// generateMipmaps will generate mipmaps for the gl texture func (texture *Texture) generateMipmaps() { // The GL_GENERATE_MIPMAP texparameter is set in loadVolatile if we don't // have support for glGenerateMipmap. if texture.mipmaps { // Driver bug: http://www.opengl.org/wiki/Common_Mistakes#Automatic_mipmap_generation if runtime.GOOS == "windows" || runtime.GOOS == "linux" { gl.Enable(gl.TEXTURE_2D) } gl.GenerateMipmap(gl.TEXTURE_2D) } }
// StencilExt operates like stencil but with access to change the stencil action, // value, and keepvalues. // // action: How to modify any stencil values of pixels that are touched by what's // drawn in the stencil function. // // value: The new stencil value to use for pixels if the "replace" stencil action // is used. Has no effect with other stencil actions. Must be between 0 and 255. // // keepvalues: True to preserve old stencil values of pixels, false to re-set // every pixel's stencil value to 0 before executing the stencil function. Clear // will also re-set all stencil values. func StencilExt(stencil_func func(), action StencilAction, value int32, keepvalues bool) { gl_state.writingToStencil = true if !keepvalues { gl.Clear(gl.STENCIL_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) } if gl_state.currentCanvas != nil { gl_state.currentCanvas.checkCreateStencil() } gl.Enable(gl.STENCIL_TEST) gl.ColorMask(false, false, false, false) gl.StencilFunc(gl.ALWAYS, int(value), 0xFF) gl.StencilOp(gl.KEEP, gl.KEEP, gl.Enum(action)) stencil_func() gl_state.writingToStencil = false SetColorMask(states.back().colorMask) SetStencilTest(states.back().stencilCompare, states.back().stencilTestValue) }
// SetStencilTest configures or disables stencil testing. When stencil testing is // enabled, the geometry of everything that is drawn afterward will be clipped/stencilled // out based on a comparison between the arguments of this function and the stencil // value of each pixel that the geometry touches. The stencil values of pixels are // affected via Stencil/StencilEXT. func SetStencilTest(compare CompareMode, value int32) { if gl_state.writingToStencil { return } states.back().stencilCompare = compare states.back().stencilTestValue = value if compare == COMPARE_ALWAYS { gl.Disable(gl.STENCIL_TEST) return } if gl_state.currentCanvas != nil { gl_state.currentCanvas.checkCreateStencil() } gl.Enable(gl.STENCIL_TEST) gl.StencilFunc(gl.Enum(compare), int(value), 0xFF) gl.StencilOp(gl.KEEP, gl.KEEP, gl.REPLACE) }
// SetScissor Sets or disables scissor. The scissor limits the drawing area to a // specified rectangle. This affects all graphics calls, including Clear. The // dimensions of the scissor is unaffected by graphical transformations // (translate, scale, ...). if no arguments are given it will disable the scissor. // if x, y, w, h are given it will enable the scissor func SetScissor(args ...int32) { if args == nil { gl.Disable(gl.SCISSOR_TEST) states.back().scissor = false } else if len(args) == 4 { x, y, width, height := args[0], args[1], args[2], args[3] gl.Enable(gl.SCISSOR_TEST) if gl_state.currentCanvas != nil { gl.Scissor(x, y, width, height) } else { // With no Canvas active, we need to compensate for glScissor starting // from the lower left of the viewport instead of the top left. gl.Scissor(x, gl_state.viewport[3]-(y+height), width, height) } states.back().scissorBox = []int32{x, y, width, height} states.back().scissor = true } else { panic("incorrect number of arguments to setscissor") } }
// InitContext will initiate the opengl context with a viewport in the size of // w x h. This is generally called from the game loop and wont generally need to // be called unless you are rolling your own game loop. func InitContext(w, h int32) { if gl_state.initialized { return } // Okay, setup OpenGL. gl.ContextWatcher.OnMakeCurrent(nil) //Get system info opengl_version = gl.GetString(gl.VERSION) opengl_vendor = gl.GetString(gl.VENDOR) gl_state.defaultFBO = gl.GetBoundFramebuffer() gl.GetIntegerv(gl.VIEWPORT, gl_state.viewport) // And the current scissor - but we need to compensate for GL scissors // starting at the bottom left instead of top left. gl.GetIntegerv(gl.SCISSOR_BOX, states.back().scissorBox) states.back().scissorBox[1] = gl_state.viewport[3] - (states.back().scissorBox[1] + states.back().scissorBox[3]) initMaxValues() //check shim code glcolor := []float32{1.0, 1.0, 1.0, 1.0} gl.VertexAttrib4fv(attrib_color, glcolor) gl.VertexAttrib4fv(attrib_constantcolor, glcolor) useVertexAttribArrays(0) // Enable blending gl.Enable(gl.BLEND) SetBlendMode(BLENDMODE_ALPHA) // Auto-generated mipmaps should be the best quality possible gl.Hint(gl.GENERATE_MIPMAP_HINT, gl.NICEST) // Make sure antialiasing works when set elsewhere enableMultisample() //check shim code // Set pixel row alignment gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1) //default matricies gl_state.projectionStack = matstack.NewMatStack() gl_state.viewStack = matstack.NewMatStack() //stacks are initialized with ident matricies on top SetViewportSize(w, h) SetBackgroundColor(0, 0, 0, 255) gl_state.boundTextures = make([]gl.Texture, maxTextureUnits) curgltextureunit := gl.GetInteger(gl.ACTIVE_TEXTURE) gl_state.curTextureUnit = int(curgltextureunit - gl.TEXTURE0) // Retrieve currently bound textures for each texture unit. for i := 0; i < len(gl_state.boundTextures); i++ { gl.ActiveTexture(gl.Enum(gl.TEXTURE0 + uint32(i))) gl_state.boundTextures[i] = gl.Texture{Value: uint32(gl.GetInteger(gl.TEXTURE_BINDING_2D))} } gl.ActiveTexture(gl.Enum(curgltextureunit)) createDefaultTexture() setTextureUnit(0) // We always need a default shader. defaultShader = NewShader() gl_state.initialized = true loadAllVolatile() //have to set this after loadallvolatile() so we are sure the default shader is loaded SetShader(nil) }