
- gs.polygonModeMode = 0
- gs.polygonOffsetFactor = -1
- gs.polygonOffsetUnits = -1
- }
- // setDefaultState is used internally to set the initial state of OpenGL
- // for this context.
- func (gs *GLS) setDefaultState() {
- gs.ClearColor(0, 0, 0, 1)
- gs.ClearDepth(1)
- gs.ClearStencil(0)
- gs.Enable(DEPTH_TEST)
- //gs.DepthMask(true)
- 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
- s.Shaders = len(gs.programs)
- }
- // ActiveTexture selects which texture unit subsequent texture state calls
- // will affect. The number of texture units an implementation supports is
- // implementation dependent, but must be at least 48 in GL 3.3.
- func (gs *GLS) ActiveTexture(texture uint32) {
- if gs.activeTexture == texture {
- return
- }
- C.glActiveTexture(C.GLenum(texture))
- gs.activeTexture = texture
- }
- // AttachShader attaches the specified shader object to the specified program object.
- func (gs *GLS) AttachShader(program, shader uint32) {
- C.glAttachShader(C.GLuint(program), C.GLuint(shader))
- }
- // BindBuffer binds a buffer object to the specified buffer binding point.
- func (gs *GLS) BindBuffer(target int, vbo uint32) {
- C.glBindBuffer(C.GLenum(target), C.GLuint(vbo))
- }
- // BindTexture lets you create or use a named texture.
- func (gs *GLS) BindTexture(target int, tex uint32) {
- C.glBindTexture(C.GLenum(target), C.GLuint(tex))
- }
- // BindVertexArray binds the vertex array object.
- func (gs *GLS) BindVertexArray(vao uint32) {
- C.glBindVertexArray(C.GLuint(vao))
- }
- // BlendEquation sets the blend equations for all draw buffers.
- func (gs *GLS) BlendEquation(mode uint32) {
- if gs.blendEquation == mode {
- return
- }
- C.glBlendEquation(C.GLenum(mode))
- gs.blendEquation = mode
- }
- // BlendEquationSeparate sets the blend equations for all draw buffers
- // allowing different equations for the RGB and alpha components.
- 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
- }
- // BlendFunc defines the operation of blending for
- // all draw buffers when blending is enabled.
- 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
- }
- // BlendFuncSeparate defines the operation of blending for all draw buffers when blending
- // is enabled, allowing different operations for the RGB and alpha components.
- 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
- }
- // BufferData creates a new data store for the buffer object currently
- // bound to target, deleting any pre-existing data store.
- 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))
- }
- // ClearColor specifies the red, green, blue, and alpha values
- // used by glClear to clear the color buffers.
- func (gs *GLS) ClearColor(r, g, b, a float32) {
- C.glClearColor(C.GLfloat(r), C.GLfloat(g), C.GLfloat(b), C.GLfloat(a))
- }
- // ClearDepth specifies the depth value used by Clear to clear the depth buffer.
- func (gs *GLS) ClearDepth(v float32) {
- C.glClearDepth(C.GLclampd(v))
- }
- // ClearStencil specifies the index used by Clear to clear the stencil buffer.
- func (gs *GLS) ClearStencil(v int32) {
- C.glClearStencil(C.GLint(v))
- }
- // Clear sets the bitplane area of the window to values previously
- // selected by ClearColor, ClearDepth, and ClearStencil.
- func (gs *GLS) Clear(mask uint) {
- C.glClear(C.GLbitfield(mask))
- }
- // CompileShader compiles the source code strings that
- // have been stored in the specified shader object.
- func (gs *GLS) CompileShader(shader uint32) {
- C.glCompileShader(C.GLuint(shader))
- }
- // CreateProgram creates an empty program object and returns
- // a non-zero value by which it can be referenced.
- func (gs *GLS) CreateProgram() uint32 {
- p := C.glCreateProgram()
- return uint32(p)
- }
- // CreateShader creates an empty shader object and returns
- // a non-zero value by which it can be referenced.
- func (gs *GLS) CreateShader(stype uint32) uint32 {
- h := C.glCreateShader(C.GLenum(stype))
- return uint32(h)
- }
- // DeleteBuffers deletes nbuffer objects named
- // by the elements of the provided array.
- func (gs *GLS) DeleteBuffers(bufs ...uint32) {
- C.glDeleteBuffers(C.GLsizei(len(bufs)), (*C.GLuint)(&bufs[0]))
- gs.stats.Buffers -= len(bufs)
- }
- // DeleteShader frees the memory and invalidates the name
- // associated with the specified shader object.
