2017-02-22 13:44:38 -06:00
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package pixelgl
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2017-01-21 19:43:13 -06:00
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import (
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"fmt"
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"image/color"
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2017-02-11 07:09:47 -06:00
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"github.com/faiface/glhf"
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2017-01-21 19:43:13 -06:00
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"github.com/faiface/mainthread"
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"github.com/faiface/pixel"
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"github.com/go-gl/mathgl/mgl32"
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"github.com/pkg/errors"
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)
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2017-03-15 16:55:43 -05:00
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// Canvas is an off-screen rectangular BasicTarget and Picture at the same time, that you can draw
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// onto.
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//
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// It supports TrianglesPosition, TrianglesColor, TrianglesPicture and PictureColor.
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type Canvas struct {
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gf *GLFrame
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shader *glhf.Shader
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cmp pixel.ComposeMethod
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mat mgl32.Mat3
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col mgl32.Vec4
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smooth bool
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}
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var _ pixel.ComposeTarget = (*Canvas)(nil)
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// NewCanvas creates a new empty, fully transparent Canvas with given bounds. If the smooth flag is
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// set, then stretched Pictures will be smoothed and will not be drawn pixely onto this Canvas.
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func NewCanvas(bounds pixel.Rect, smooth bool) *Canvas {
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c := &Canvas{
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gf: NewGLFrame(bounds),
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mat: mgl32.Ident3(),
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col: mgl32.Vec4{1, 1, 1, 1},
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smooth: smooth,
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}
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c.SetBounds(bounds)
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var shader *glhf.Shader
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mainthread.Call(func() {
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var err error
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shader, err = glhf.NewShader(
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canvasVertexFormat,
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canvasUniformFormat,
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canvasVertexShader,
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canvasFragmentShader,
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)
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if err != nil {
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panic(errors.Wrap(err, "failed to create Canvas, there's a bug in the shader"))
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}
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})
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c.shader = shader
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return c
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}
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// MakeTriangles creates a specialized copy of the supplied Triangles that draws onto this Canvas.
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//
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// TrianglesPosition, TrianglesColor and TrianglesPicture are supported.
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func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
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return &canvasTriangles{
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GLTriangles: NewGLTriangles(c.shader, t),
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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.
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//
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// PictureColor is supported.
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func (c *Canvas) MakePicture(p pixel.Picture) pixel.TargetPicture {
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if cp, ok := p.(*canvasPicture); ok {
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return &canvasPicture{
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GLPicture: cp.GLPicture,
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dst: c,
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}
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}
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if gp, ok := p.(GLPicture); ok {
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return &canvasPicture{
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GLPicture: gp,
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dst: c,
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}
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}
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return &canvasPicture{
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GLPicture: NewGLPicture(p),
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dst: c,
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}
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}
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// SetMatrix sets a Matrix that every point will be projected by.
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func (c *Canvas) SetMatrix(m pixel.Matrix) {
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for i := range m {
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c.mat[i] = float32(m[i])
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}
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}
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// SetColorMask sets a color that every color in triangles or a picture will be multiplied by.
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func (c *Canvas) SetColorMask(col color.Color) {
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rgba := pixel.RGBA{R: 1, G: 1, B: 1, A: 1}
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if col != nil {
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rgba = pixel.ToRGBA(col)
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}
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c.col = mgl32.Vec4{
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float32(rgba.R),
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float32(rgba.G),
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float32(rgba.B),
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float32(rgba.A),
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}
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}
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// SetComposeMethod sets a Porter-Duff composition method to be used in the following draws onto
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// this Canvas.
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func (c *Canvas) SetComposeMethod(cmp pixel.ComposeMethod) {
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c.cmp = cmp
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}
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// SetBounds resizes the Canvas to the new bounds. Old content will be preserved.
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func (c *Canvas) SetBounds(bounds pixel.Rect) {
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c.gf.SetBounds(bounds)
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}
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// Bounds returns the rectangular bounds of the Canvas.
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func (c *Canvas) Bounds() pixel.Rect {
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return c.gf.Bounds()
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}
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// SetSmooth sets whether stretched Pictures drawn onto this Canvas should be drawn smooth or
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// pixely.
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func (c *Canvas) SetSmooth(smooth bool) {
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c.smooth = smooth
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}
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// Smooth returns whether stretched Pictures drawn onto this Canvas are set to be drawn smooth or
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// pixely.
