add state-of-the-art canvas and use it within window

This commit is contained in:
faiface 2017-01-22 02:43:13 +01:00
parent 79ef8d51eb
commit ca9b2716a8
2 changed files with 303 additions and 162 deletions

222
canvas.go Normal file
View File

@ -0,0 +1,222 @@
package pixel
import (
"image/color"
"github.com/faiface/mainthread"
"github.com/faiface/pixel/pixelgl"
"github.com/go-gl/mathgl/mgl32"
"github.com/pkg/errors"
)
// Canvas is basically a Picture that you can draw on.
//
// Canvas supports TrianglesPosition, TrianglesColor and TrianglesTexture.
type Canvas struct {
f *pixelgl.Frame
s *pixelgl.Shader
pic *Picture
mat mgl32.Mat3
col mgl32.Vec4
bnd mgl32.Vec4
}
// NewCanvas creates a new fully transparent Canvas with specified dimensions in pixels.
func NewCanvas(width, height float64, smooth bool) *Canvas {
c := &Canvas{}
mainthread.Call(func() {
var err error
c.f = pixelgl.NewFrame(int(width), int(height), smooth)
c.s, err = pixelgl.NewShader(
canvasVertexFormat,
canvasUniformFormat,
canvasVertexShader,
canvasFragmentShader,
)
if err != nil {
panic(errors.Wrap(err, "failed to create canvas"))
}
})
c.pic = nil
c.mat = mgl32.Ident3()
c.col = mgl32.Vec4{1, 1, 1, 1}
c.bnd = mgl32.Vec4{0, 0, 1, 1}
return c
}
// Size returns the width and the height of the Canvas in pixels.
func (c *Canvas) Size() (width, height float64) {
return float64(c.f.Width()), float64(c.f.Height())
}
// Content returns a Picture that contains the content of this Canvas. The returned Picture changes
// as you draw onto the Canvas, so there is no real need to call this method more than once.
func (c *Canvas) Content() *Picture {
tex := c.f.Texture()
return &Picture{
texture: tex,
bounds: R(0, 0, float64(tex.Width()), float64(tex.Height())),
}
}
// Clear fill the whole Canvas with on specified color.
func (c *Canvas) Clear(col color.Color) {
mainthread.CallNonBlock(func() {
c.f.Begin()
col := NRGBAModel.Convert(col).(NRGBA)
pixelgl.Clear(float32(col.R), float32(col.G), float32(col.B), float32(col.A))
c.f.End()
})
}
// MakeTriangles returns Triangles that draw onto this Canvas.
func (c *Canvas) MakeTriangles(t Triangles) Triangles {
tpcs := NewGLTriangles(c.s, t).(trianglesPositionColorTexture)
return &canvasTriangles{
c: c,
trianglesPositionColorTexture: tpcs,
}
}
// SetPicture sets a Picture that will be used in further draw operations.
//
// This does not set the Picture that this Canvas draws onto, don't confuse it.
func (c *Canvas) SetPicture(p *Picture) {
if p != nil {
min := pictureBounds(p, V(0, 0))
max := pictureBounds(p, V(1, 1))
c.bnd = mgl32.Vec4{
float32(min.X()), float32(min.Y()),
float32(max.X()), float32(max.Y()),
}
}
c.pic = p
}
// SetTransform sets the transformations used in further draw operations.
func (c *Canvas) SetTransform(t ...Transform) {
c.mat = transformToMat(t...)
}
// SetMaskColor sets the mask color used in further draw operations.
