replace BeginEnder with Doer and migrate everything

This commit is contained in:
faiface 2016-11-25 22:49:56 +01:00
parent f7c4a6e1ad
commit 52a3a96d20
6 changed files with 337 additions and 283 deletions

58
graphics.go Normal file
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@ -0,0 +1,58 @@
package pixel
import "github.com/faiface/pixel/pixelgl"
// Warning: technical stuff below.
// VertexFormat is an internal format of the OpenGL vertex data.
//
// You can actually change this and all of the Pixel's functions will use the new format.
// Only change when you're implementing an OpenGL effect or something similar.
var VertexFormat = DefaultVertexFormat()
// DefaultVertexFormat returns the default vertex format used by Pixel.
func DefaultVertexFormat() pixelgl.VertexFormat {
return pixelgl.VertexFormat{
{Purpose: pixelgl.Position, Size: 2},
{Purpose: pixelgl.Color, Size: 4},
{Purpose: pixelgl.TexCoord, Size: 2},
}
}
// ConvertVertexData converts data in the oldFormat to the newFormat. Vertex attributes in the new format
// will be copied from the corresponding vertex attributes in the old format. If a vertex attribute in the new format
// has no corresponding attribute in the old format, it will be filled with zeros.
func ConvertVertexData(oldFormat, newFormat pixelgl.VertexFormat, data []float64) []float64 {
// calculate the mapping between old and new format
// if i is a start of a vertex attribute in the new format, then mapping[i] returns
// the index where the same attribute starts in the old format
mapping := make(map[int]int)
i := 0
for _, newAttr := range newFormat {
j := 0
for _, oldAttr := range oldFormat {
if newAttr == oldAttr {
mapping[i] = j
break
}
j += oldAttr.Size
}
i += newAttr.Size
}
oldData, newData := data, []float64{}
for i := 0; i < len(oldData); i += oldFormat.Size() {
j := 0
for _, attr := range newFormat {
if oldIndex, ok := mapping[j]; ok { // the attribute was found in the old format
newData = append(newData, oldData[i+oldIndex:i+oldIndex+attr.Size]...)
} else { // the attribute wasn't found in the old format, so fill with zeros
newData = append(newData, make([]float64, attr.Size)...)
}
j += attr.Size
}
}
return newData
}

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@ -1,34 +1,28 @@
package pixelgl
// BeginEnder is an interface for manipulating OpenGL state.
// Doer is an interface for manipulating OpenGL state.
//
// OpenGL is a state machine and as such, it is natural to manipulate it in a begin-end manner.
// This interface is intended for all OpenGL objects, that can begin being active and end being active
// such as windows, vertex arrays, vertex buffers, textures, shaders, pretty much everything.
// OpenGL is a state machine. Every object can 'enter' it's state and 'leave' it's state. For example,
// you can bind a buffer and unbind a buffer, bind a texture and unbind it, use shader and unuse it, and so on.
//
// It might seem natural to use BeginEnders this way:
// This interface provides a clever and flexible way to do it. A typical workflow of an OpenGL object is that
// you enter (load, bind) that object's state, then do something with it, and then leave the state. That 'something'
// in between, let's call it sub (as in subroutine).
//
// window.Begin()
// shader.Begin()
// texture.Begin()
// vertexarray.Begin()
// vertexarray.Draw()
// vertexarray.End()
// texture.End()
// shader.End()
// window.End()
// The recommended way to implement a Doer is to wrap another Doer (vertex array wrap texture and so on), let's call
// it parent. Then the Do method will look like this:
//
// Don't do this! A better practice is to make a BeginEnder so that it wraps another BeginEnder like this:
// func (o *MyObject) Do(sub func()) {
// o.parent.Do(func() {
// // enter the object's state
// sub()
// // leave the object's state
// })
// }
//
// shader := NewShader(window)
// texture := NewTexture(shader)
// vertexarray := NewVertexArray(texture)
// // now, somewhere else in your code, instead of calling numerous Begin/Ends, you just call
// vertexarray.Draw()
//
// The final single call to draw a vertex array executes all of the Begins and Ends, because the objects are
// wrapped around each other.
type BeginEnder interface {
Begin()
End()
// It might seem difficult to grasp this kind of recursion at first, but it's really simple. What it's basically saying
// is: "Hey parent, enter your state, then let me enter mine, then I'll do whatever I'm supposed to do in the middle.
// After that I'll leave my state and please leave your state too parent."
type Doer interface {
Do(sub func())
}