- func (gs *GLS) DeleteShader(shader uint32) {
- C.glDeleteShader(C.GLuint(shader))
- }
- // DeleteProgram frees the memory and invalidates the name
- // associated with the specified program object.
- func (gs *GLS) DeleteProgram(program uint32) {
- C.glDeleteProgram(C.GLuint(program))
- }
- // DeleteTextures deletes ntextures named
- // by the elements of the provided array.
- func (gs *GLS) DeleteTextures(tex ...uint32) {
- C.glDeleteTextures(C.GLsizei(len(tex)), (*C.GLuint)(&tex[0]))
- gs.stats.Textures -= len(tex)
- }
- // DeleteVertexArrays deletes nvertex array objects named
- // by the elements of the provided array.
- func (gs *GLS) DeleteVertexArrays(vaos ...uint32) {
- C.glDeleteVertexArrays(C.GLsizei(len(vaos)), (*C.GLuint)(&vaos[0]))
- gs.stats.Vaos -= len(vaos)
- }
- // ReadPixels returns the current rendered image.
- // x, y: specifies the window coordinates of the first pixel that is read from the frame buffer.
- // width, height: specifies the dimensions of the pixel rectangle.
- // format: specifies the format of the pixel data.
- // format_type: specifies the data type of the pixel data.
- // more information: http://docs.gl/gl3/glReadPixels
- func (gs *GLS) ReadPixels(x, y, width, height, format, formatType int) []byte {
- size := uint32((width - x) * (height - y) * 4)
- C.glReadPixels(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(formatType), unsafe.Pointer(gs.gobufSize(size)))
- return gs.gobuf[:size]
- }
- // DepthFunc specifies the function used to compare each incoming pixel
- // depth value with the depth value present in the depth buffer.
- func (gs *GLS) DepthFunc(mode uint32) {
- if gs.depthFunc == mode {
- return
- }
- C.glDepthFunc(C.GLenum(mode))
- gs.depthFunc = mode
- }
- // DepthMask enables or disables writing into the depth buffer.
- 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) StencilOp(fail, zfail, zpass uint32) {
- // TODO save state
- C.glStencilOp(C.GLenum(fail), C.GLenum(zfail), C.GLenum(zpass))
- }
- func (gs *GLS) StencilFunc(mode uint32, ref int32, mask uint32) {
- // TODO save state
- C.glStencilFunc(C.GLenum(mode), C.GLint(ref), C.GLuint(mask))
- }
- // TODO doc
- // StencilMask enables or disables writing into the stencil buffer.
- func (gs *GLS) StencilMask(mask uint32) {
- if gs.stencilMask == mask {
- return
- }
- C.glStencilMask(C.GLuint(mask))
- gs.stencilMask = mask
- }
- // DrawArrays renders primitives from array data.
- func (gs *GLS) DrawArrays(mode uint32, first int32, count int32) {
- C.glDrawArrays(C.GLenum(mode), C.GLint(first), C.GLsizei(count))
- gs.stats.Drawcalls++
- }
- // DrawElements renders primitives from array data.
- 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++
- }
- // DrawBuffer sets which color buffers are to be drawn into.
- // Mode is one of NONE, FRONT_LEFT, FRONT_RIGHT, BACK_LEFT, BACK_RIGHT, FRONT, BACK, LEFT, RIGHT, and FRONT_AND_BACK.
- func (gs *GLS) DrawBuffer(mode uint) {
- C.glDrawBuffer(C.GLuint(mode))
- }
- // Enable enables the specified capability.
- func (gs *GLS) Enable(cap int) {
- if gs.capabilities[cap] == capEnabled {
- gs.stats.Caphits++
- return
- }
- C.glEnable(C.GLenum(cap))
- gs.capabilities[cap] = capEnabled
- }
- // Disable disables the specified capability.
- func (gs *GLS) Disable(cap int) {
- if gs.capabilities[cap] == capDisabled {
- gs.stats.Caphits++
- return
- }
- C.glDisable(C.GLenum(cap))
- gs.capabilities[cap] = capDisabled
- }
- // EnableVertexAttribArray enables a generic vertex attribute array.
- func (gs *GLS) EnableVertexAttribArray(index uint32) {
- C.glEnableVertexAttribArray(C.GLuint(index))
- }
- // CullFace specifies whether front- or back-facing facets can be culled.
- func (gs *GLS) CullFace(mode uint32) {
- C.glCullFace(C.GLenum(mode))
- }
- // FrontFace defines front- and back-facing polygons.
