go-opengl-pixel/pixelgl/canvas.go

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package pixelgl
import (
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"fmt"
"image/color"
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"github.com/faiface/glhf"
"github.com/faiface/mainthread"
"github.com/faiface/pixel"
"github.com/go-gl/mathgl/mgl32"
"github.com/pkg/errors"
)
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// Canvas is an off-screen rectangular BasicTarget and Picture at the same time, that you can draw
// onto.
//
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// It supports TrianglesPosition, TrianglesColor, TrianglesPicture and PictureColor.
type Canvas struct {
gf *GLFrame
shader *glhf.Shader
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cmp pixel.ComposeMethod
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mat mgl32.Mat3
col mgl32.Vec4
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smooth bool
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sprite *pixel.Sprite
}
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var _ pixel.ComposeTarget = (*Canvas)(nil)
// NewCanvas creates a new empty, fully transparent Canvas with given bounds.
func NewCanvas(bounds pixel.Rect) *Canvas {
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c := &Canvas{
gf: NewGLFrame(bounds),
mat: mgl32.Ident3(),
col: mgl32.Vec4{1, 1, 1, 1},
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}
c.SetBounds(bounds)
var shader *glhf.Shader
mainthread.Call(func() {
var err error
shader, err = glhf.NewShader(
canvasVertexFormat,
canvasUniformFormat,
canvasVertexShader,
canvasFragmentShader,
)
if err != nil {
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panic(errors.Wrap(err, "failed to create Canvas, there's a bug in the shader"))
}
})
c.shader = shader
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return c
}
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// MakeTriangles creates a specialized copy of the supplied Triangles that draws onto this Canvas.
//
// TrianglesPosition, TrianglesColor and TrianglesPicture are supported.
func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
return &canvasTriangles{
GLTriangles: NewGLTriangles(c.shader, t),
dst: c,
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}
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}
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// MakePicture create a specialized copy of the supplied Picture that draws onto this Canvas.
//
// PictureColor is supported.
func (c *Canvas) MakePicture(p pixel.Picture) pixel.TargetPicture {
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if cp, ok := p.(*canvasPicture); ok {
return &canvasPicture{
GLPicture: cp.GLPicture,
dst: c,
}
}
if gp, ok := p.(GLPicture); ok {
return &canvasPicture{
GLPicture: gp,
dst: c,
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}
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}
return &canvasPicture{
GLPicture: NewGLPicture(p),
dst: c,
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}
}
// SetMatrix sets a Matrix that every point will be projected by.
func (c *Canvas) SetMatrix(m pixel.Matrix) {
for i := range m {
c.mat[i] = float32(m[i])
}
}
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// SetColorMask sets a color that every color in triangles or a picture will be multiplied by.
func (c *Canvas) SetColorMask(col color.Color) {
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rgba := pixel.Alpha(1)
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if col != nil {
rgba = pixel.ToRGBA(col)
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}
c.col = mgl32.Vec4{
float32(rgba.R),
float32(rgba.G),
float32(rgba.B),
float32(rgba.A),
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}
}
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// SetComposeMethod sets a Porter-Duff composition method to be used in the following draws onto
// this Canvas.
func (c *Canvas) SetComposeMethod(cmp pixel.ComposeMethod) {
c.cmp = cmp
}
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// SetBounds resizes the Canvas to the new bounds. Old content will be preserved.
func (c *Canvas) SetBounds(bounds pixel.Rect) {
c.gf.SetBounds(bounds)
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if c.sprite == nil {
c.sprite = pixel.NewSprite(nil, pixel.Rect{})
}
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c.sprite.Set(c, c.Bounds())
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c.sprite.SetMatrix(pixel.IM.Moved(c.Bounds().Center()))
}
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// Bounds returns the rectangular bounds of the Canvas.
func (c *Canvas) Bounds() pixel.Rect {
return c.gf.Bounds()
}
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// SetSmooth sets whether stretched Pictures drawn onto this Canvas should be drawn smooth or
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// pixely.
func (c *Canvas) SetSmooth(smooth bool) {
c.smooth = smooth
}
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// Smooth returns whether stretched Pictures drawn onto this Canvas are set to be drawn smooth or
// pixely.
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func (c *Canvas) Smooth() bool {
return c.smooth
}
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// must be manually called inside mainthread
func (c *Canvas) setGlhfBounds() {
bx, by, bw, bh := intBounds(c.gf.Bounds())
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glhf.Bounds(bx, by, bw, bh)
}
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// must be manually called inside mainthread
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func setBlendFunc(cmp pixel.ComposeMethod) {
switch cmp {
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case pixel.ComposeOver:
glhf.BlendFunc(glhf.One, glhf.OneMinusSrcAlpha)
case pixel.ComposeIn:
glhf.BlendFunc(glhf.DstAlpha, glhf.Zero)
case pixel.ComposeOut:
glhf.BlendFunc(glhf.OneMinusDstAlpha, glhf.Zero)
case pixel.ComposeAtop:
glhf.BlendFunc(glhf.DstAlpha, glhf.OneMinusSrcAlpha)
case pixel.ComposeRover:
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glhf.BlendFunc(glhf.OneMinusDstAlpha, glhf.One)
case pixel.ComposeRin:
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glhf.BlendFunc(glhf.Zero, glhf.SrcAlpha)
case pixel.ComposeRout:
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glhf.BlendFunc(glhf.Zero, glhf.OneMinusSrcAlpha)
case pixel.ComposeRatop:
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glhf.BlendFunc(glhf.OneMinusDstAlpha, glhf.SrcAlpha)
case pixel.ComposeXor:
glhf.BlendFunc(glhf.OneMinusDstAlpha, glhf.OneMinusSrcAlpha)
case pixel.ComposePlus:
glhf.BlendFunc(glhf.One, glhf.One)
case pixel.ComposeCopy:
glhf.BlendFunc(glhf.One, glhf.Zero)
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default:
panic(errors.New("Canvas: invalid compose method"))
}
}
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// Clear fills the whole Canvas with a single color.