View File

@ -9,95 +9,104 @@ import (
// Shader is an OpenGL shader program.
type Shader struct {
parent BeginEnder
parent Doer
program uint32
}
// NewShader creates a new shader program from the specified vertex shader and fragment shader sources.
//
// Note that vertexShader and fragmentShader parameters must contain the source code, they're not filenames.
func NewShader(parent BeginEnder, vertexShader, fragmentShader string) (*Shader, error) {
parent.Begin()
defer parent.End()
func NewShader(parent Doer, vertexShader, fragmentShader string) (*Shader, error) {
shader := &Shader{
parent: parent,
}
err, glerr := DoErrGLErr(func() error {
var vshader, fshader uint32
// vertex shader
{
vshader = gl.CreateShader(gl.VERTEX_SHADER)
src, free := gl.Strs(vertexShader)
defer free()
length := int32(len(vertexShader))
gl.ShaderSource(vshader, 1, src, &length)
gl.CompileShader(vshader)
errChan := make(chan error, 1)
parent.Do(func() {
err, glerr := DoErrGLErr(func() error {
var vshader, fshader uint32
var (
success int32
infoLog = make([]byte, 512)
)
gl.GetShaderiv(vshader, gl.COMPILE_STATUS, &success)
if success == 0 {
gl.GetShaderInfoLog(vshader, int32(len(infoLog)), nil, &infoLog[0])
return fmt.Errorf("error compiling vertex shader: %s", string(infoLog))
// vertex shader
{
vshader = gl.CreateShader(gl.VERTEX_SHADER)
src, free := gl.Strs(vertexShader)
defer free()
length := int32(len(vertexShader))
gl.ShaderSource(vshader, 1, src, &length)
gl.CompileShader(vshader)
var (
success int32
infoLog = make([]byte, 512)
)
gl.GetShaderiv(vshader, gl.COMPILE_STATUS, &success)
if success == 0 {
gl.GetShaderInfoLog(vshader, int32(len(infoLog)), nil, &infoLog[0])
return fmt.Errorf("error compiling vertex shader: %s", string(infoLog))
}
}
}
// fragment shader
{
fshader = gl.CreateShader(gl.FRAGMENT_SHADER)
src, free := gl.Strs(fragmentShader)
defer free()
length := int32(len(fragmentShader))
gl.ShaderSource(fshader, 1, src, &length)
gl.CompileShader(fshader)
// fragment shader
{
fshader = gl.CreateShader(gl.FRAGMENT_SHADER)
src, free := gl.Strs(fragmentShader)
defer free()
length := int32(len(fragmentShader))
gl.ShaderSource(fshader, 1, src, &length)
gl.CompileShader(fshader)
var (
success int32
infoLog = make([]byte, 512)
)
gl.GetShaderiv(fshader, gl.COMPILE_STATUS, &success)
if success == 0 {
gl.GetShaderInfoLog(fshader, int32(len(infoLog)), nil, &infoLog[0])
return fmt.Errorf("error compiling fragment shader: %s", string(infoLog))
var (
success int32
infoLog = make([]byte, 512)
)
gl.GetShaderiv(fshader, gl.COMPILE_STATUS, &success)
if success == 0 {
gl.GetShaderInfoLog(fshader, int32(len(infoLog)), nil, &infoLog[0])
return fmt.Errorf("error compiling fragment shader: %s", string(infoLog))
}
}
}
// shader program
{
shader.program = gl.CreateProgram()
gl.AttachShader(shader.program, vshader)
gl.AttachShader(shader.program, fshader)
gl.LinkProgram(shader.program)
// shader program
{
shader.program = gl.CreateProgram()
gl.AttachShader(shader.program, vshader)
gl.AttachShader(shader.program, fshader)
gl.LinkProgram(shader.program)
var (
success int32
infoLog = make([]byte, 512)
)
gl.GetProgramiv(shader.program, gl.LINK_STATUS, &success)
if success == 0 {
gl.GetProgramInfoLog(shader.program, int32(len(infoLog)), nil, &infoLog[0])
return fmt.Errorf("error linking shader program: %s", string(infoLog))
var (
success int32
infoLog = make([]byte, 512)
)
gl.GetProgramiv(shader.program, gl.LINK_STATUS, &success)
if success == 0 {
gl.GetProgramInfoLog(shader.program, int32(len(infoLog)), nil, &infoLog[0])
return fmt.Errorf("error linking shader program: %s", string(infoLog))
}
}
gl.DeleteShader(vshader)
gl.DeleteShader(fshader)
return nil
})
if err != nil {
if glerr != nil {
err = errors.Wrap(glerr, err.Error())
}
errChan <- err
return
}
gl.DeleteShader(vshader)
gl.DeleteShader(fshader)
return nil
})
if err != nil {
if glerr != nil {
err = errors.Wrap(glerr, err.Error())
errChan <- err
return
}
errChan <- nil
})
err := <-errChan
if err != nil {
return nil, err
}
if glerr != nil {
return nil, glerr
}
return shader, nil
}
@ -108,18 +117,15 @@ func (s *Shader) Delete() {
})
}
// Begin starts using a shader program.
func (s *Shader) Begin() {
s.parent.Begin()
DoNoBlock(func() {
gl.UseProgram(s.program)
// Do stars using a shader, executes sub, and stops using it.
func (s *Shader) Do(sub func()) {
s.parent.Do(func() {
DoNoBlock(func() {
gl.UseProgram(s.program)
})
sub()
DoNoBlock(func() {
gl.UseProgram(0)
})
})
}
// End stops using a shader program.
func (s *Shader) End() {
DoNoBlock(func() {
gl.UseProgram(0)
})
s.parent.End()
}

