go-opengl-pixel/window.go

380 lines
9.0 KiB
Go

package pixel
import (
"image/color"
"sync"
"github.com/faiface/pixel/pixelgl"
"github.com/go-gl/gl/v3.3-core/gl"
"github.com/go-gl/glfw/v3.2/glfw"
"github.com/pkg/errors"
)
// WindowConfig is convenience structure for specifying all possible properties of a window.
// Properties are chosen in such a way, that you usually only need to set a few of them - defaults
// (zeros) should usually be sensible.
//
// Note that you always need to set the width and the height of a window.
type WindowConfig struct {
// Title at the top of a window.
Title string
// Width of a window in pixels.
Width float64
// Height of a window in pixels.
Height float64
// If set to nil, a window will be windowed. Otherwise it will be fullscreen on the specified monitor.
Fullscreen *Monitor
// Whether a window is resizable.
Resizable bool
// If set to true, the window will be initially invisible.
Hidden bool
// Undecorated window ommits the borders and decorations (close button, etc.).
Undecorated bool
// If set to true, a window will not get focused upon showing up.
Unfocused bool
// Whether a window is maximized.
Maximized bool
// VSync (vertical synchronization) synchronizes window's framerate with the framerate of the monitor.
VSync bool
// Number of samples for multi-sample anti-aliasing (edge-smoothing).
// Usual values are 0, 2, 4, 8 (powers of 2 and not much more than this).
MSAASamples int
}
// Window is a window handler. Use this type to manipulate a window (input, drawing, ...).
type Window struct {
window *glfw.Window
config WindowConfig
contextHolder pixelgl.ContextHolder
defaultShader *pixelgl.Shader
// need to save these to correctly restore a fullscreen window
restore struct {
xpos, ypos, width, height int
}
}
// NewWindow creates a new window with it's properties specified in the provided config.
//
// If window creation fails, an error is returned.
func NewWindow(config WindowConfig) (*Window, error) {
bool2int := map[bool]int{
true: glfw.True,
false: glfw.False,
}
w := &Window{config: config}
err := pixelgl.DoErr(func() error {
err := glfw.Init()
if err != nil {
return err
}
glfw.WindowHint(glfw.ContextVersionMajor, 3)
glfw.WindowHint(glfw.ContextVersionMinor, 3)
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
glfw.WindowHint(glfw.Resizable, bool2int[config.Resizable])
glfw.WindowHint(glfw.Visible, bool2int[!config.Hidden])
glfw.WindowHint(glfw.Decorated, bool2int[!config.Undecorated])
glfw.WindowHint(glfw.Focused, bool2int[!config.Unfocused])
glfw.WindowHint(glfw.Maximized, bool2int[config.Maximized])
glfw.WindowHint(glfw.Samples, config.MSAASamples)
w.window, err = glfw.CreateWindow(int(config.Width), int(config.Height), config.Title, nil, nil)
if err != nil {
return err
}
return nil
})
if err != nil {
return nil, errors.Wrap(err, "creating window failed")
}
w.SetFullscreen(config.Fullscreen)
defaultShader, err := pixelgl.NewShader(&w.contextHolder, defaultVertexFormat, defaultUniformFormat, defaultVertexShader, defaultFragmentShader)
if err != nil {
w.Delete()
return nil, errors.Wrap(err, "creating window failed")
}
w.defaultShader = defaultShader
return w, nil
}
// Delete destroys a window. The window can't be used any further.
func (w *Window) Delete() {
w.Do(func(pixelgl.Context) {
pixelgl.Do(func() {
w.window.Destroy()
})
})
}
// Clear clears the window with a color.
func (w *Window) Clear(c color.Color) {
w.Do(func(pixelgl.Context) {
pixelgl.DoNoBlock(func() {
gl.ClearColor(colorToRGBA(c))
gl.Clear(gl.COLOR_BUFFER_BIT)
})
})
}
// Update swaps buffers and polls events.
func (w *Window) Update() {
w.Do(func(pixelgl.Context) {
pixelgl.Do(func() {
if w.config.VSync {
glfw.SwapInterval(1)
}
w.window.SwapBuffers()
glfw.PollEvents()
w, h := w.window.GetSize()
gl.Viewport(0, 0, int32(w), int32(h))
})
})
}
// SetTitle changes the title of a window.
func (w *Window) SetTitle(title string) {
w.Do(func(pixelgl.Context) {
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.Do(func(pixelgl.Context) {
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.Do(func(pixelgl.Context) {
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.Do(func(pixelgl.Context) {
pixelgl.Do(func() {
w.window.Show()
})
})
}
// Hide hides a window if it was visible.
func (w *Window) Hide() {
w.Do(func(pixelgl.Context) {
pixelgl.Do(func() {
w.window.Hide()
})
})
}
// SetFullscreen sets a window fullscreen on a given monitor. If the monitor is nil, the window will be resored to windowed instead.
