split Canvas into Canvas+GLFrame + add GLPicture

This commit is contained in:
faiface 2017-04-01 21:54:44 +02:00
parent 2562f6b754
commit 79f7f4fb42
4 changed files with 259 additions and 196 deletions

View File

@ -3,7 +3,6 @@ package pixelgl
import (
"fmt"
"image/color"
"math"
"github.com/faiface/glhf"
"github.com/faiface/mainthread"
@ -17,11 +16,8 @@ import (
//
// It supports TrianglesPosition, TrianglesColor, TrianglesPicture and PictureColor.
type Canvas struct {
f *glhf.Frame
s *glhf.Shader
bounds pixel.Rect
pixels []uint8
dirty bool
gf *GLFrame
shader *glhf.Shader
mat mgl32.Mat3
col mgl32.Vec4
@ -32,14 +28,18 @@ type Canvas struct {
// 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,
gf: NewGLFrame(bounds),
mat: mgl32.Ident3(),
col: mgl32.Vec4{1, 1, 1, 1},
smooth: smooth,
}
c.SetBounds(bounds)
var shader *glhf.Shader
mainthread.Call(func() {
var err error
c.s, err = glhf.NewShader(
shader, err = glhf.NewShader(
canvasVertexFormat,
canvasUniformFormat,
canvasVertexShader,
@ -49,8 +49,7 @@ func NewCanvas(bounds pixel.Rect, smooth bool) *Canvas {
panic(errors.Wrap(err, "failed to create Canvas, there's a bug in the shader"))
}
})
c.SetBounds(bounds)
c.shader = shader
return c
}
@ -60,7 +59,7 @@ func NewCanvas(bounds pixel.Rect, smooth bool) *Canvas {
// TrianglesPosition, TrianglesColor and TrianglesPicture are supported.
func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
return &canvasTriangles{
GLTriangles: NewGLTriangles(c.s, t),
GLTriangles: NewGLTriangles(c.shader, t),
dst: c,
}
}
@ -69,78 +68,22 @@ func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
//
// PictureColor is supported.
func (c *Canvas) MakePicture(p pixel.Picture) pixel.TargetPicture {
// short paths
if cp, ok := p.(*canvasPicture); ok {
tp := new(canvasPicture)
*tp = *cp
tp.dst = c
return tp
}
if ccp, ok := p.(*canvasCanvasPicture); ok {
tp := new(canvasCanvasPicture)
*tp = *ccp
tp.dst = c
return tp
}
// Canvas special case
if canvas, ok := p.(*Canvas); ok {
return &canvasCanvasPicture{
src: canvas,
dst: c,
return &canvasPicture{
GLPicture: cp.GLPicture,
dst: c,
}
}
bounds := p.Bounds()
bx, by, bw, bh := intBounds(bounds)
pixels := make([]uint8, 4*bw*bh)
if pd, ok := p.(*pixel.PictureData); ok {
// PictureData short path
for y := 0; y < bh; y++ {
for x := 0; x < bw; x++ {
nrgba := pd.Pix[y*pd.Stride+x]
off := (y*bw + x) * 4
pixels[off+0] = nrgba.R
pixels[off+1] = nrgba.G
pixels[off+2] = nrgba.B
pixels[off+3] = nrgba.A
}
}
} else 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.Min.X()),
math.Max(float64(by+y), bounds.Min.Y()),
)
color := p.Color(at)
off := (y*bw + x) * 4
pixels[off+0] = uint8(color.R * 255)
pixels[off+1] = uint8(color.G * 255)
pixels[off+2] = uint8(color.B * 255)
pixels[off+3] = uint8(color.A * 255)
}
if gp, ok := p.(GLPicture); ok {
return &canvasPicture{
GLPicture: gp,
dst: c,
}
}
var tex *glhf.Texture
mainthread.Call(func() {
tex = glhf.NewTexture(bw, bh, c.smooth, pixels)
})
cp := &canvasPicture{
tex: tex,
pixels: pixels,
bounds: pixel.R(
float64(bx), float64(by),
float64(bw), float64(bh),
),
dst: c,
return &canvasPicture{
GLPicture: NewGLPicture(p),
dst: c,
}
cp.orig = cp
return cp
}
// SetMatrix sets a Matrix that every point will be projected by.
@ -166,31 +109,12 @@ func (c *Canvas) SetColorMask(col color.Color) {
// SetBounds resizes the Canvas to the new bounds. Old content will be preserved.
func (c *Canvas) SetBounds(bounds pixel.Rect) {
mainthread.Call(func() {
oldF := c.f
_, _, w, h := intBounds(bounds)
c.f = glhf.NewFrame(w, h, c.smooth)
// preserve old content
if oldF != nil {
ox, oy, ow, oh := intBounds(bounds)
oldF.Blit(
c.f,
ox, oy, ox+ow, oy+oh,
ox, oy, ox+ow, oy+oh,
)
}
})
c.bounds = bounds
c.pixels = nil
c.dirty = true
c.gf.SetBounds(bounds)
}
// Bounds returns the rectangular bounds of the Canvas.
func (c *Canvas) Bounds() pixel.Rect {
return c.bounds
return c.gf.Bounds()
}
// SetSmooth sets whether stretched Pictures drawn onto this Canvas should be drawn smooth or
@ -207,13 +131,13 @@ func (c *Canvas) Smooth() bool {
// must be manually called inside mainthread
func (c *Canvas) setGlhfBounds() {
bx, by, bw, bh := intBounds(c.bounds)
bx, by, bw, bh := intBounds(c.gf.Bounds())
glhf.Bounds(bx, by, bw, bh)
}