View File

@ -7,37 +7,39 @@ import (
// Texture is an OpenGL texture.
type Texture struct {
parent BeginEnder
parent Doer
tex uint32
}
// NewTexture creates a new texture with the specified width and height.
// The pixels must be a sequence of RGBA values.
func NewTexture(parent BeginEnder, width, height int, pixels []uint8) (*Texture, error) {
parent.Begin()
defer parent.End()
func NewTexture(parent Doer, width, height int, pixels []uint8) (*Texture, error) {
texture := &Texture{parent: parent}
err := DoGLErr(func() {
gl.GenTextures(1, &texture.tex)
gl.BindTexture(gl.TEXTURE_2D, texture.tex)
errChan := make(chan error, 1)
parent.Do(func() {
errChan <- DoGLErr(func() {
gl.GenTextures(1, &texture.tex)
gl.BindTexture(gl.TEXTURE_2D, texture.tex)
gl.TexImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
int32(width),
int32(height),
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
gl.Ptr(pixels),
)
gl.GenerateMipmap(gl.TEXTURE_2D)
gl.TexImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
int32(width),
int32(height),
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
gl.Ptr(pixels),
)
gl.BindTexture(gl.TEXTURE_2D, 0)
gl.GenerateMipmap(gl.TEXTURE_2D)
gl.BindTexture(gl.TEXTURE_2D, 0)
})
})
err := <-errChan
if err != nil {
return nil, errors.Wrap(err, "failed to create a texture")
}
@ -52,18 +54,15 @@ func (t *Texture) Delete() {
})
}
// Begin binds a texture.
func (t *Texture) Begin() {
t.parent.Begin()
DoNoBlock(func() {
gl.BindTexture(gl.TEXTURE_2D, t.tex)
// Do bind a texture, executes sub, and unbinds the texture.
func (t *Texture) Do(sub func()) {
t.parent.Do(func() {
DoNoBlock(func() {
gl.BindTexture(gl.TEXTURE_2D, t.tex)
})
sub()
DoNoBlock(func() {
gl.BindTexture(gl.TEXTURE_2D, 0)
})
})
}
// End unbinds a texture.
func (t *Texture) End() {
DoNoBlock(func() {
gl.BindTexture(gl.TEXTURE_2D, 0)
})
t.parent.End()
}

