fix Picture drawing in Canvas
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17d1731d66
commit
53066d4759
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@ -96,6 +96,8 @@ func (c *Canvas) MakePicture(p pixel.Picture) pixel.TargetPicture {
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return &canvasPicture{
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tex: tex,
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orig: pixel.V(float64(bx), float64(by)),
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size: pixel.V(float64(bw), float64(bh)),
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bounds: bounds,
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c: c,
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}
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@ -216,9 +218,19 @@ func (ct *canvasTriangles) draw(cp *canvasPicture) {
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} else {
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cp.tex.Begin()
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ct.c.s.SetUniformAttr(canvasTexOrig, mgl32.Vec2{
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float32(cp.orig.X()),
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float32(cp.orig.Y()),
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})
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ct.c.s.SetUniformAttr(canvasTexSize, mgl32.Vec2{
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float32(cp.tex.Width()),
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float32(cp.tex.Height()),
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float32(cp.size.X()),
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float32(cp.size.Y()),
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})
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ct.c.s.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
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float32(cp.bounds.X()),
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float32(cp.bounds.Y()),
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float32(cp.bounds.W()),
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float32(cp.bounds.H()),
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})
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if cp.tex.Smooth() != ct.c.smooth {
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@ -242,8 +254,9 @@ func (ct *canvasTriangles) Draw() {
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}
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type canvasPicture struct {
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tex *glhf.Texture
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bounds pixel.Rect
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tex *glhf.Texture
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orig, size pixel.Vec
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bounds pixel.Rect
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c *Canvas
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}
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@ -254,6 +267,8 @@ func (cp *canvasPicture) Bounds() pixel.Rect {
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func (cp *canvasPicture) Slice(r pixel.Rect) pixel.Picture {
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return &canvasPicture{
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orig: cp.orig,
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size: cp.size,
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bounds: r,
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c: cp.c,
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}
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@ -284,7 +299,10 @@ var canvasVertexFormat = glhf.AttrFormat{
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const (
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canvasTransform int = iota
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canvasColorMask
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canvasTexOrig
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canvasTexSize
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canvasTexBounds
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canvasTexSubBounds
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canvasOrig
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canvasSize
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)
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@ -292,7 +310,9 @@ const (
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var canvasUniformFormat = glhf.AttrFormat{
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canvasTransform: {Name: "transform", Type: glhf.Mat3},
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canvasColorMask: {Name: "colorMask", Type: glhf.Vec4},
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canvasTexOrig: {Name: "texOrig", Type: glhf.Vec2},
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canvasTexSize: {Name: "texSize", Type: glhf.Vec2},
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canvasTexBounds: {Name: "texBounds", Type: glhf.Vec4},
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canvasOrig: {Name: "orig", Type: glhf.Vec2},
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canvasSize: {Name: "size", Type: glhf.Vec2},
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}
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@ -333,17 +353,26 @@ in float Intensity;
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out vec4 color;
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uniform vec4 colorMask;
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uniform vec2 texOrig;
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uniform vec2 texSize;
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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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vec2 t = Texture / texSize;
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color = vec4(0, 0, 0, 0);
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color += (1 - Intensity) * colorMask * Color;
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color += Intensity * colorMask * Color * texture(tex, t);
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float bx = texBounds.x;
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float by = texBounds.y;
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float bw = texBounds.z;
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float bh = texBounds.w;
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if (bx <= Texture.x && Texture.x <= bx + bw && by <= Texture.y && Texture.y <= by + bh) {
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vec2 t = (Texture - texOrig) / texSize;
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color += Intensity * colorMask * Color * texture(tex, t);
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}
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}
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}
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`
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