- func (gs *GLS) FrontFace(mode uint32) {
- if gs.frontFace == mode {
- return
- }
- C.glFrontFace(C.GLenum(mode))
- gs.frontFace = mode
- }
- // GenBuffer generates a buffer object name.
- func (gs *GLS) GenBuffer() uint32 {
- var buf uint32
- C.glGenBuffers(1, (*C.GLuint)(&buf))
- gs.stats.Buffers++
- return buf
- }
- // GenFramebuffer creates a new framebuffer.
- // Framebuffers store (usually two) render buffers.
- func (gs *GLS) GenFramebuffer() uint32 {
- var fb uint32
- C.glGenFramebuffers(1, (*C.GLuint)(&fb))
- gs.stats.Fbos++
- return fb
- }
- // GenRenderbuffer creates a new render buffer.
- func (gs *GLS) GenRenderbuffer() uint32 {
- var rb uint32
- C.glGenRenderbuffers(1, (*C.GLuint)(&rb))
- gs.stats.Rbos++
- return rb
- }
- // BindFramebuffer sets the current framebuffer.
- func (gs *GLS) BindFramebuffer(fb uint32) {
- C.glBindFramebuffer(FRAMEBUFFER, C.GLuint(fb))
- }
- // BindRenderbuffer sets the current render buffer.
- func (gs *GLS) BindRenderbuffer(rb uint32) {
- C.glBindRenderbuffer(RENDERBUFFER, C.GLuint(rb))
- }
- // RenderbufferStorage allocates space for the bound render buffer.
- // Format is the internal storage format, e.g. RGBA32F
- func (gs *GLS) RenderbufferStorage(format uint, width int, height int) {
- C.glRenderbufferStorage(RENDERBUFFER, C.GLuint(format), C.GLint(width), C.GLint(height))
- }
- // FramebufferRenderbuffer attaches a renderbuffer object to the bound framebuffer object.
- // Attachment is one of COLOR_ATTACHMENT0, DEPTH_ATTACHMENT, or STENCIL_ATTACHMENT.
- func (gs *GLS) FramebufferRenderbuffer(attachment uint, rb uint32) {
- C.glFramebufferRenderbuffer(DRAW_FRAMEBUFFER, C.GLuint(attachment), RENDERBUFFER, C.GLuint(rb))
- }
- // FramebufferTexture attaches a level of a texture object as a logical buffer of a framebuffer object.
- func (gs *GLS) FramebufferTexture(attachment uint, tex uint32) {
- C.glFramebufferTexture(FRAMEBUFFER, C.GLuint(attachment), C.GLuint(tex), 0)
- }
- // FramebufferTexture1D attaches a level of a texture object as a logical buffer to the currently bound framebuffer object
- func (gs *GLS) FramebufferTexture1D(attachment uint, textarget uint, tex uint32) {
- C.glFramebufferTexture1D(FRAMEBUFFER, C.GLenum(attachment), C.GLenum(textarget), C.GLuint(tex), 0)
- }
- // FramebufferTexture2D attaches a level of a texture object as a logical buffer to the currently bound framebuffer object
- func (gs *GLS) FramebufferTexture2D(attachment uint, textarget uint, tex uint32) {
- C.glFramebufferTexture2D(FRAMEBUFFER, C.GLenum(attachment), C.GLenum(textarget), C.GLuint(tex), 0)
- }
- // FramebufferTexture3D attaches a level of a texture object as a logical buffer to the currently bound framebuffer object
- func (gs *GLS) FramebufferTexture3D(attachment uint, textarget uint, tex uint32, layer int) {
- C.glFramebufferTexture3D(FRAMEBUFFER, C.GLenum(attachment), C.GLenum(textarget), C.GLuint(tex), 0, C.GLint(layer))
- }
- // CheckFramebufferStatus get the framebuffer status
- func (gs *GLS) CheckFramebufferStatus() uint32 {
- res := C.glCheckFramebufferStatus(C.GLenum(FRAMEBUFFER))
- return uint32(res)
- }
- // ReadBuffer sets the buffer for reading using ReadPixels.
- // Attachment is one of COLOR_ATTACHMENT0, DEPTH_ATTACHMENT, or STENCIL_ATTACHMENT.
- func (gs *GLS) ReadBuffer(attachment uint) {
- C.glReadBuffer(C.GLuint(attachment))
- }
- // GenerateMipmap generates mipmaps for the specified texture target.
- func (gs *GLS) GenerateMipmap(target uint32) {
- C.glGenerateMipmap(C.GLenum(target))
- }
- // GenTexture generates a texture object name.