View File

@ -90,7 +90,7 @@ const (
// VertexArray is an OpenGL vertex array object that also holds it's own vertex buffer object.
// From the user's points of view, VertexArray is an array of vertices that can be drawn.
type VertexArray struct {
parent BeginEnder
parent Doer
format VertexFormat
vao uint32
vbo uint32
@ -99,44 +99,50 @@ type VertexArray struct {
}
// NewVertexArray creates a new vertex array and wraps another BeginEnder around it.
func NewVertexArray(parent BeginEnder, format VertexFormat, mode VertexDrawMode, usage VertexUsage, data []float64) (*VertexArray, error) {
parent.Begin()
defer parent.End()
func NewVertexArray(parent Doer, format VertexFormat, mode VertexDrawMode, usage VertexUsage, data []float64) (*VertexArray, error) {
va := &VertexArray{
parent: parent,
format: format,
mode: mode,
}
err := DoGLErr(func() {
gl.GenVertexArrays(1, &va.vao)
gl.BindVertexArray(va.vao)
errChan := make(chan error, 1)
parent.Do(func() {
err := DoGLErr(func() {
gl.GenVertexArrays(1, &va.vao)
gl.BindVertexArray(va.vao)
gl.GenBuffers(1, &va.vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
gl.BufferData(gl.ARRAY_BUFFER, 8*len(data), gl.Ptr(data), uint32(usage))
gl.GenBuffers(1, &va.vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
gl.BufferData(gl.ARRAY_BUFFER, 8*len(data), gl.Ptr(data), uint32(usage))
stride := format.Size()
va.count = len(data) / stride
stride := format.Size()
va.count = len(data) / stride
offset := 0
for i, attr := range format {
gl.VertexAttribPointer(
uint32(i),
int32(attr.Size),
gl.DOUBLE,
false,
int32(8*stride),
gl.PtrOffset(8*offset),
)
gl.EnableVertexAttribArray(uint32(i))
offset += attr.Size
offset := 0
for i, attr := range format {
gl.VertexAttribPointer(
uint32(i),
int32(attr.Size),
gl.DOUBLE,
false,
int32(8*stride),
gl.PtrOffset(8*offset),
)
gl.EnableVertexAttribArray(uint32(i))
offset += attr.Size
}
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gl.BindVertexArray(0)
})
if err != nil {
errChan <- err
return
}
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gl.BindVertexArray(0)
errChan <- nil
})
err := <-errChan
if err != nil {
return nil, errors.Wrap(err, "failed to create a vertex array")
}
@ -176,8 +182,7 @@ func (va *VertexArray) DrawMode() VertexDrawMode {
// Draw draws a vertex array.
func (va *VertexArray) Draw() {
va.Begin()
va.End()
va.Do(func() {})
}
// Data returns a copy of data inside a vertex array (actually it's vertex buffer).
@ -207,21 +212,18 @@ func (va *VertexArray) UpdateData(offset int, data []float64) {
})
}
// Begin binds a vertex array and it's associated vertex buffer.
func (va *VertexArray) Begin() {
va.parent.Begin()
DoNoBlock(func() {
gl.BindVertexArray(va.vao)
gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
// Do binds a vertex arrray and it's associated vertex buffer, executes sub, and unbinds the vertex array and it's vertex buffer.
func (va *VertexArray) Do(sub func()) {
va.parent.Do(func() {
DoNoBlock(func() {
gl.BindVertexArray(va.vao)
gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
})
sub()
DoNoBlock(func() {
gl.DrawArrays(uint32(va.mode), 0, int32(va.count))
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gl.BindVertexArray(0)
})
})
}
// End draws a vertex array and unbinds it alongside with it's associated vertex buffer.
func (va *VertexArray) End() {
DoNoBlock(func() {
gl.DrawArrays(uint32(va.mode), 0, int32(va.count))
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gl.BindVertexArray(0)
})
va.parent.End()
}

