fixed a race condition causing unstable polygons
This commit is contained in:
parent
345761edb4
commit
18bc12367b
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@ -1,2 +1,3 @@
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test
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.vscode
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*.exe
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@ -0,0 +1,98 @@
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package main
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import (
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"image"
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"os"
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"time"
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_ "image/png"
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"github.com/faiface/pixel"
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"github.com/faiface/pixel/pixelgl"
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"golang.org/x/image/colornames"
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)
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func loadPicture(path string) (pixel.Picture, error) {
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file, err := os.Open(path)
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if err != nil {
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return nil, err
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}
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defer file.Close()
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img, _, err := image.Decode(file)
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if err != nil {
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return nil, err
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}
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return pixel.PictureDataFromImage(img), nil
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}
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func run() {
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cfg := pixelgl.WindowConfig{
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Title: "Pixel Rocks!",
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Bounds: pixel.R(0, 0, 1024, 768),
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VSync: true,
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}
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win, err := pixelgl.NewWindow(cfg)
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if err != nil {
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panic(err)
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}
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pic, err := loadPicture("thegopherproject.png")
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if err != nil {
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panic(err)
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}
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start := time.Now()
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var utime float32
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sprite := pixel.NewSprite(pic, pic.Bounds())
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sc := pixelgl.NewCanvas(win.Bounds())
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sc.SetFragmentShader(customFragShader)
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sc.BindUniform("u_time", &utime)
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sc.RecompileShader()
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sprite.Draw(sc, pixel.IM.Moved(win.Bounds().Center()))
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win.Clear(colornames.Greenyellow)
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for !win.Closed() {
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utime = float32(time.Since(start).Seconds())
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sprite.Draw(sc, pixel.IM.Moved(win.Bounds().Center()))
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sc.Draw(win, pixel.IM.Moved(win.Bounds().Center()))
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win.Update()
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}
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}
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func main() {
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pixelgl.Run(run)
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}
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var customFragShader = `
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#version 330 core
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in vec4 Color;
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in vec2 TexCoords;
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in float Intensity;
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out vec4 color;
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uniform vec4 colorMask;
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uniform vec4 texBounds;
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uniform sampler2D tex;
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uniform float u_time;
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void main() {
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if (Intensity == 0) {
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color = colorMask * Color;
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} else {
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color = vec4(0, 0, 0, 0);
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color += (1 - Intensity) * Color;
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vec2 t = (TexCoords - texBounds.xy) / texBounds.zw;
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color += Intensity * Color * texture(tex, t);
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color *= colorMask;
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}
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color.rgb *= cos(u_time*5);
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}
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`
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// var umouse = mgl32.Vec2{}
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// umouse[0] = float32(win.MousePosition().X) / 1024
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// umouse[1] = float32(win.MousePosition().Y) / 768
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Binary file not shown.
After Width: | Height: | Size: 84 KiB |
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@ -0,0 +1,153 @@
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package main
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import (
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"image"
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"math"
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"os"
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"time"
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"golang.org/x/image/colornames"
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_ "image/png"
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"github.com/faiface/pixel"
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"github.com/faiface/pixel/imdraw"
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"github.com/faiface/pixel/pixelgl"
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)
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func loadPicture(path string) (pixel.Picture, error) {
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file, err := os.Open(path)
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if err != nil {
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return nil, err
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}
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defer file.Close()
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img, _, err := image.Decode(file)
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if err != nil {
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return nil, err
