go-opengl-pixel/pixelgl/canvas.go

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package pixelgl
import (
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"fmt"
"image/color"
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"math"
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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 that you can draw onto.
//
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// It supports TrianglesPosition, TrianglesColor, TrianglesPicture and PictureColor.
type Canvas struct {
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f *glhf.Frame
s *glhf.Shader
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smooth bool
mat mgl32.Mat3
col mgl32.Vec4
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pixels []uint8
dirty bool
bounds pixel.Rect
orig *Canvas
}
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// NewCanvas creates a new empty, fully transparent Canvas with given bounds. If the smooth flag
// set, then stretched Pictures will be smoothed and will not be drawn pixely onto this Canvas.
func NewCanvas(bounds pixel.Rect, smooth bool) *Canvas {
c := &Canvas{
smooth: smooth,
mat: mgl32.Ident3(),
col: mgl32.Vec4{1, 1, 1, 1},
}
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c.orig = c
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mainthread.Call(func() {
var err error
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c.s, 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"))
}
})
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c.SetBounds(bounds)
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.s, t),
c: 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 {
// short paths
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if cp, ok := p.(*canvasPicture); ok {
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tp := new(canvasPicture)
*tp = *cp
tp.dst = c
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return tp
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}
if ccp, ok := p.(*canvasCanvasPicture); ok {
tp := new(canvasCanvasPicture)
*tp = *ccp
tp.dst = c
return tp
}
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// Canvas special case
if canvas, ok := p.(*Canvas); ok {
return &canvasCanvasPicture{
src: canvas,
dst: c,
bounds: c.bounds,
}
}
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bounds := p.Bounds()
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bx, by, bw, bh := intBounds(bounds)
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pixels := make([]uint8, 4*bw*bh)
if p, ok := p.(pixel.PictureColor); ok {
for y := 0; y < bh; y++ {
for x := 0; x < bw; x++ {
at := pixel.V(
math.Max(float64(bx+x), bounds.Pos.X()),
math.Max(float64(by+y), bounds.Pos.Y()),
)
color := p.Color(at)
pixels[(y*bw+x)*4+0] = uint8(color.R * 255)
pixels[(y*bw+x)*4+1] = uint8(color.G * 255)
pixels[(y*bw+x)*4+2] = uint8(color.B * 255)
pixels[(y*bw+x)*4+3] = uint8(color.A * 255)
}
}
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}
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var tex *glhf.Texture
mainthread.Call(func() {
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tex = glhf.NewTexture(bw, bh, c.smooth, pixels)
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})
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cp := &canvasPicture{
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tex: tex,
borders: pixel.R(
float64(bx), float64(by),
float64(bw), float64(bh),
),
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bounds: bounds,
dst: c,
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}
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cp.orig = cp
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return cp
}
// 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) {
nrgba := pixel.NRGBA{R: 1, G: 1, B: 1, A: 1}
if col != nil {
nrgba = pixel.NRGBAModel.Convert(col).(pixel.NRGBA)
}
c.col = mgl32.Vec4{
float32(nrgba.R),
float32(nrgba.G),
float32(nrgba.B),
float32(nrgba.A),
}
}
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// SetBounds resizes the Canvas to the new bounds. Old content will be preserved.
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//
// If this Canvas was created using Slice-ing, then the relation between this Canvas and it's
// Original is unspecified (but Original will always return valid stuff).
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func (c *Canvas) SetBounds(bounds pixel.Rect) {
if c.Bounds() == bounds {
return
}
mainthread.Call(func() {
oldF := c.f
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_, _, w, h := intBounds(bounds)
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c.f = glhf.NewFrame(w, h, c.smooth)
// preserve old content
if oldF != nil {
relBounds := c.bounds
relBounds.Pos -= bounds.Pos
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ox, oy, ow, oh := intBounds(relBounds)
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oldF.Blit(
c.f,
ox, oy, ox+ow, oy+oh,
ox, oy, ox+ow, oy+oh,
)
}
})
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c.bounds = bounds
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c.orig = c // detach from the Original
c.dirty = true
}
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// Bounds returns the rectangular bounds of the Canvas.
func (c *Canvas) Bounds() pixel.Rect {
return c.bounds
}
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// SetSmooth sets whether the stretched Pictures drawn onto this Canvas should be drawn smooth or
// pixely.
func (c *Canvas) SetSmooth(smooth bool) {
c.smooth = smooth
}
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// Smooth returns whether the stretched Pictures drawn onto this Canvas are set to be drawn smooth
// or pixely.
func (c *Canvas) Smooth() bool {
return c.smooth
}
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// must be manually called inside mainthread
func (c *Canvas) setGlhfBounds() {
bounds := c.bounds
bounds.Pos -= c.orig.bounds.Pos
bx, by, bw, bh := intBounds(bounds)
glhf.Bounds(bx, by, bw, bh)
}
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// Clear fill the whole Canvas with a single color.
func (c *Canvas) Clear(color color.Color) {
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c.orig.dirty = true
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nrgba := pixel.NRGBAModel.Convert(color).(pixel.NRGBA)
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mainthread.CallNonBlock(func() {
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c.setGlhfBounds()
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c.f.Begin()
glhf.Clear(
float32(nrgba.R),
float32(nrgba.G),
float32(nrgba.B),
float32(nrgba.A),
)
c.f.End()
})
}
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// Slice returns a sub-Canvas with the specified Bounds.