func (c *Canvas) SetMaskColor(col color.Color) {
if col == nil {
col = NRGBA{1, 1, 1, 1}
}
nrgba := NRGBAModel.Convert(col).(NRGBA)
r := float32(nrgba.R)
g := float32(nrgba.G)
b := float32(nrgba.B)
a := float32(nrgba.A)
c.col = mgl32.Vec4{r, g, b, a}
}
type trianglesPositionColorTexture interface {
Triangles
Position(i int) Vec
Color(i int) NRGBA
Texture(i int) Vec
}
type canvasTriangles struct {
c *Canvas
trianglesPositionColorTexture
}
func (ct *canvasTriangles) Draw() {
// avoid possible race condition
pic := ct.c.pic
mat := ct.c.mat
col := ct.c.col
bnd := ct.c.bnd
mainthread.CallNonBlock(func() {
ct.c.f.Begin()
ct.c.s.Begin()
ct.c.s.SetUniformAttr(canvasTransformMat3, mat)
ct.c.s.SetUniformAttr(canvasMaskColorVec4, col)
ct.c.s.SetUniformAttr(canvasBoundsVec4, bnd)
if pic != nil {
pic.Texture().Begin()
ct.trianglesPositionColorTexture.Draw()
pic.Texture().End()
} else {
ct.trianglesPositionColorTexture.Draw()
}
ct.c.s.End()
ct.c.f.End()
})
}
const (
canvasPositionVec2 int = iota
canvasColorVec4
canvasTextureVec2
)
var canvasVertexFormat = pixelgl.AttrFormat{
canvasPositionVec2: {Name: "position", Type: pixelgl.Vec2},
canvasColorVec4: {Name: "color", Type: pixelgl.Vec4},
canvasTextureVec2: {Name: "texture", Type: pixelgl.Vec2},
}
const (
canvasMaskColorVec4 int = iota
canvasTransformMat3
canvasBoundsVec4
)
var canvasUniformFormat = pixelgl.AttrFormat{
{Name: "maskColor", Type: pixelgl.Vec4},
{Name: "transform", Type: pixelgl.Mat3},
{Name: "bounds", Type: pixelgl.Vec4},
}
var canvasVertexShader = `
#version 330 core
in vec2 position;
in vec4 color;
in vec2 texture;
out vec4 Color;
out vec2 Texture;
uniform mat3 transform;
void main() {
gl_Position = vec4((transform * vec3(position.x, position.y, 1.0)).xy, 0.0, 1.0);
Color = color;
Texture = texture;
}
`
var canvasFragmentShader = `
#version 330 core
in vec4 Color;
in vec2 Texture;
out vec4 color;
uniform vec4 maskColor;
uniform vec4 bounds;
uniform sampler2D tex;
void main() {
vec2 boundsMin = bounds.xy;
vec2 boundsMax = bounds.zw;
if (Texture == vec2(-1, -1)) {
color = maskColor * Color;
} else {
float tx = boundsMin.x * (1 - Texture.x) + boundsMax.x * Texture.x;
float ty = boundsMin.y * (1 - Texture.y) + boundsMax.y * Texture.y;
color = maskColor * Color * texture(tex, vec2(tx, ty));
}
}
`

243
window.go
View File

@ -8,7 +8,6 @@ import (
"github.com/faiface/mainthread"
"github.com/faiface/pixel/pixelgl"
"github.com/go-gl/glfw/v3.2/glfw"
"github.com/go-gl/mathgl/mgl32"
"github.com/pkg/errors"
)
@ -60,16 +59,10 @@ type Window struct {
enabled bool
window *glfw.Window
config WindowConfig
shader *pixelgl.Shader
// cache
width, height float64
// Target stuff, Picture, transformation matrix and color
pic *Picture
mat mgl32.Mat3
col mgl32.Vec4
bnd mgl32.Vec4
canvas *Canvas
canvasVs *pixelgl.VertexSlice
shader *pixelgl.Shader
// need to save these to correctly restore a fullscreen window
restore struct {
@ -80,9 +73,6 @@ type Window struct {
buttons [KeyLast + 1]bool
scroll Vec
}
//DEBUG
Frame *pixelgl.Frame
}
var currentWindow *Window
@ -120,42 +110,52 @@ func NewWindow(config WindowConfig) (*Window, error) {
if currentWindow != nil {
share = currentWindow.window
}
w.window, err = glfw.CreateWindow(int(config.Width), int(config.Height), config.Title, nil, share)
w.window, err = glfw.CreateWindow(
int(config.Width),
int(config.Height),
config.Title,
nil,
share,
)
if err != nil {
return err
}
// enter the OpenGL context
w.begin()
w.end()
w.shader, err = pixelgl.NewShader(
windowVertexFormat,
windowUniformFormat,
windowVertexShader,
windowFragmentShader,
)
if err != nil {
return err
}
w.canvasVs = pixelgl.MakeVertexSlice(w.shader, 6, 6)
w.canvasVs.Begin()
w.canvasVs.SetVertexData([]float32{
-1, -1, 0, 0,
1, -1, 1, 0,
1, 1, 1, 1,
-1, -1, 0, 0,
1, 1, 1, 1,
-1, 1, 0, 1,
})
w.canvasVs.End()
return nil
})
if err != nil {
return nil, errors.Wrap(err, "creating window failed")
}
mainthread.Call(func() {
w.begin()
w.end()
w.shader, err = pixelgl.NewShader(
defaultVertexFormat,
defaultUniformFormat,
defaultVertexShader,
defaultFragmentShader,
)
if err != nil {
panic(errors.Wrap(err, "NewWindow: failed to create shader"))
}
})
if err != nil {
w.Destroy()
return nil, errors.Wrap(err, "creating window failed")
}
w.initInput()
w.SetFullscreen(config.Fullscreen)
w.SetPicture(nil)
w.SetTransform()
w.SetMaskColor(NRGBA{1, 1, 1, 1})
w.Update()
runtime.SetFinalizer(w, (*Window).Destroy)
@ -171,18 +171,41 @@ func (w *Window) Destroy() {
// Clear clears the window with a color.