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}
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return pixel.PictureDataFromImage(img), nil
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}
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func run() {
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cfg := pixelgl.WindowConfig{
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Title: "Pixel Rocks!",
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Bounds: pixel.R(0, 0, 1024, 768),
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VSync: true,
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}
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pic, err := loadPicture("thegopherproject.png")
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if err != nil {
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panic(err)
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}
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win, err := pixelgl.NewWindow(cfg)
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if err != nil {
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panic(err)
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}
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start := time.Now()
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var utime float32
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sprite := pixel.NewSprite(pic, pic.Bounds())
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bounds := pic.Bounds()
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sc := pixelgl.NewCanvas(pic.Bounds())
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sc2 := pixelgl.NewCanvas(pic.Bounds())
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sc2.SetFragmentShader(reflectionShader)
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sc2.BindUniform("u_time", &utime)
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sc2.RecompileShader()
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imd := imdraw.New(nil)
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imd.Color = colornames.Blueviolet
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imd.EndShape = imdraw.RoundEndShape
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curpos := pixel.V(sc.Bounds().Center().X, -25)
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tgtpos := pixel.V(sc.Bounds().Center().X, 316)
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last := start
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for !win.Closed() {
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dt := time.Since(last).Seconds()
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last = time.Now()
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curpos = pixel.Lerp(curpos, tgtpos, 1-math.Pow(1.0/16, dt*0.5))
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sc.Clear(colornames.Black)
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sc2.Clear(colornames.Black)
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win.Clear(colornames.Black)
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imd.Clear()
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imd.Push(pixel.V(0, 0), pixel.V(bounds.Max.X, 0))
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imd.Push(pixel.V(bounds.Max.X, 0), pixel.V(bounds.Max.X, bounds.Max.Y))
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imd.Push(pixel.V(bounds.Max.X, bounds.Max.Y), pixel.V(0, bounds.Max.Y))
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imd.Push(pixel.V(0, bounds.Max.Y), pixel.V(0, 0))
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imd.Line(3)
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utime = float32(time.Since(start).Seconds())
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sprite.Draw(sc, pixel.IM.Moved(curpos))
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sc.Draw(sc2, pixel.IM.Moved(sc2.Bounds().Center()))
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imd.Draw(sc2)
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sc2.Draw(win, pixel.IM.Moved(win.Bounds().Center()))
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win.Update()
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}
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}
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func main() {
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pixelgl.Run(run)
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}
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var reflectionShader = `
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#version 330 core
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in vec4 Color;
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in vec2 TexCoords;
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in float Intensity;
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out vec4 color;
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uniform vec4 colorMask;
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uniform vec4 texBounds;
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uniform sampler2D tex;
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uniform float u_time;
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void main() {
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if (Intensity == 0) {
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color = colorMask * Color;
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} else {
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color = vec4(0, 0, 0, 0);
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color += (1 - Intensity) * Color;
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vec2 t = (TexCoords - texBounds.xy) / texBounds.zw;
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color += Intensity * Color * texture(tex, t);
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color *= colorMask;
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vec2 uv = t;
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vec3 overlayColor = vec3(0.1,0.1,1);
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float sepoffset = 0.005*cos(u_time*3.0);
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if (t.y < 0.3 + sepoffset)
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{
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float xoffset = 0.005*cos(u_time*3.0+200.0*t.y);
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float yoffset = ((0.3 - t.y)/0.3) * 0.05*(1.0+cos(u_time*3.0+50.0*t.y));
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color = texture(tex, vec2(t.x+xoffset,t.y+yoffset));
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}
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}
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}
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`
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// void main() {
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// fragColor = vec4(0, 0, 0, 0);
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// fragColor += (1 - Intensity) * incolor;
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// vec2 t = (TexCoords) / texBounds.zw;
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// fragColor += Intensity * incolor * texture(tex, t);
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// fragColor *= colorMask;
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// vec2 uv = t;
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// vec3 overlayColor = vec3(0.1,0.1,1);
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// float sepoffset = 0.005*cos(u_time*3.0);
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// if (t.y < 0.3 + sepoffset)
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// {
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// float xoffset = 0.005*cos(u_time*3.0+200.0*t.y);
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// float yoffset = ((0.3 - t.y)/0.3) * 0.05*(1.0+cos(u_time*3.0+50.0*t.y));
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// fragColor = texture(tex, vec2(t.x+xoffset,t.y+yoffset));
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// }