191
window.go
View File

@ -104,79 +104,79 @@ func NewWindow(config WindowConfig) (*Window, error) {
// Delete destroys a window. The window can't be used any further.
func (w *Window) Delete() {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.Destroy()
w.Do(func() {
pixelgl.Do(func() {
w.window.Destroy()
})
})
}
// Clear clears the window with a color.
func (w *Window) Clear(c color.Color) {
w.Begin()
defer w.End()
pixelgl.Clear(colorToRGBA(c))
w.Do(func() {
pixelgl.Clear(colorToRGBA(c))
})
}
// Update swaps buffers and polls events.
func (w *Window) Update() {
w.Begin()
defer w.End()
pixelgl.Do(func() {
if w.config.VSync {
glfw.SwapInterval(1)
}
w.window.SwapBuffers()
glfw.PollEvents()
w.Do(func() {
pixelgl.Do(func() {
if w.config.VSync {
glfw.SwapInterval(1)
}
w.window.SwapBuffers()
glfw.PollEvents()
})
})
}
// SetTitle changes the title of a window.
func (w *Window) SetTitle(title string) {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.SetTitle(title)
w.Do(func() {
pixelgl.Do(func() {
w.window.SetTitle(title)
})
})
}
// SetSize resizes a window to the specified size in pixels.
// In case of a fullscreen window, it changes the resolution of that window.
func (w *Window) SetSize(width, height float64) {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.SetSize(int(width), int(height))
w.Do(func() {
pixelgl.Do(func() {
w.window.SetSize(int(width), int(height))
})
})
}
// Size returns the size of the client area of a window (the part you can draw on).
func (w *Window) Size() (width, height float64) {
w.Begin()
defer w.End()
pixelgl.Do(func() {
wi, hi := w.window.GetSize()
width = float64(wi)
height = float64(hi)
w.Do(func() {
pixelgl.Do(func() {
wi, hi := w.window.GetSize()
width = float64(wi)
height = float64(hi)
})
})
return width, height
}
// Show makes a window visible if it was hidden.
func (w *Window) Show() {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.Show()
w.Do(func() {
pixelgl.Do(func() {
w.window.Show()
})
})
}
// Hide hides a window if it was visible.
func (w *Window) Hide() {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.Hide()
w.Do(func() {
pixelgl.Do(func() {
w.window.Hide()
})
})
}
@ -187,37 +187,35 @@ func (w *Window) Hide() {
func (w *Window) SetFullscreen(monitor *Monitor) {
if w.Monitor() != monitor {
if monitor == nil {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.SetMonitor(
nil,
w.restore.xpos,
w.restore.ypos,
w.restore.width,
w.restore.height,
0,
)
w.Do(func() {
pixelgl.Do(func() {
w.window.SetMonitor(
nil,
w.restore.xpos,
w.restore.ypos,
w.restore.width,
w.restore.height,
0,
)
})
})
} else {
w.Begin()
defer w.End()
w.Do(func() {
pixelgl.Do(func() {
w.restore.xpos, w.restore.ypos = w.window.GetPos()
w.restore.width, w.restore.height = w.window.GetSize()
pixelgl.Do(func() {
w.restore.xpos, w.restore.ypos = w.window.GetPos()
w.restore.width, w.restore.height = w.window.GetSize()
width, height := monitor.Size()
refreshRate := monitor.RefreshRate()
w.window.SetMonitor(
monitor.monitor,
0,
0,
int(width),
int(height),
int(refreshRate),
)
width, height := monitor.Size()
refreshRate := monitor.RefreshRate()
w.window.SetMonitor(
monitor.monitor,
0,
0,
int(width),
int(height),
int(refreshRate),
)
})
})
}
}
@ -230,12 +228,12 @@ func (w *Window) IsFullscreen() bool {
// Monitor returns a monitor a fullscreen window is on. If the window is not fullscreen, this function returns nil.
func (w *Window) Monitor() *Monitor {
w.Begin()
defer w.End()
monitor := pixelgl.DoVal(func() interface{} {
return w.window.GetMonitor()
}).(*glfw.Monitor)
var monitor *glfw.Monitor
w.Do(func() {
monitor = pixelgl.DoVal(func() interface{} {
return w.window.GetMonitor()
}).(*glfw.Monitor)
})
if monitor == nil {
return nil
}
@ -246,37 +244,39 @@ func (w *Window) Monitor() *Monitor {
// Focus brings a window to the front and sets input focus.
func (w *Window) Focus() {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.Focus()
w.Do(func() {
pixelgl.Do(func() {
w.window.Focus()
})
})
}
// Focused returns true if a window has input focus.
func (w *Window) Focused() bool {
w.Begin()
defer w.End()
return pixelgl.DoVal(func() interface{} {
return w.window.GetAttrib(glfw.Focused) == glfw.True
}).(bool)
var focused bool
w.Do(func() {
focused = pixelgl.DoVal(func() interface{} {
return w.window.GetAttrib(glfw.Focused) == glfw.True
}).(bool)
})
return focused
}
// Maximize puts a windowed window to a maximized state.
func (w *Window) Maximize() {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.Maximize()
w.Do(func() {
pixelgl.Do(func() {
w.window.Maximize()
})
})
}
// Restore restores a windowed window from a maximized state.
func (w *Window) Restore() {
w.Begin()
defer w.End()
pixelgl.Do(func() {
w.window.Restore()
w.Do(func() {
pixelgl.Do(func() {
w.window.Restore()
})
})
}
@ -285,11 +285,11 @@ var currentWindow struct {
handler *Window
}
// Begin makes the context of this window current.
//
// Note that you only need to use this function if you're designing a low-level technical plugin (such as an effect).
func (w *Window) Begin() {
// Do makes the context of this window current, if it's not already, and executes sub.
func (w *Window) Do(sub func()) {
currentWindow.Lock()
defer currentWindow.Unlock()
if currentWindow.handler != w {
pixelgl.Do(func() {
w.window.MakeContextCurrent()
@ -297,11 +297,6 @@ func (w *Window) Begin() {
})
currentWindow.handler = w
}
}
// End makes it possible for other windows to make their context current.
//
// Note that you only need to use this function if you're designing a low-level technical plugin (such as an effect).
func (w *Window) End() {
currentWindow.Unlock()
sub()
}