// Clear fills the whole Canvas with a single color.
func (c *Canvas) Clear(color color.Color) {
c.dirty = true
c.gf.Dirty()
nrgba := pixel.ToNRGBA(color)
@ -227,50 +151,36 @@ func (c *Canvas) Clear(color color.Color) {
mainthread.CallNonBlock(func() {
c.setGlhfBounds()
c.f.Begin()
c.gf.Frame().Begin()
glhf.Clear(
float32(nrgba.R),
float32(nrgba.G),
float32(nrgba.B),
float32(nrgba.A),
)
c.f.End()
c.gf.Frame().End()
})
}
// 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.dirty {
mainthread.Call(func() {
tex := c.f.Texture()
tex.Begin()
c.pixels = tex.Pixels(0, 0, tex.Width(), tex.Height())
tex.End()
})
c.dirty = false
}
if !c.bounds.Contains(at) {
return pixel.NRGBA{}
}
bx, by, bw, _ := intBounds(c.bounds)
x, y := int(at.X())-bx, int(at.Y())-by
off := y*bw + x
return pixel.NRGBA{
R: float64(c.pixels[off*4+0]) / 255,
G: float64(c.pixels[off*4+1]) / 255,
B: float64(c.pixels[off*4+2]) / 255,
A: float64(c.pixels[off*4+3]) / 255,
}
return c.gf.Color(at)
}
// Texture returns the underlying OpenGL Texture of this Canvas.
//
// Implements GLPicture interface.
func (c *Canvas) Texture() *glhf.Texture {
return c.gf.Texture()
}
type canvasTriangles struct {
*GLTriangles
dst *Canvas
}
func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
ct.dst.dirty = true
ct.dst.gf.Dirty()
// save the current state vars to avoid race condition
mat := ct.dst.mat
@ -278,17 +188,22 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
mainthread.CallNonBlock(func() {
ct.dst.setGlhfBounds()
ct.dst.f.Begin()
ct.dst.s.Begin()
ct.dst.s.SetUniformAttr(canvasBounds, mgl32.Vec4{
float32(ct.dst.bounds.Min.X()),
float32(ct.dst.bounds.Min.Y()),
float32(ct.dst.bounds.W()),
float32(ct.dst.bounds.H()),
frame := ct.dst.gf.Frame()
shader := ct.dst.shader
frame.Begin()
shader.Begin()
dstBounds := ct.dst.Bounds()
shader.SetUniformAttr(canvasBounds, mgl32.Vec4{
float32(dstBounds.Min.X()),
float32(dstBounds.Min.Y()),
float32(dstBounds.W()),
float32(dstBounds.H()),
})
ct.dst.s.SetUniformAttr(canvasTransform, mat)
ct.dst.s.SetUniformAttr(canvasColorMask, col)
shader.SetUniformAttr(canvasTransform, mat)
shader.SetUniformAttr(canvasColorMask, col)
if tex == nil {
ct.vs.Begin()
@ -297,11 +212,12 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
} else {
tex.Begin()
ct.dst.s.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
float32(bounds.Min.X()),
float32(bounds.Min.Y()),
float32(bounds.W()),
float32(bounds.H()),
bx, by, bw, bh := intBounds(bounds)
shader.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
float32(bx),
float32(by),
float32(bw),
float32(bh),
})
if tex.Smooth() != ct.dst.smooth {
@ -315,8 +231,8 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
tex.End()
}
ct.dst.s.End()
ct.dst.f.End()
shader.End()
frame.End()
})
}
@ -325,31 +241,8 @@ func (ct *canvasTriangles) Draw() {
}
type canvasPicture struct {
tex *glhf.Texture
pixels []uint8
bounds pixel.Rect
orig *canvasPicture
dst *Canvas
}
func (cp *canvasPicture) Bounds() pixel.Rect {
return cp.bounds
}
func (cp *canvasPicture) Color(at pixel.Vec) pixel.NRGBA {
if !cp.bounds.Contains(at) {
return pixel.NRGBA{}
}
bx, by, bw, _ := intBounds(cp.bounds)
x, y := int(at.X())-bx, int(at.Y())-by
off := y*bw + x
return pixel.NRGBA{
R: float64(cp.pixels[off*4+0]) / 255,
G: float64(cp.pixels[off*4+1]) / 255,
B: float64(cp.pixels[off*4+2]) / 255,
A: float64(cp.pixels[off*4+3]) / 255,
}
GLPicture
dst *Canvas
}
func (cp *canvasPicture) Draw(t pixel.TargetTriangles) {
@ -357,30 +250,7 @@ func (cp *canvasPicture) Draw(t pixel.TargetTriangles) {
if cp.dst != ct.dst {
panic(fmt.Errorf("(%T).Draw: TargetTriangles generated by different Canvas", cp))
}
ct.draw(cp.tex, cp.bounds)
}
type canvasCanvasPicture struct {
src, dst *Canvas
}
func (ccp *canvasCanvasPicture) Bounds() pixel.Rect {
return ccp.src.Bounds()
}
func (ccp *canvasCanvasPicture) Color(at pixel.Vec) pixel.NRGBA {
if !ccp.Bounds().Contains(at) {
return pixel.NRGBA{}
}
return ccp.src.Color(at)
}
func (ccp *canvasCanvasPicture) Draw(t pixel.TargetTriangles) {
ct := t.(*canvasTriangles)
if ccp.dst != ct.dst {
panic(fmt.Errorf("(%T).Draw: TargetTriangles generated by different Canvas", ccp))
}
ct.draw(ccp.src.f.Texture(), ccp.Bounds())
ct.draw(cp.GLPicture.Texture(), cp.GLPicture.Bounds())
}
const (