- func (gs *GLS) GenTexture() uint32 {
- var tex uint32
- C.glGenTextures(1, (*C.GLuint)(&tex))
- gs.stats.Textures++
- return tex
- }
- // GenVertexArray generates a vertex array object name.
- func (gs *GLS) GenVertexArray() uint32 {
- var vao uint32
- C.glGenVertexArrays(1, (*C.GLuint)(&vao))
- gs.stats.Vaos++
- return vao
- }
- // GetAttribLocation returns the location of the specified attribute variable.
- func (gs *GLS) GetAttribLocation(program uint32, name string) int32 {
- loc := C.glGetAttribLocation(C.GLuint(program), gs.gobufStr(name))
- return int32(loc)
- }
- // GetProgramiv returns the specified parameter from the specified program object.
- 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.gobufSize(uint32(length)))
- return string(gs.gobuf[: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.gobufSize(uint32(length)))
- return string(gs.gobuf[:length])
- }
- // GetString returns a string describing the specified aspect of the current GL connection.
- func (gs *GLS) GetString(name uint32) string {
- cs := C.glGetString(C.GLenum(name))
- return C.GoString((*C.char)(unsafe.Pointer(cs)))
- }
- // 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.gobufStr(name))
- return int32(loc)
- }
- // GetViewport returns the current viewport information.
- func (gs *GLS) GetViewport() (x, y, width, height int32) {
- return gs.viewportX, gs.viewportY, gs.viewportWidth, gs.viewportHeight
- }
- // LineWidth specifies the rasterized width of both aliased and antialiased lines.
- func (gs *GLS) LineWidth(width float32) {
- if gs.lineWidth == width {
- return
- }
- C.glLineWidth(C.GLfloat(width))
- gs.lineWidth = width
- }
- // LinkProgram links the specified program object.
- func (gs *GLS) LinkProgram(program uint32) {
- C.glLinkProgram(C.GLuint(program))
- }
- // GetShaderiv returns the specified parameter from the specified shader object.
- func (gs *GLS) GetShaderiv(shader, pname uint32, params *int32) {
- C.glGetShaderiv(C.GLuint(shader), C.GLenum(pname), (*C.GLint)(params))
- }
- // Scissor defines the scissor box rectangle in window coordinates.
- func (gs *GLS) Scissor(x, y int32, width, height uint32) {
- C.glScissor(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
- }
- // ShaderSource sets the source code for the specified shader object.
- func (gs *GLS) ShaderSource(shader uint32, src string) {
- csource := gs.cbufStr(src)
- C.glShaderSource(C.GLuint(shader), 1, (**C.GLchar)(unsafe.Pointer(&csource)), nil)
- }
- // TexImage2D specifies a two-dimensional texture image.
- func (gs *GLS) TexImage2D(target uint32, level int32, iformat int32, width int32, height 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(0),
- C.GLenum(format),
- C.GLenum(itype),
- ptr(data))
- }
- // TexSubImage2D specifies a sub-rectangle of the current texture.
- func (gs *GLS) TexSubImage2D(target uint32, level int32, xoffset, yoffset, width, height int32, format uint32, itype uint32, data interface{}) {
- C.glTexSubImage2D(C.GLenum(target),
- C.GLint(level),
- C.GLint(xoffset),
- C.GLint(yoffset),
- C.GLsizei(width),
- C.GLsizei(height),
- C.GLenum(format),
- C.GLenum(itype),
- ptr(data))
- }
- // CompressedTexImage2D specifies a two-dimensional compressed texture image.
- func (gs *GLS) CompressedTexImage2D(target uint32, level uint32, iformat uint32, width int32, height int32, size int32, data interface{}) {
- C.glCompressedTexImage2D(C.GLenum(target),
- C.GLint(level),
- C.GLenum(iformat),
- C.GLsizei(width),
- C.GLsizei(height),
- C.GLint(0),
- C.GLsizei(size),
- ptr(data))
- }
- // TexParameteri sets the specified texture parameter on the specified texture.
- func (gs *GLS) TexParameteri(target uint32, pname uint32, param int32) {
- C.glTexParameteri(C.GLenum(target), C.GLenum(pname), C.GLint(param))
- }
- // PolygonMode controls the interpretation of polygons for rasterization.
- func (gs *GLS) PolygonMode(face, mode uint32) {
- if gs.polygonModeFace == face && gs.polygonModeMode == mode {
- return
- }
- C.glPolygonMode(C.GLenum(face), C.GLenum(mode))
- gs.polygonModeFace = face
- gs.polygonModeMode = mode
- }
- // PolygonOffset sets the scale and units used to calculate depth values.