func (w *Window) Clear(c color.Color) {
mainthread.CallNonBlock(func() {
w.begin()
c := NRGBAModel.Convert(c).(NRGBA)
pixelgl.Clear(float32(c.R), float32(c.G), float32(c.B), float32(c.A))
w.end()
})
w.canvas.Clear(c)
}
// Update swaps buffers and polls events.
func (w *Window) Update() {
width, height := w.Size()
if w.canvas == nil || V(w.canvas.Size()) != V(width, height) {
oldCanvas := w.canvas
w.canvas = NewCanvas(width, height, false)
if oldCanvas != nil {
td := TrianglesDrawer{Triangles: &TrianglesData{
{Position: V(-1, -1), Color: NRGBA{1, 1, 1, 1}, Texture: V(0, 0)},
{Position: V(1, -1), Color: NRGBA{1, 1, 1, 1}, Texture: V(1, 0)},
{Position: V(1, 1), Color: NRGBA{1, 1, 1, 1}, Texture: V(1, 1)},
{Position: V(-1, -1), Color: NRGBA{1, 1, 1, 1}, Texture: V(0, 0)},
{Position: V(1, 1), Color: NRGBA{1, 1, 1, 1}, Texture: V(1, 1)},
{Position: V(-1, 1), Color: NRGBA{1, 1, 1, 1}, Texture: V(0, 1)},
}}
w.canvas.SetPicture(oldCanvas.Content())
td.Draw(w.canvas)
}
}
mainthread.Call(func() {
w.begin()
pixelgl.Clear(0, 0, 0, 0)
w.shader.Begin()
w.canvas.f.Texture().Begin()
w.canvasVs.Begin()
w.canvasVs.Draw()
w.canvasVs.End()
w.canvas.f.Texture().End()
w.shader.End()
if w.config.VSync {
glfw.SwapInterval(1)
}
@ -191,8 +214,6 @@ func (w *Window) Update() {
})
w.updateInput()
w.width, w.height = w.Size()
}
// SetClosed sets the closed flag of a window.
@ -346,63 +367,11 @@ func (w *Window) begin() {
pixelgl.Init()
currentWindow = w
}
if w.shader != nil {
w.shader.Begin()
}
if w.Frame != nil {
w.Frame.Begin()
pixelgl.Viewport(0, 0, int32(w.Frame.Width()), int32(w.Frame.Height()))
} else {
pixelgl.Viewport(0, 0, int32(w.width), int32(w.height))
}
}
// Note: must be called inside the main thread.
func (w *Window) end() {
if w.Frame != nil {
w.Frame.End()
}
if w.shader != nil {
w.shader.End()
}
}
type trianglesPositionColorTexture interface {
Triangles
Position(i int) Vec
Color(i int) NRGBA
Texture(i int) Vec
}
type windowTriangles struct {
w *Window
trianglesPositionColorTexture
}
func (wt *windowTriangles) Draw() {
// avoid possible race condition
pic := wt.w.pic
mat := wt.w.mat
col := wt.w.col
bnd := wt.w.bnd
mainthread.CallNonBlock(func() {
wt.w.begin()
wt.w.shader.SetUniformAttr(transformMat3, mat)
wt.w.shader.SetUniformAttr(maskColorVec4, col)
wt.w.shader.SetUniformAttr(boundsVec4, bnd)
if pic != nil {
pic.Texture().Begin()
}
wt.trianglesPositionColorTexture.Draw()
if pic != nil {
pic.Texture().End()
}
wt.w.end()
})
// nothing really
}
// MakeTriangles generates a specialized copy of the supplied triangles that will draw onto this
@ -410,112 +379,62 @@ func (wt *windowTriangles) Draw() {
//
// Window supports TrianglesPosition, TrianglesColor and TrianglesTexture.