95
pixelgl/glframe.go Normal file
View File

@ -0,0 +1,95 @@
package pixelgl
import (
"github.com/faiface/glhf"
"github.com/faiface/mainthread"
"github.com/faiface/pixel"
)
// GLFrame is a type that helps implementing OpenGL Targets. It implements most common methods to
// avoid code redundancy. It contains an glhf.Frame that you can draw on.
type GLFrame struct {
frame *glhf.Frame
bounds pixel.Rect
pixels []uint8
dirty bool
}
// NewGLFrame creates a new GLFrame with the given bounds.
func NewGLFrame(bounds pixel.Rect) *GLFrame {
gf := new(GLFrame)
gf.SetBounds(bounds)
return gf
}
// SetBounds resizes the GLFrame to the new bounds.
func (gf *GLFrame) SetBounds(bounds pixel.Rect) {
mainthread.Call(func() {
oldF := gf.frame
_, _, w, h := intBounds(bounds)
gf.frame = glhf.NewFrame(w, h, false)
// preserve old content
if oldF != nil {
ox, oy, ow, oh := intBounds(bounds)
oldF.Blit(
gf.frame,
ox, oy, ox+ow, oy+oh,
ox, oy, ox+ow, oy+oh,
)
}
})
gf.bounds = bounds
gf.pixels = nil
gf.dirty = true
}
// Bounds returns the current GLFrame's bounds.
func (gf *GLFrame) Bounds() pixel.Rect {
return gf.bounds
}
// Color returns the color of the pixel under the specified position.
func (gf *GLFrame) Color(at pixel.Vec) pixel.NRGBA {
if gf.dirty {
mainthread.Call(func() {
tex := gf.frame.Texture()
tex.Begin()
gf.pixels = tex.Pixels(0, 0, tex.Width(), tex.Height())
tex.End()
})
gf.dirty = false
}
if !gf.bounds.Contains(at) {
return pixel.NRGBA{}
}
bx, by, bw, _ := intBounds(gf.bounds)
x, y := int(at.X())-bx, int(at.Y())-by
off := y*bw + x
return pixel.NRGBA{
R: float64(gf.pixels[off*4+0]) / 255,
G: float64(gf.pixels[off*4+1]) / 255,
B: float64(gf.pixels[off*4+2]) / 255,
A: float64(gf.pixels[off*4+3]) / 255,
}
}
// Frame returns the GLFrame's Frame that you can draw on.
func (gf *GLFrame) Frame() *glhf.Frame {
return gf.frame
}
// Texture returns the underlying Texture of the GLFrame's Frame.
//
// Implements GLPicture interface.
func (gf *GLFrame) Texture() *glhf.Texture {
return gf.frame.Texture()
}
// Dirty marks the GLFrame as changed. Always call this method when you draw onto the GLFrame's
// Frame.
func (gf *GLFrame) Dirty() {
gf.dirty = true
}

