make Canvas code more consistent

This commit is contained in:
faiface 2017-03-07 00:32:58 +01:00
parent 741df92943
commit 6b643e588a
1 changed files with 47 additions and 64 deletions

View File

@ -21,11 +21,13 @@ type Canvas struct {
f *glhf.Frame
s *glhf.Shader
bounds pixel.Rect
smooth bool
mat mgl32.Mat3
col mgl32.Vec4
borders pixel.Rect
bounds pixel.Rect
}
// NewCanvas creates a new empty, fully transparent Canvas with given bounds. If the smooth flag
@ -70,14 +72,10 @@ func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
// PictureColor is supported.
func (c *Canvas) MakePicture(p pixel.Picture) pixel.TargetPicture {
if cp, ok := p.(*canvasPicture); ok {
return &canvasPicture{
tex: cp.tex,
orig: cp.orig,
size: cp.size,
bounds: cp.bounds,
original: cp.original,
c: c,
}
tp := new(canvasPicture)
*tp = *cp
tp.c = c
return tp
}
bounds := p.Bounds()
@ -106,13 +104,15 @@ func (c *Canvas) MakePicture(p pixel.Picture) pixel.TargetPicture {
})
cp := &canvasPicture{
tex: tex,
orig: pixel.V(float64(bx), float64(by)),
size: pixel.V(float64(bw), float64(bh)),
tex: tex,
borders: pixel.R(
float64(bx), float64(by),
float64(bw), float64(bh),
),
bounds: bounds,
c: c,
}
cp.original = cp
cp.orig = cp
return cp
}
@ -160,19 +160,8 @@ func (c *Canvas) SetBounds(bounds pixel.Rect) {
ox, oy, ox+ow, oy+oh,
)
}
c.s.Begin()
orig := bounds.Center()
c.s.SetUniformAttr(canvasOrig, mgl32.Vec2{
float32(orig.X()),
float32(orig.Y()),
})
c.s.SetUniformAttr(canvasSize, mgl32.Vec2{
float32(w),
float32(h),
})
c.s.End()
})
c.borders = bounds
c.bounds = bounds
}
@ -220,9 +209,16 @@ func (ct *canvasTriangles) draw(cp *canvasPicture) {
col := ct.c.col
mainthread.CallNonBlock(func() {
glhf.Bounds(0, 0, ct.c.f.Width(), ct.c.f.Height())
ct.c.f.Begin()
ct.c.s.Begin()
ct.c.s.SetUniformAttr(canvasBounds, mgl32.Vec4{
float32(cp.c.bounds.X()),
float32(cp.c.bounds.Y()),
float32(cp.c.bounds.W()),
float32(cp.c.bounds.H()),
})
ct.c.s.SetUniformAttr(canvasTransform, mat)
ct.c.s.SetUniformAttr(canvasColorMask, col)
@ -233,13 +229,11 @@ func (ct *canvasTriangles) draw(cp *canvasPicture) {
} else {
cp.tex.Begin()
ct.c.s.SetUniformAttr(canvasTexOrig, mgl32.Vec2{
float32(cp.orig.X()),
float32(cp.orig.Y()),
})
ct.c.s.SetUniformAttr(canvasTexSize, mgl32.Vec2{
float32(cp.size.X()),
float32(cp.size.Y()),
ct.c.s.SetUniformAttr(canvasTexBorders, mgl32.Vec4{
float32(cp.borders.X()),
float32(cp.borders.Y()),
float32(cp.borders.W()),
float32(cp.borders.H()),
})
ct.c.s.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
float32(cp.bounds.X()),
@ -269,12 +263,12 @@ func (ct *canvasTriangles) Draw() {
}
type canvasPicture struct {
tex *glhf.Texture
orig, size pixel.Vec
bounds pixel.Rect
tex *glhf.Texture
borders pixel.Rect
bounds pixel.Rect
original *canvasPicture
c *Canvas
orig *canvasPicture
c *Canvas
}
func (cp *canvasPicture) Bounds() pixel.Rect {
@ -282,18 +276,14 @@ func (cp *canvasPicture) Bounds() pixel.Rect {
}
func (cp *canvasPicture) Slice(r pixel.Rect) pixel.Picture {
return &canvasPicture{
tex: cp.tex,
orig: cp.orig,
size: cp.size,
bounds: r,
original: cp.original,
c: cp.c,
}
sp := new(canvasPicture)
*sp = *cp
sp.bounds = r
return sp
}
func (cp *canvasPicture) Original() pixel.Picture {
return cp.original
return cp.orig
}
func (cp *canvasPicture) Draw(t pixel.TargetTriangles) {
@ -321,22 +311,17 @@ var canvasVertexFormat = glhf.AttrFormat{
const (
canvasTransform int = iota
canvasColorMask
canvasTexOrig
canvasTexSize
canvasBounds
canvasTexBorders
canvasTexBounds
canvasTexSubBounds
canvasOrig
canvasSize
)
var canvasUniformFormat = glhf.AttrFormat{
canvasTransform: {Name: "transform", Type: glhf.Mat3},
canvasColorMask: {Name: "colorMask", Type: glhf.Vec4},
canvasTexOrig: {Name: "texOrig", Type: glhf.Vec2},
canvasTexSize: {Name: "texSize", Type: glhf.Vec2},
canvasTexBounds: {Name: "texBounds", Type: glhf.Vec4},
canvasOrig: {Name: "orig", Type: glhf.Vec2},
canvasSize: {Name: "size", Type: glhf.Vec2},
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 = `
@ -352,12 +337,11 @@ out vec2 Texture;
out float Intensity;
uniform mat3 transform;
uniform vec2 orig;
uniform vec2 size;
uniform vec4 bounds;
void main() {
vec2 transPos = (transform * vec3(position, 1.0)).xy;
vec2 normPos = (transPos - orig) / (size/2);
vec2 normPos = 2 * (transPos - bounds.xy) / (bounds.zw) - vec2(1, 1);
gl_Position = vec4(normPos, 0.0, 1.0);
Color = color;
Texture = texture;
@ -375,8 +359,7 @@ in float Intensity;
out vec4 color;
uniform vec4 colorMask;
uniform vec2 texOrig;
uniform vec2 texSize;
uniform vec4 texBorders;
uniform vec4 texBounds;
uniform sampler2D tex;
@ -392,7 +375,7 @@ void main() {
float bw = texBounds.z;
float bh = texBounds.w;
if (bx <= Texture.x && Texture.x <= bx + bw && by <= Texture.y && Texture.y <= by + bh) {
vec2 t = (Texture - texOrig) / texSize;
vec2 t = (Texture - texBorders.xy) / texBorders.zw;
color += Intensity * colorMask * Color * texture(tex, t);
}
}