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// }
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// `
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Binary file not shown.
After Width: | Height: | Size: 84 KiB |
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@ -17,7 +17,7 @@ import (
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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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shader *GLShader
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cmp pixel.ComposeMethod
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mat mgl32.Mat3
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col: mgl32.Vec4{1, 1, 1, 1},
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}
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baseShader(c)
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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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c.shader.compile()
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return c
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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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GLTriangles: NewGLTriangles(c.shader.s, t),
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dst: c,
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}
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}
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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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smt := ct.dst.smooth
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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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shader := ct.dst.shader.s
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frame.Begin()
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shader.Begin()
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ct.dst.shader.uniformDefaults.transform = mat
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ct.dst.shader.uniformDefaults.colormask = col
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dstBounds := ct.dst.Bounds()
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shader.SetUniformAttr(canvasBounds, mgl32.Vec4{
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ct.dst.shader.uniformDefaults.bounds = 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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}
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for loc, u := range ct.dst.shader.uniforms {
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ct.dst.shader.s.SetUniformAttr(loc, u.Value)
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}
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if tex == nil {
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ct.vs.Begin()
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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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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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@ -358,7 +348,7 @@ const (
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canvasIntensity
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)
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var canvasVertexFormat = glhf.AttrFormat{
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var defaultCanvasVertexFormat = glhf.AttrFormat{
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canvasPosition: {Name: "position", Type: glhf.Vec2},
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canvasColor: {Name: "color", Type: glhf.Vec4},
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canvasTexCoords: {Name: "texCoords", Type: glhf.Vec2},
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@ -379,53 +369,14 @@ var canvasUniformFormat = glhf.AttrFormat{
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canvasTexBounds: {Name: "texBounds", Type: glhf.Vec4},
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}
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var canvasVertexShader = `
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#version 330 core
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in vec2 position;
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in vec4 color;
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in vec2 texCoords;
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in float intensity;
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out vec4 Color;
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out vec2 TexCoords;
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out float Intensity;
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uniform mat3 transform;
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uniform vec4 bounds;
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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);
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Color = color;
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TexCoords = texCoords;
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Intensity = intensity;
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func (c *Canvas) BindUniform(Name string, Value interface{}) {
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c.shader.AddUniform(Name, Value)
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}
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`
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var canvasFragmentShader = `
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#version 330 core
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in vec4 Color;
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in vec2 TexCoords;
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in float Intensity;
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out vec4 color;
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uniform vec4 colorMask;
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uniform vec4 texBounds;
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uniform sampler2D tex;
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void main() {
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if (Intensity == 0) {
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color = colorMask * Color;
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} else {
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color = vec4(0, 0, 0, 0);
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color += (1 - Intensity) * Color;
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vec2 t = (TexCoords - texBounds.xy) / texBounds.zw;
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color += Intensity * Color * texture(tex, t);
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color *= colorMask;
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}
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func (c *Canvas) RecompileShader() {
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c.shader.compile()
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}
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func (c *Canvas) SetFragmentShader(fs string) {
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c.shader.fs = fs
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}
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`
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@ -0,0 +1,262 @@
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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"
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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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type (
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GLShader struct {
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s *glhf.Shader
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vf, uf glhf.AttrFormat
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vs, fs string
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uniforms []gsUniformAttr