98
pixelgl/glpicture.go Normal file
View File

@ -0,0 +1,98 @@
package pixelgl
import (
"math"
"github.com/faiface/glhf"
"github.com/faiface/mainthread"
"github.com/faiface/pixel"
)
// GLPicture is a pixel.PictureColor with a Texture. All OpenGL Targets should implement and accept
// this interface, because it enables seamless drawing of one to another.
//
// Implementing this interface on an OpenGL Target enables other OpenGL Targets to efficiently draw
// that Target onto them.
type GLPicture interface {
pixel.PictureColor
Texture() *glhf.Texture
}
// NewGLPicture creates a new GLPicture with it's own static OpenGL texture. This function always
// allocates a new texture that cannot (shouldn't) be further modified.
func NewGLPicture(p pixel.Picture) GLPicture {
bounds := p.Bounds()
bx, by, bw, bh := intBounds(bounds)
pixels := make([]uint8, 4*bw*bh)
if pd, ok := p.(*pixel.PictureData); ok {
// PictureData short path
for y := 0; y < bh; y++ {
for x := 0; x < bw; x++ {
nrgba := pd.Pix[y*pd.Stride+x]
off := (y*bw + x) * 4
pixels[off+0] = nrgba.R
pixels[off+1] = nrgba.G
pixels[off+2] = nrgba.B
pixels[off+3] = nrgba.A
}
}
} else 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.Min.X()),
math.Max(float64(by+y), bounds.Min.Y()),
)
color := p.Color(at)
off := (y*bw + x) * 4
pixels[off+0] = uint8(color.R * 255)
pixels[off+1] = uint8(color.G * 255)
pixels[off+2] = uint8(color.B * 255)
pixels[off+3] = uint8(color.A * 255)
}
}
}
var tex *glhf.Texture
mainthread.Call(func() {
tex = glhf.NewTexture(bw, bh, false, pixels)
})
gp := &glPicture{
bounds: bounds,
tex: tex,
pixels: pixels,
}
return gp
}
type glPicture struct {
bounds pixel.Rect
tex *glhf.Texture
pixels []uint8
}
func (gp *glPicture) Bounds() pixel.Rect {
return gp.bounds
}
func (gp *glPicture) Texture() *glhf.Texture {
return gp.tex
}
func (gp *glPicture) Color(at pixel.Vec) pixel.NRGBA {
if !gp.bounds.Contains(at) {
return pixel.NRGBA{}
}
bx, by, bw, _ := intBounds(gp.bounds)
x, y := int(at.X())-bx, int(at.Y())-by
off := y*bw + x
return pixel.NRGBA{
R: float64(gp.pixels[off*4+0]) / 255,
G: float64(gp.pixels[off*4+1]) / 255,
B: float64(gp.pixels[off*4+2]) / 255,
A: float64(gp.pixels[off*4+3]) / 255,
}
}

View File

@ -156,16 +156,16 @@ func (w *Window) Update() {
mainthread.Call(func() {
w.begin()
glhf.Bounds(0, 0, w.canvas.f.Texture().Width(), w.canvas.f.Texture().Height())
glhf.Bounds(0, 0, w.canvas.Texture().Width(), w.canvas.Texture().Height())
glhf.Clear(0, 0, 0, 0)
w.canvas.f.Begin()
w.canvas.f.Blit(
w.canvas.gf.Frame().Begin()
w.canvas.gf.Frame().Blit(
nil,
0, 0, w.canvas.f.Texture().Width(), w.canvas.f.Texture().Height(),
0, 0, w.canvas.f.Texture().Width(), w.canvas.f.Texture().Height(),
0, 0, w.canvas.Texture().Width(), w.canvas.Texture().Height(),
0, 0, w.canvas.Texture().Width(), w.canvas.Texture().Height(),
)
w.canvas.f.End()
w.canvas.gf.Frame().End()
if w.vsync {
glfw.SwapInterval(1)