- 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
- }
- // Uniform1i sets the value of an int uniform variable for the current program object.
- func (gs *GLS) Uniform1i(location int32, v0 int32) {
- C.glUniform1i(C.GLint(location), C.GLint(v0))
- gs.stats.Unisets++
- }
- // Uniform1f sets the value of a float uniform variable for the current program object.
- func (gs *GLS) Uniform1f(location int32, v0 float32) {
- C.glUniform1f(C.GLint(location), C.GLfloat(v0))
- gs.stats.Unisets++
- }
- // Uniform2f sets the value of a vec2 uniform variable for the current program object.
- func (gs *GLS) Uniform2f(location int32, v0, v1 float32) {
- C.glUniform2f(C.GLint(location), C.GLfloat(v0), C.GLfloat(v1))
- gs.stats.Unisets++
- }
- // Uniform3f sets the value of a vec3 uniform variable for the current program object.
- 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++
- }
- // Uniform4f sets the value of a vec4 uniform variable for the current program object.
- 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++
- }
- // UniformMatrix3fv sets the value of one or many 3x3 float matrices for the current program object.
- 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++
- }
- // UniformMatrix4fv sets the value of one or many 4x4 float matrices for the current program object.
- 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++
- }
- // Uniform1fv sets the value of one or many float uniform variables for the current program object.
- func (gs *GLS) Uniform1fv(location int32, count int32, v *float32) {
- C.glUniform1fv(C.GLint(location), C.GLsizei(count), (*C.GLfloat)(v))
- gs.stats.Unisets++
- }
- // Uniform2fv sets the value of one or many vec2 uniform variables for the current program object.
- func (gs *GLS) Uniform2fv(location int32, count int32, v *float32) {
- C.glUniform2fv(C.GLint(location), C.GLsizei(count), (*C.GLfloat)(v))
- gs.stats.Unisets++
- }
- // Uniform3fv sets the value of one or many vec3 uniform variables for the current program object.
- func (gs *GLS) Uniform3fv(location int32, count int32, v *float32) {
- C.glUniform3fv(C.GLint(location), C.GLsizei(count), (*C.GLfloat)(v))
- gs.stats.Unisets++
- }
- // Uniform4fv sets the value of one or many vec4 uniform variables for the current program object.
- func (gs *GLS) Uniform4fv(location int32, count int32, v *float32) {
- C.glUniform4fv(C.GLint(location), C.GLsizei(count), (*C.GLfloat)(v))
- gs.stats.Unisets++
- }
- // VertexAttribPointer defines an array of generic vertex attribute data.
- 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), C.GLsizeiptr(offset))
- }
- // Viewport sets the viewport.
- 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
- }
- // UseProgram sets the specified 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)
- }
- // gobufSize returns a pointer to static buffer with the specified size not including the terminator.
- // If there is available space, there is no memory allocation.
- func (gs *GLS) gobufSize(size uint32) *C.GLchar {
- if size+1 > uint32(len(gs.gobuf)) {
- gs.gobuf = make([]byte, size+1)
- }
- return (*C.GLchar)(unsafe.Pointer(&gs.gobuf[0]))
- }
- // gobufStr converts a Go String to a C string by copying it to a static buffer
- // and returning a pointer to the start of the buffer.
- // If there is available space, there is no memory allocation.
- func (gs *GLS) gobufStr(s string) *C.GLchar {
- p := gs.gobufSize(uint32(len(s) + 1))
- copy(gs.gobuf, s)
- gs.gobuf[len(s)] = 0
- return p
- }
- // cbufSize returns a pointer to static buffer with C memory
- // If there is available space, there is no memory allocation.
- func (gs *GLS) cbufSize(size uint32) *C.GLchar {
- if size > uint32(len(gs.cbuf)) {
- if len(gs.cbuf) > 0 {
- C.free(unsafe.Pointer(&gs.cbuf[0]))
- }
- p := C.malloc(C.size_t(size))
- gs.cbuf = (*[1 << 30]byte)(unsafe.Pointer(p))[:size:size]
- }
- return (*C.GLchar)(unsafe.Pointer(&gs.cbuf[0]))
- }
- // cbufStr converts a Go String to a C string by copying it to a single pre-allocated buffer
- // using C memory and returning a pointer to the start of the buffer.
- // If there is available space, there is no memory allocation.
- func (gs *GLS) cbufStr(s string) *C.GLchar {
- p := gs.cbufSize(uint32(len(s) + 1))
- copy(gs.cbuf, s)
- gs.cbuf[len(s)] = 0
- return p
- }
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