//
// The returned value is *Canvas, the type of the return value is a general pixel.Picture just so
// that Canvas implements pixel.Picture interface.
func (c *Canvas) Slice(bounds pixel.Rect) pixel.Picture {
sc := new(Canvas)
*sc = *c
sc.bounds = bounds
return sc
}
// Original returns the most original Canvas that this Canvas was created from using Slice-ing.
//
// The returned value is *Canvas, the type of the return value is a general pixel.Picture just so
// that Canvas implements pixel.Picture interface.
func (c *Canvas) Original() pixel.Picture {
return c.orig
}
// Color returns the color of the pixel over the given position inside the Canvas.
func (c *Canvas) Color(at pixel.Vec) pixel.NRGBA {
if c.orig.dirty {
mainthread.Call(func() {
tex := c.f.Texture()
tex.Begin()
c.orig.pixels = tex.Pixels(0, 0, tex.Width(), tex.Height())
tex.End()
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})
c.orig.dirty = false
}
if !c.bounds.Contains(at) {
return pixel.NRGBA{}
}
bx, by, bw, _ := intBounds(c.orig.bounds)
x, y := int(at.X())-bx, int(at.Y())-by
off := y*bw + x
return pixel.NRGBA{
R: float64(c.orig.pixels[off*4+0]) / 255,
G: float64(c.orig.pixels[off*4+1]) / 255,
B: float64(c.orig.pixels[off*4+2]) / 255,
A: float64(c.orig.pixels[off*4+3]) / 255,
}
}
type canvasTriangles struct {
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*GLTriangles
c *Canvas
}
func (ct *canvasTriangles) draw(tex *glhf.Texture, borders, bounds pixel.Rect) {
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ct.c.orig.dirty = true
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// save the current state vars to avoid race condition
mat := ct.c.mat
col := ct.c.col
mainthread.CallNonBlock(func() {
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ct.c.setGlhfBounds()
ct.c.f.Begin()
ct.c.s.Begin()
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ct.c.s.SetUniformAttr(canvasBounds, mgl32.Vec4{
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float32(ct.c.bounds.X()),
float32(ct.c.bounds.Y()),
float32(ct.c.bounds.W()),
float32(ct.c.bounds.H()),
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})
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ct.c.s.SetUniformAttr(canvasTransform, mat)
ct.c.s.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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ct.c.s.SetUniformAttr(canvasTexBorders, mgl32.Vec4{
float32(borders.X()),
float32(borders.Y()),
float32(borders.W()),
float32(borders.H()),
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})
ct.c.s.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
float32(bounds.X()),
float32(bounds.Y()),
float32(bounds.W()),
float32(bounds.H()),
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})
if tex.Smooth() != ct.c.smooth {
tex.SetSmooth(ct.c.smooth)
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}
ct.vs.Begin()
ct.vs.Draw()
ct.vs.End()
tex.End()
}
ct.c.s.End()
ct.c.f.End()
})
}
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func (ct *canvasTriangles) Draw() {
ct.draw(nil, pixel.Rect{}, pixel.Rect{})
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}
type canvasPicture struct {
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tex *glhf.Texture
borders pixel.Rect
bounds pixel.Rect
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orig *canvasPicture
dst *Canvas
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}
func (cp *canvasPicture) Bounds() pixel.Rect {
return cp.bounds
}
func (cp *canvasPicture) Slice(r pixel.Rect) pixel.Picture {
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sp := new(canvasPicture)
*sp = *cp
sp.bounds = r
return sp
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}
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func (cp *canvasPicture) Original() pixel.Picture {
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return cp.orig
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}
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func (cp *canvasPicture) Draw(t pixel.TargetTriangles) {
ct := t.(*canvasTriangles)
if cp.dst != ct.c {
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panic(fmt.Errorf("%T.Draw: TargetTriangles generated by different Canvas", cp))
}
ct.draw(cp.tex, cp.borders, cp.bounds)
}
type canvasCanvasPicture struct {
src, dst *Canvas
bounds pixel.Rect
orig *canvasCanvasPicture
}
func (ccp *canvasCanvasPicture) Bounds() pixel.Rect {
return ccp.bounds
}
func (ccp *canvasCanvasPicture) Slice(r pixel.Rect) pixel.Picture {
sp := new(canvasCanvasPicture)
*sp = *ccp
sp.bounds = r
return sp
}
func (ccp *canvasCanvasPicture) Original() pixel.Picture {
return ccp.orig
}
func (ccp *canvasCanvasPicture) Draw(t pixel.TargetTriangles) {
ct := t.(*canvasTriangles)
if ccp.dst != ct.c {
panic(fmt.Errorf("%T.Draw: TargetTriangles generated by different Canvas", ccp))
}
ct.draw(ccp.src.f.Texture(), ccp.src.orig.bounds, ccp.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
canvasTexBorders
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canvasTexBounds
)
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var canvasUniformFormat = glhf.AttrFormat{
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canvasTransform: {Name: "transform", Type: glhf.Mat3},
canvasColorMask: {Name: "colorMask", Type: glhf.Vec4},
canvasBounds: {Name: "bounds", Type: glhf.Vec4},
canvasTexBorders: {Name: "texBorders", 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 borders;
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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 texBorders;
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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) * colorMask * Color;
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float bx = texBounds.x;
float by = texBounds.y;
float bw = texBounds.z;
float bh = texBounds.w;
if (bx <= Texture.x && Texture.x <= bx + bw && by <= Texture.y && Texture.y <= by + bh) {
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vec2 t = (Texture - texBorders.xy) / texBorders.zw;
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color += Intensity * colorMask * Color * texture(tex, t);
}
}
}
`