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func (c *Canvas) Smooth() bool {
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return c.smooth
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}
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// must be manually called inside mainthread
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func (c *Canvas) setGlhfBounds() {
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bx, by, bw, bh := intBounds(c.gf.Bounds())
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glhf.Bounds(bx, by, bw, bh)
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}
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// must be manually called inside mainthread
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func setBlendFunc(cmp pixel.ComposeMethod) {
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switch cmp {
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case pixel.ComposeOver:
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glhf.BlendFunc(glhf.One, glhf.OneMinusSrcAlpha)
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case pixel.ComposeIn:
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glhf.BlendFunc(glhf.DstAlpha, glhf.Zero)
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case pixel.ComposeOut:
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glhf.BlendFunc(glhf.OneMinusDstAlpha, glhf.Zero)
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case pixel.ComposeAtop:
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glhf.BlendFunc(glhf.DstAlpha, glhf.OneMinusSrcAlpha)
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case pixel.ComposeDstOver:
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glhf.BlendFunc(glhf.OneMinusDstAlpha, glhf.One)
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case pixel.ComposeDstIn:
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glhf.BlendFunc(glhf.Zero, glhf.SrcAlpha)
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case pixel.ComposeDstOut:
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glhf.BlendFunc(glhf.Zero, glhf.OneMinusSrcAlpha)
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case pixel.ComposeDstAtop:
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glhf.BlendFunc(glhf.OneMinusDstAlpha, glhf.SrcAlpha)
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case pixel.ComposeXor:
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glhf.BlendFunc(glhf.OneMinusDstAlpha, glhf.OneMinusSrcAlpha)
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default:
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panic(errors.New("Canvas: invalid compose method"))
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}
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}
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// Clear fills the whole Canvas with a single color.
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func (c *Canvas) Clear(color color.Color) {
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c.gf.Dirty()
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rgba := pixel.ToRGBA(color)
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// color masking
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rgba = rgba.Mul(pixel.RGBA{
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R: float64(c.col[0]),
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G: float64(c.col[1]),
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B: float64(c.col[2]),
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A: float64(c.col[3]),
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})
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mainthread.CallNonBlock(func() {
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c.setGlhfBounds()
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c.gf.Frame().Begin()
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glhf.Clear(
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float32(rgba.R),
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float32(rgba.G),
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float32(rgba.B),
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float32(rgba.A),
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)
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c.gf.Frame().End()
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})
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}
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// Color returns the color of the pixel over the given position inside the Canvas.
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func (c *Canvas) Color(at pixel.Vec) pixel.RGBA {
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return c.gf.Color(at)
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}
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// Texture returns the underlying OpenGL Texture of this Canvas.
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//
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// Implements GLPicture interface.
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func (c *Canvas) Texture() *glhf.Texture {
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return c.gf.Texture()
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}
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type canvasTriangles struct {
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*GLTriangles
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dst *Canvas
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}
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func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
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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
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mat := ct.dst.mat
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col := ct.dst.col
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smt := ct.dst.smooth
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mainthread.CallNonBlock(func() {
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ct.dst.setGlhfBounds()
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setBlendFunc(cmp)
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frame := ct.dst.gf.Frame()
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shader := ct.dst.shader
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frame.Begin()
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shader.Begin()
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dstBounds := ct.dst.Bounds()