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uniformDefaults struct {
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transform mgl32.Mat3
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colormask mgl32.Vec4
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bounds mgl32.Vec4
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texbounds mgl32.Vec4
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}
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}
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gsUniformAttr struct {
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Name string
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Type AttrType
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Value interface{}
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}
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)
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func (gs *GLShader) compile() {
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gs.uf = nil
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for _, u := range gs.uniforms {
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gs.uf = append(gs.uf, glhf.Attr{
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Name: u.Name,
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Type: glhf.AttrType(u.Type),
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})
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}
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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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gs.vf,
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gs.uf,
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gs.vs,
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gs.fs,
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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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gs.s = shader
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}
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func (gs *GLShader) GetUniform(Name string) int {
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for i, u := range gs.uniforms {
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if u.Name == Name {
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return i
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}
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}
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return -1
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}
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func (gs *GLShader) AddUniform(Name string, Value interface{}) {
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Type := getUniformType(Value)
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fmt.Println(Type)
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if loc := gs.GetUniform(Name); loc > -1 {
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gs.uniforms[loc].Name = Name
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gs.uniforms[loc].Type = Type
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gs.uniforms[loc].Value = Value
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return
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}
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gs.uniforms = append(gs.uniforms, gsUniformAttr{
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Name: Name,
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Type: Type,
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Value: Value,
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})
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}
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func (c *Canvas) setUniforms(texbounds pixel.Rect) {
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mat := c.mat
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col := c.col
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c.shader.uniformDefaults.transform = mat
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c.shader.uniformDefaults.colormask = col
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dstBounds := c.Bounds()
|
||||
c.shader.uniformDefaults.bounds = mgl32.Vec4{
|
||||
float32(dstBounds.Min.X),
|
||||
float32(dstBounds.Min.Y),
|
||||
float32(dstBounds.W()),
|
||||
float32(dstBounds.H()),
|
||||
}
|
||||
|
||||
for loc, u := range c.shader.uniforms {
|
||||
c.shader.s.SetUniformAttr(loc, u.Value)
|
||||
}
|
||||
}
|
||||
|
||||
func baseShader(c *Canvas) {
|
||||
gs := &GLShader{
|
||||
vf: defaultCanvasVertexFormat,
|
||||
vs: defaultCanvasVertexShader,
|
||||
fs: baseCanvasFragmentShader,
|
||||
}
|
||||
|
||||
gs.AddUniform("transform", &gs.uniformDefaults.transform)
|
||||
gs.AddUniform("colorMask", &gs.uniformDefaults.colormask)
|
||||
gs.AddUniform("bounds", &gs.uniformDefaults.bounds)
|
||||
gs.AddUniform("texBounds", &gs.uniformDefaults.texbounds)
|
||||
|
||||
c.shader = gs
|
||||
}
|
||||
func getUniformType(v interface{}) AttrType {
|
||||
switch v.(type) {
|
||||
case int32:
|
||||
return Int
|
||||
case float32:
|
||||
return Float
|
||||
case mgl32.Vec2:
|
||||
return Vec2
|
||||
case mgl32.Vec3:
|
||||
return Vec3
|
||||
case mgl32.Vec4:
|
||||
return Vec4
|
||||
case mgl32.Mat2:
|
||||
return Mat2
|
||||
case mgl32.Mat2x3:
|
||||
return Mat23
|
||||
case mgl32.Mat2x4:
|
||||
return Mat24
|
||||
case mgl32.Mat3:
|
||||
return Mat3
|
||||
case mgl32.Mat3x2:
|
||||
return Mat32
|
||||
case mgl32.Mat3x4:
|
||||
return Mat34
|
||||
case mgl32.Mat4:
|
||||
return Mat4
|
||||
case mgl32.Mat4x2:
|
||||
return Mat42
|
||||
case mgl32.Mat4x3:
|
||||
return Mat43
|
||||
case *mgl32.Vec2:
|
||||
return Vec2p
|
||||
case *mgl32.Vec3:
|
||||
return Vec3p
|
||||
case *mgl32.Vec4:
|
||||
return Vec4p
|
||||
case *mgl32.Mat2:
|
||||
return Mat2p
|
||||
case *mgl32.Mat2x3:
|
||||
return Mat23p
|
||||
case *mgl32.Mat2x4:
|
||||
return Mat24p
|
||||
case *mgl32.Mat3:
|
||||
return Mat3p
|
||||
case *mgl32.Mat3x2:
|
||||
return Mat32p
|
||||
case *mgl32.Mat3x4:
|
||||
return Mat34p
|
||||
case *mgl32.Mat4:
|
||||
return Mat4p
|
||||
case *mgl32.Mat4x2:
|
||||
return Mat42p
|
||||
case *mgl32.Mat4x3:
|
||||
return Mat43p
|
||||
case *int32:
|
||||
return Intp
|
||||
case *float32:
|
||||
return Floatp
|
||||
default:
|
||||
panic("invalid AttrType")
|
||||
}
|
||||
}
|
||||
|
||||
type AttrType int
|
||||
|
||||
// List of all possible attribute types.
|
||||
const (
|
||||
Int AttrType = iota
|
||||
Float
|
||||
Vec2
|
||||
Vec3
|
||||
Vec4
|
||||
Mat2
|
||||
Mat23
|
||||
Mat24
|
||||
Mat3
|
||||
Mat32
|
||||
Mat34
|
||||
Mat4
|
||||
Mat42
|
||||
Mat43
|
||||
Intp
|
||||
Floatp
|
||||
Vec2p
|
||||
Vec3p
|
||||
Vec4p
|
||||
Mat2p
|
||||
Mat23p
|
||||
Mat24p
|
||||
Mat3p
|
||||
Mat32p
|
||||
Mat34p
|
||||
Mat4p
|
||||
Mat42p
|
||||
Mat43p
|
||||
)
|
||||
|
||||
var defaultCanvasVertexShader = `
|
||||
#version 330 core
|
||||
|
||||
in vec2 position;
|
||||
in vec4 color;
|
||||
in vec2 texCoords;
|
||||
in float intensity;
|
||||
|
||||
out vec4 Color;
|
||||
out vec2 TexCoords;
|
||||
out float Intensity;
|
||||
|
||||
uniform mat3 transform;
|
||||
uniform vec4 bounds;
|
||||
|
||||
void main() {
|
||||
vec2 transPos = (transform * vec3(position, 1.0)).xy;
|
||||
vec2 normPos = (transPos - bounds.xy) / bounds.zw * 2 - vec2(1, 1);
|
||||
gl_Position = vec4(normPos, 0.0, 1.0);
|
||||
Color = color;
|
||||
TexCoords = texCoords;
|
||||
Intensity = intensity;
|
||||
}
|
||||
`
|
||||
|
||||
var baseCanvasFragmentShader = `
|
||||
#version 330 core
|
||||
|
||||
in vec4 Color;
|
||||
in vec2 TexCoords;
|
||||
in float Intensity;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
uniform vec4 colorMask;
|
||||
uniform vec4 texBounds;
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main() {
|
||||
if (Intensity == 0) {
|
||||
color = colorMask * Color;
|
||||
} else {
|
||||
color = vec4(0, 0, 0, 0);
|
||||
color += (1 - Intensity) * Color;
|
||||
vec2 t = (TexCoords - texBounds.xy) / texBounds.zw;
|
||||
color += Intensity * Color * texture(tex, t);
|
||||
color *= colorMask;
|
||||
}
|
||||
}
|
||||
`
|
Loading…
Reference in New Issue