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func (c *Canvas) Clear(color color.Color) {
c.gf.Dirty()
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rgba := pixel.ToRGBA(color)
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// color masking
rgba = rgba.Mul(pixel.RGBA{
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R: float64(c.col[0]),
G: float64(c.col[1]),
B: float64(c.col[2]),
A: float64(c.col[3]),
})
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mainthread.CallNonBlock(func() {
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c.setGlhfBounds()
c.gf.Frame().Begin()
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glhf.Clear(
float32(rgba.R),
float32(rgba.G),
float32(rgba.B),
float32(rgba.A),
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)
c.gf.Frame().End()
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})
}
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// Color returns the color of the pixel over the given position inside the Canvas.
func (c *Canvas) Color(at pixel.Vec) pixel.RGBA {
return c.gf.Color(at)
}
// Texture returns the underlying OpenGL Texture of this Canvas.
//
// Implements GLPicture interface.
func (c *Canvas) Texture() *glhf.Texture {
return c.gf.Texture()
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}
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// Draw draws a rectangle equal to Canvas's Bounds containing the Canvas's content to another
// Target.
//
// Note, that the matrix and the color mask of this Canvas have no effect here.
func (c *Canvas) Draw(t pixel.Target) {
c.sprite.Draw(t)
}
type canvasTriangles struct {
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*GLTriangles
dst *Canvas
}
func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
ct.dst.gf.Dirty()
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// save the current state vars to avoid race condition
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cmp := ct.dst.cmp
mat := ct.dst.mat
col := ct.dst.col
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smt := ct.dst.smooth
mainthread.CallNonBlock(func() {
ct.dst.setGlhfBounds()
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setBlendFunc(cmp)
frame := ct.dst.gf.Frame()
shader := ct.dst.shader
frame.Begin()
shader.Begin()
dstBounds := ct.dst.Bounds()
shader.SetUniformAttr(canvasBounds, mgl32.Vec4{
float32(dstBounds.Min.X()),
float32(dstBounds.Min.Y()),
float32(dstBounds.W()),
float32(dstBounds.H()),
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})
shader.SetUniformAttr(canvasTransform, mat)
shader.SetUniformAttr(canvasColorMask, col)
if tex == nil {
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ct.vs.Begin()
ct.vs.Draw()
ct.vs.End()
} else {
tex.Begin()
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bx, by, bw, bh := intBounds(bounds)
shader.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
float32(bx),
float32(by),
float32(bw),
float32(bh),
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})
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if tex.Smooth() != smt {
tex.SetSmooth(smt)
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}
ct.vs.Begin()
ct.vs.Draw()
ct.vs.End()
tex.End()
}
shader.End()
frame.End()
})
}
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func (ct *canvasTriangles) Draw() {
ct.draw(nil, pixel.Rect{})
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}
type canvasPicture struct {
GLPicture
dst *Canvas
}
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func (cp *canvasPicture) Draw(t pixel.TargetTriangles) {
ct := t.(*canvasTriangles)
if cp.dst != ct.dst {
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panic(fmt.Errorf("(%T).Draw: TargetTriangles generated by different Canvas", cp))
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}
ct.draw(cp.GLPicture.Texture(), cp.GLPicture.Bounds())
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}
const (
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canvasPosition int = iota
canvasColor
canvasTexture
canvasIntensity
)
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var canvasVertexFormat = glhf.AttrFormat{
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canvasPosition: {Name: "position", Type: glhf.Vec2},
canvasColor: {Name: "color", Type: glhf.Vec4},
canvasTexture: {Name: "texture", Type: glhf.Vec2},
canvasIntensity: {Name: "intensity", Type: glhf.Float},
}
const (
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canvasTransform int = iota
canvasColorMask
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canvasBounds
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canvasTexBounds
)
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var canvasUniformFormat = glhf.AttrFormat{
canvasTransform: {Name: "transform", Type: glhf.Mat3},
canvasColorMask: {Name: "colorMask", Type: glhf.Vec4},
canvasBounds: {Name: "bounds", Type: glhf.Vec4},
canvasTexBounds: {Name: "texBounds", Type: glhf.Vec4},
}
var canvasVertexShader = `
#version 330 core
in vec2 position;
in vec4 color;
in vec2 texture;
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in float intensity;
out vec4 Color;
out vec2 Texture;
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out float Intensity;
uniform mat3 transform;
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uniform vec4 bounds;
void main() {
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vec2 transPos = (transform * vec3(position, 1.0)).xy;
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vec2 normPos = (transPos - bounds.xy) / bounds.zw * 2 - vec2(1, 1);
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gl_Position = vec4(normPos, 0.0, 1.0);
Color = color;
Texture = texture;
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Intensity = intensity;
}
`
var canvasFragmentShader = `
#version 330 core
in vec4 Color;
in vec2 Texture;
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in float Intensity;
out vec4 color;
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uniform vec4 colorMask;
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uniform vec4 texBounds;
uniform sampler2D tex;
void main() {
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if (Intensity == 0) {
color = colorMask * Color;
} else {
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color = vec4(0, 0, 0, 0);
color += (1 - Intensity) * Color;
vec2 t = (Texture - texBounds.xy) / texBounds.zw;
color += Intensity * Color * texture(tex, t);
color *= colorMask;
}
}
`