go-opengl-pixel/pixelgl/gltriangles.go

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package pixelgl
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import (
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"fmt"
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"github.com/faiface/glhf"
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"github.com/faiface/mainthread"
"github.com/faiface/pixel"
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)
// GLTriangles are OpenGL triangles implemented using glhf.VertexSlice.
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//
// Triangles returned from this function support TrianglesPosition, TrianglesColor and
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// TrianglesTexture. If you need to support more, you can "override" SetLen and Update method.
type GLTriangles struct {
vs *glhf.VertexSlice
data []float32
shader *glhf.Shader
}
var (
_ pixel.TrianglesPosition = (*GLTriangles)(nil)
_ pixel.TrianglesColor = (*GLTriangles)(nil)
_ pixel.TrianglesPicture = (*GLTriangles)(nil)
)
// NewGLTriangles returns GLTriangles initialized with the data from the supplied Triangles.
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//
// Only draw the Triangles using the provided Shader.
func NewGLTriangles(shader *glhf.Shader, t pixel.Triangles) *GLTriangles {
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var gt *GLTriangles
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mainthread.Call(func() {
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gt = &GLTriangles{
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vs: glhf.MakeVertexSlice(shader, 0, t.Len()),
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shader: shader,
}
})
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gt.SetLen(t.Len())
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gt.Update(t)
return gt
}
// VertexSlice returns the VertexSlice of this GLTriangles.
//
// You can use it to draw them.
func (gt *GLTriangles) VertexSlice() *glhf.VertexSlice {
return gt.vs
}
// Shader returns the GLTriangles's associated shader.
func (gt *GLTriangles) Shader() *glhf.Shader {
return gt.shader
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}
// Len returns the number of vertices.
func (gt *GLTriangles) Len() int {
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return len(gt.data) / gt.vs.Stride()
}
// SetLen efficiently resizes GLTriangles to len.
func (gt *GLTriangles) SetLen(len int) {
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if len > gt.Len() {
needAppend := len - gt.Len()
for i := 0; i < needAppend; i++ {
gt.data = append(gt.data,
0, 0,
1, 1, 1, 1,
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0, 0,
0,
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)
}
}
if len < gt.Len() {
gt.data = gt.data[:len]
}
}
// Slice returns a sub-Triangles of this GLTriangles in range [i, j).
func (gt *GLTriangles) Slice(i, j int) pixel.Triangles {
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return &GLTriangles{
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vs: gt.vs.Slice(i, j),
data: gt.data[i*gt.vs.Stride() : j*gt.vs.Stride()],
shader: gt.shader,
}
}
func (gt *GLTriangles) updateData(t pixel.Triangles) {
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// glTriangles short path
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if t, ok := t.(*GLTriangles); ok {
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copy(gt.data, t.data)
return
}
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// TrianglesData short path
if t, ok := t.(*pixel.TrianglesData); ok {
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for i := 0; i < gt.Len(); i++ {
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var (
px, py = (*t)[i].Position.XY()
col = (*t)[i].Color
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tx, ty = (*t)[i].Picture.XY()
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in = (*t)[i].Intensity
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)
gt.data[i*gt.vs.Stride()+0] = float32(px)
gt.data[i*gt.vs.Stride()+1] = float32(py)
gt.data[i*gt.vs.Stride()+2] = float32(col.R)
gt.data[i*gt.vs.Stride()+3] = float32(col.G)
gt.data[i*gt.vs.Stride()+4] = float32(col.B)
gt.data[i*gt.vs.Stride()+5] = float32(col.A)
gt.data[i*gt.vs.Stride()+6] = float32(tx)
gt.data[i*gt.vs.Stride()+7] = float32(ty)
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gt.data[i*gt.vs.Stride()+8] = float32(in)
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}
return
}
if t, ok := t.(pixel.TrianglesPosition); ok {
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for i := 0; i < gt.Len(); i++ {
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px, py := t.Position(i).XY()
gt.data[i*gt.vs.Stride()+0] = float32(px)
gt.data[i*gt.vs.Stride()+1] = float32(py)
}
}
if t, ok := t.(pixel.TrianglesColor); ok {
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for i := 0; i < gt.Len(); i++ {
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col := t.Color(i)
gt.data[i*gt.vs.Stride()+2] = float32(col.R)
gt.data[i*gt.vs.Stride()+3] = float32(col.G)
gt.data[i*gt.vs.Stride()+4] = float32(col.B)
gt.data[i*gt.vs.Stride()+5] = float32(col.A)
}
}
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if t, ok := t.(pixel.TrianglesPicture); ok {
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for i := 0; i < gt.Len(); i++ {
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pic, intensity := t.Picture(i)
gt.data[i*gt.vs.Stride()+6] = float32(pic.X())
gt.data[i*gt.vs.Stride()+7] = float32(pic.Y())
gt.data[i*gt.vs.Stride()+8] = float32(intensity)
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}
}
}
func (gt *GLTriangles) submitData() {
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data := append([]float32{}, gt.data...) // avoid race condition
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mainthread.CallNonBlock(func() {
gt.vs.Begin()
dataLen := len(data) / gt.vs.Stride()
gt.vs.SetLen(dataLen)
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gt.vs.SetVertexData(gt.data)
gt.vs.End()
})
}
// Update copies vertex properties from the supplied Triangles into this GLTriangles.
//
// The two Triangles (gt and t) must be of the same len.
func (gt *GLTriangles) Update(t pixel.Triangles) {
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if gt.Len() != t.Len() {
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panic(fmt.Errorf("(%T).Update: invalid triangles len", gt))
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}
gt.updateData(t)
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gt.submitData()
}
// Copy returns an independent copy of this GLTriangles.
//
// The returned Triangles are GLTriangles as the underlying type.
func (gt *GLTriangles) Copy() pixel.Triangles {
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return NewGLTriangles(gt.shader, gt)
}
// Position returns the Position property of the i-th vertex.
func (gt *GLTriangles) Position(i int) pixel.Vec {
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px := gt.data[i*gt.vs.Stride()+0]
py := gt.data[i*gt.vs.Stride()+1]
return pixel.V(float64(px), float64(py))
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}
// Color returns the Color property of the i-th vertex.
func (gt *GLTriangles) Color(i int) pixel.NRGBA {
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r := gt.data[i*gt.vs.Stride()+2]
g := gt.data[i*gt.vs.Stride()+3]
b := gt.data[i*gt.vs.Stride()+4]
a := gt.data[i*gt.vs.Stride()+5]
return pixel.NRGBA{
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R: float64(r),
G: float64(g),
B: float64(b),
A: float64(a),
}
}
// Picture returns the Picture property of the i-th vertex.
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func (gt *GLTriangles) Picture(i int) (pic pixel.Vec, intensity float64) {
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tx := gt.data[i*gt.vs.Stride()+6]
ty := gt.data[i*gt.vs.Stride()+7]
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intensity = float64(gt.data[i*gt.vs.Stride()+8])
return pixel.V(float64(tx), float64(ty)), intensity
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}