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shader.SetUniformAttr(canvasBounds, mgl32.Vec4{
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float32(dstBounds.Min.X()),
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float32(dstBounds.Min.Y()),
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float32(dstBounds.W()),
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float32(dstBounds.H()),
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})
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shader.SetUniformAttr(canvasTransform, mat)
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shader.SetUniformAttr(canvasColorMask, col)
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if tex == nil {
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ct.vs.Begin()
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ct.vs.Draw()
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ct.vs.End()
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} else {
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tex.Begin()
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bx, by, bw, bh := intBounds(bounds)
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shader.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
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float32(bx),
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float32(by),
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float32(bw),
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float32(bh),
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})
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if tex.Smooth() != smt {
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tex.SetSmooth(smt)
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}
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ct.vs.Begin()
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ct.vs.Draw()
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ct.vs.End()
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tex.End()
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}
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shader.End()
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frame.End()
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})
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}
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func (ct *canvasTriangles) Draw() {
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ct.draw(nil, pixel.Rect{})
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}
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type canvasPicture struct {
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GLPicture
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dst *Canvas
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}
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func (cp *canvasPicture) Draw(t pixel.TargetTriangles) {
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ct := t.(*canvasTriangles)
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if cp.dst != ct.dst {
|
2017-03-08 16:51:53 -06:00
|
|
|
panic(fmt.Errorf("(%T).Draw: TargetTriangles generated by different Canvas", cp))
|
2017-03-05 17:28:52 -06:00
|
|
|
}
|
2017-04-01 14:54:44 -05:00
|
|
|
ct.draw(cp.GLPicture.Texture(), cp.GLPicture.Bounds())
|
2017-03-05 17:28:52 -06:00
|
|
|
}
|
|
|
|
|
2017-01-21 19:43:13 -06:00
|
|
|
const (
|
2017-03-05 17:28:52 -06:00
|
|
|
canvasPosition int = iota
|
|
|
|
canvasColor
|
|
|
|
canvasTexture
|
|
|
|
canvasIntensity
|
2017-01-21 19:43:13 -06:00
|
|
|
)
|
|
|
|
|
2017-02-11 07:09:47 -06:00
|
|
|
var canvasVertexFormat = glhf.AttrFormat{
|
2017-03-05 17:28:52 -06:00
|
|
|
canvasPosition: {Name: "position", Type: glhf.Vec2},
|
|
|
|
canvasColor: {Name: "color", Type: glhf.Vec4},
|
|
|
|
canvasTexture: {Name: "texture", Type: glhf.Vec2},
|
|
|
|
canvasIntensity: {Name: "intensity", Type: glhf.Float},
|
2017-01-21 19:43:13 -06:00
|
|
|
}
|
|
|
|
|
|
|
|
const (
|
2017-03-05 17:28:52 -06:00
|
|
|
canvasTransform int = iota
|
|
|
|
canvasColorMask
|
2017-03-06 17:32:58 -06:00
|
|
|
canvasBounds
|
2017-03-06 09:09:09 -06:00
|
|
|
canvasTexBounds
|
2017-01-21 19:43:13 -06:00
|
|
|
)
|
|
|
|
|
2017-02-11 07:09:47 -06:00
|
|
|
var canvasUniformFormat = glhf.AttrFormat{
|
2017-03-30 16:34:07 -05:00
|
|
|
canvasTransform: {Name: "transform", Type: glhf.Mat3},
|
|
|
|
canvasColorMask: {Name: "colorMask", Type: glhf.Vec4},
|
|
|
|
canvasBounds: {Name: "bounds", Type: glhf.Vec4},
|
|
|
|
canvasTexBounds: {Name: "texBounds", Type: glhf.Vec4},
|
2017-01-21 19:43:13 -06:00
|
|
|
}
|
|
|
|
|
|
|
|
var canvasVertexShader = `
|
|
|
|
#version 330 core
|
|
|
|
|
|
|
|
in vec2 position;
|
|
|
|
in vec4 color;
|
|
|
|
in vec2 texture;
|
2017-03-05 17:28:52 -06:00
|
|
|
in float intensity;
|
2017-01-21 19:43:13 -06:00
|
|
|
|
|
|
|
out vec4 Color;
|
|
|
|
out vec2 Texture;
|
2017-03-05 17:28:52 -06:00
|
|
|
out float Intensity;
|
2017-01-21 19:43:13 -06:00
|
|
|
|
|
|
|
uniform mat3 transform;
|
2017-03-06 17:32:58 -06:00
|
|
|
uniform vec4 bounds;
|
2017-01-21 19:43:13 -06:00
|
|
|
|
|
|
|
void main() {
|
2017-03-05 17:28:52 -06:00
|
|
|
vec2 transPos = (transform * vec3(position, 1.0)).xy;
|
2017-03-07 10:45:46 -06:00
|
|
|
vec2 normPos = (transPos - bounds.xy) / (bounds.zw) * 2 - vec2(1, 1);
|
2017-03-05 17:28:52 -06:00
|
|
|
gl_Position = vec4(normPos, 0.0, 1.0);
|
2017-01-21 19:43:13 -06:00
|
|
|
Color = color;
|
|
|
|
Texture = texture;
|
2017-03-05 17:28:52 -06:00
|
|
|
Intensity = intensity;
|
2017-01-21 19:43:13 -06:00
|
|
|
}
|
|
|
|
`
|
|
|
|
|
|
|
|
var canvasFragmentShader = `
|
|
|
|
#version 330 core
|
|
|
|
|
|
|
|
in vec4 Color;
|
|
|
|
in vec2 Texture;
|
2017-03-05 17:28:52 -06:00
|
|
|
in float Intensity;
|
2017-01-21 19:43:13 -06:00
|
|
|
|
|
|
|
out vec4 color;
|
|
|
|
|
2017-03-05 17:28:52 -06:00
|
|
|
uniform vec4 colorMask;
|
2017-03-06 09:09:09 -06:00
|
|
|
uniform vec4 texBounds;
|
2017-01-21 19:43:13 -06:00
|
|
|
uniform sampler2D tex;
|
|
|
|
|
|
|
|
void main() {
|
2017-03-05 17:28:52 -06:00
|
|
|
if (Intensity == 0) {
|
|
|
|
color = colorMask * Color;
|
2017-01-21 19:43:13 -06:00
|
|
|
} else {
|
2017-03-05 17:28:52 -06:00
|
|
|
color = vec4(0, 0, 0, 0);
|
2017-04-09 15:00:26 -05:00
|
|
|
color += (1 - Intensity) * Color;
|
2017-03-30 16:34:07 -05:00
|
|
|
vec2 t = (Texture - texBounds.xy) / texBounds.zw;
|
2017-04-09 15:00:26 -05:00
|
|
|
color += Intensity * Color * texture(tex, t);
|
|
|
|
color *= colorMask;
|
2017-01-21 19:43:13 -06:00
|
|
|
}
|
|
|
|
}
|
|
|
|
`
|