func (w *Window) MakeTriangles(t Triangles) Triangles {
tpcs := NewGLTriangles(w.shader, t).(trianglesPositionColorTexture)
wt := &windowTriangles{
w: w,
trianglesPositionColorTexture: tpcs,
}
return wt
return w.canvas.MakeTriangles(t)
}
// SetPicture sets a Picture that will be used in subsequent drawings onto the window.
func (w *Window) SetPicture(p *Picture) {
if p != nil {
min := pictureBounds(p, V(0, 0))
max := pictureBounds(p, V(1, 1))
w.bnd = mgl32.Vec4{
float32(min.X()), float32(min.Y()),
float32(max.X()), float32(max.Y()),
}
}
w.pic = p
w.canvas.SetPicture(p)
}
// SetTransform sets a global transformation matrix for the Window.
//
// Transforms are applied right-to-left.
func (w *Window) SetTransform(t ...Transform) {
w.mat = transformToMat(t...)
w.canvas.SetTransform(t...)
}
// SetMaskColor sets a global mask color for the Window.
func (w *Window) SetMaskColor(c color.Color) {
if c == nil {
c = NRGBA{1, 1, 1, 1}
}
nrgba := NRGBAModel.Convert(c).(NRGBA)
r := float32(nrgba.R)
g := float32(nrgba.G)
b := float32(nrgba.B)
a := float32(nrgba.A)
w.col = mgl32.Vec4{r, g, b, a}
w.canvas.SetMaskColor(c)
}
const (
positionVec2 int = iota
colorVec4
textureVec2
windowPositionVec2 = iota
windowTextureVec2
)
var defaultVertexFormat = pixelgl.AttrFormat{
positionVec2: {Name: "position", Type: pixelgl.Vec2},
colorVec4: {Name: "color", Type: pixelgl.Vec4},
textureVec2: {Name: "texture", Type: pixelgl.Vec2},
var windowVertexFormat = pixelgl.AttrFormat{
windowPositionVec2: {Name: "position", Type: pixelgl.Vec2},
windowTextureVec2: {Name: "texture", Type: pixelgl.Vec2},
}
const (
maskColorVec4 int = iota
transformMat3
boundsVec4
)
var windowUniformFormat = pixelgl.AttrFormat{}
var defaultUniformFormat = pixelgl.AttrFormat{
{Name: "maskColor", Type: pixelgl.Vec4},
{Name: "transform", Type: pixelgl.Mat3},
{Name: "bounds", Type: pixelgl.Vec4},
}
var defaultVertexShader = `
var windowVertexShader = `
#version 330 core
in vec2 position;
in vec4 color;
in vec2 texture;
out vec4 Color;
out vec2 Texture;
uniform mat3 transform;
void main() {
gl_Position = vec4((transform * vec3(position.x, position.y, 1.0)).xy, 0.0, 1.0);
Color = color;
gl_Position = vec4(position, 0.0, 1.0);
Texture = texture;
}
`
var defaultFragmentShader = `
var windowFragmentShader = `
#version 330 core
in vec4 Color;
in vec2 Texture;
out vec4 color;
uniform vec4 maskColor;
uniform vec4 bounds;
uniform sampler2D tex;
void main() {
vec2 boundsMin = bounds.xy;
vec2 boundsMax = bounds.zw;
if (Texture == vec2(-1, -1)) {
color = maskColor * Color;
} else {
float tx = boundsMin.x * (1 - Texture.x) + boundsMax.x * Texture.x;
float ty = boundsMin.y * (1 - Texture.y) + boundsMax.y * Texture.y;
color = maskColor * Color * texture(tex, vec2(tx, 1 - ty));
}
color = texture(tex, Texture);
}
`