//
// Note, that there is nothing about the resolution of the fullscreen window. The window is automatically set to the monitor's
// resolution. If you want a different resolution, you need to set it manually with SetSize method.
func (w *Window) SetFullscreen(monitor *Monitor) {
if w.Monitor() != monitor {
if monitor == nil {
w.Do(func(pixelgl.Context) {
pixelgl.Do(func() {
w.window.SetMonitor(
nil,
w.restore.xpos,
w.restore.ypos,
w.restore.width,
w.restore.height,
0,
)
})
})
} else {
w.Do(func(pixelgl.Context) {
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),
)
})
})
}
}
}
// IsFullscreen returns true if the window is in the fullscreen mode.
func (w *Window) IsFullscreen() bool {
return w.Monitor() != nil
}
// Monitor returns a monitor a fullscreen window is on. If the window is not fullscreen, this function returns nil.
func (w *Window) Monitor() *Monitor {
var monitor *glfw.Monitor
w.Do(func(pixelgl.Context) {
monitor = pixelgl.DoVal(func() interface{} {
return w.window.GetMonitor()
}).(*glfw.Monitor)
})
if monitor == nil {
return nil
}
return &Monitor{
monitor: monitor,
}
}
// Focus brings a window to the front and sets input focus.
func (w *Window) Focus() {
w.Do(func(pixelgl.Context) {
pixelgl.Do(func() {
w.window.Focus()
})
})
}
// Focused returns true if a window has input focus.
func (w *Window) Focused() bool {
var focused bool
w.Do(func(pixelgl.Context) {
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.Do(func(pixelgl.Context) {
pixelgl.Do(func() {
w.window.Maximize()
})
})
}
// Restore restores a windowed window from a maximized state.
func (w *Window) Restore() {
w.Do(func(pixelgl.Context) {
pixelgl.Do(func() {
w.window.Restore()
})
})
}
var currentWindow struct {
sync.Mutex
handler *Window
}
// Do makes the context of this window current, if it's not already, and executes sub.
func (w *Window) Do(sub func(pixelgl.Context)) {
currentWindow.Lock()
defer currentWindow.Unlock()
if currentWindow.handler != w {
pixelgl.Do(func() {
w.window.MakeContextCurrent()
pixelgl.Init()
})
currentWindow.handler = w
}
if w.defaultShader != nil {
w.defaultShader.Do(sub)
} else {
w.contextHolder.Do(sub)
}
}
var defaultVertexFormat = pixelgl.VertexFormat{
{Purpose: pixelgl.Position, Type: pixelgl.Vec2},
{Purpose: pixelgl.Color, Type: pixelgl.Vec4},
{Purpose: pixelgl.TexCoord, Type: pixelgl.Vec2},
}
var defaultUniformFormat = pixelgl.UniformFormat{
"maskColor": {Purpose: pixelgl.MaskColor, Type: pixelgl.Vec4},
"transform": {Purpose: pixelgl.Transform, Type: pixelgl.Mat3},
"isTexture": {Purpose: pixelgl.IsTexture, Type: pixelgl.Int},
}
var defaultVertexShader = `
#version 330 core
layout (location = 0) in vec2 position;
layout (location = 1) in vec4 color;
layout (location = 2) in vec2 texCoord;
out vec4 Color;
out vec2 TexCoord;
uniform mat3 transform;
void main() {
gl_Position = vec4((transform * vec3(position.x, position.y, 1.0)).xy, 0.0, 1.0);
Color = color;
TexCoord = texCoord;
}
`
var defaultFragmentShader = `
#version 330 core
in vec4 Color;
in vec2 TexCoord;
out vec4 color;
uniform vec4 maskColor;
uniform int isTexture;
uniform sampler2D tex;
void main() {
if (isTexture != 0) {
color = maskColor * Color * texture(tex, vec2(TexCoord.x, 1 - TexCoord.y));
} else {
color = maskColor * Color;
}
}
`