organized and commented shader implementation code
This commit is contained in:
parent
e0c26f1caa
commit
e50304e3f8
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@ -11,7 +11,6 @@ import (
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_ "image/png"
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_ "image/png"
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"github.com/faiface/pixel"
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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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"github.com/faiface/pixel/pixelgl"
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)
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)
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@ -49,44 +48,26 @@ func run() {
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sprite := pixel.NewSprite(pic, pic.Bounds())
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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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sc := pixelgl.NewCanvas(pic.Bounds())
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sc2 := pixelgl.NewCanvas(pic.Bounds())
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wc := win.GetCanvas()
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sc2.SetFragmentShader(reflectionShader)
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wc.SetFragmentShader(reflectionShader)
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sc2.BindUniform("u_time", &utime)
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wc.BindUniform("u_time", &utime)
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sc2.RecompileShader()
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wc.UpdateShader()
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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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curpos := pixel.V(sc.Bounds().Center().X, -25)
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tgtpos := pixel.V(sc.Bounds().Center().X, 316)
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tgtpos := pixel.V(sc.Bounds().Center().X, 316)
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last := start
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last := start
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for !win.Closed() {
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for !win.Closed() {
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dt := time.Since(last).Seconds()
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dt := time.Since(last).Seconds()
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last = time.Now()
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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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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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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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utime = float32(time.Since(start).Seconds())
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sprite.Draw(sc, pixel.IM.Moved(curpos))
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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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sc.Draw(wc, pixel.IM.Moved(wc.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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win.Update()
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}
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}
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}
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}
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@ -99,25 +80,25 @@ var reflectionShader = `
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#version 330 core
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#version 330 core
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in vec4 Color;
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in vec4 Color;
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in vec2 TexCoords;
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in vec2 texcoords;
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in float Intensity;
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in float Intensity;
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out vec4 color;
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out vec4 fragColor;
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uniform vec4 colorMask;
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uniform vec4 u_colormask;
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uniform vec4 texBounds;
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uniform vec4 u_texbounds;
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uniform sampler2D tex;
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uniform sampler2D u_texture;
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uniform float u_time;
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uniform float u_time;
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void main() {
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void main() {
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if (Intensity == 0) {
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if (Intensity == 0) {
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color = colorMask * Color;
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fragColor = u_colormask * Color;
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} else {
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} else {
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color = vec4(0, 0, 0, 0);
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fragColor = vec4(0, 0, 0, 0);
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color += (1 - Intensity) * Color;
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fragColor += (1 - Intensity) * Color;
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vec2 t = (TexCoords - texBounds.xy) / texBounds.zw;
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vec2 t = (texcoords - u_texbounds.xy) / u_texbounds.zw;
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color += Intensity * Color * texture(tex, t);
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fragColor += Intensity * Color * texture(u_texture, t);
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color *= colorMask;
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fragColor *= u_colormask;
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vec2 uv = t;
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vec2 uv = t;
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vec3 overlayColor = vec3(0.1,0.1,1);
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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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float sepoffset = 0.005*cos(u_time*3.0);
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@ -126,7 +107,7 @@ void main() {
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{
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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 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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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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fragColor = texture(u_texture, 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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}
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}
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@ -0,0 +1,102 @@
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package pixelgl
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import "github.com/go-gl/mathgl/mgl32"
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// AttrType is the attribute's identifier
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type AttrType int
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// List of all possible attribute types.
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const (
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Int AttrType = iota
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Float
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Vec2
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Vec3
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Vec4
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Mat2
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Mat23
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Mat24
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Mat3
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Mat32
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Mat34
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Mat4
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Mat42
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Mat43
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Intp // pointers
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Floatp
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Vec2p
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Vec3p
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Vec4p
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Mat2p
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Mat23p
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Mat24p
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Mat3p
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Mat32p
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Mat34p
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Mat4p
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Mat42p
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Mat43p
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)
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// Returns the type identifier for any (supported) variable type
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func getAttrType(v interface{}) AttrType {
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switch v.(type) {
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case int32:
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return Int
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case float32:
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return Float
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case mgl32.Vec2:
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return Vec2
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case mgl32.Vec3:
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return Vec3
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case mgl32.Vec4:
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return Vec4
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case mgl32.Mat2:
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return Mat2
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case mgl32.Mat2x3:
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return Mat23
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case mgl32.Mat2x4:
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return Mat24
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case mgl32.Mat3:
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return Mat3
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case mgl32.Mat3x2:
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return Mat32
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case mgl32.Mat3x4:
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return Mat34
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case mgl32.Mat4:
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return Mat4
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case mgl32.Mat4x2:
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return Mat42
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case mgl32.Mat4x3:
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return Mat43
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case *mgl32.Vec2:
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return Vec2p
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case *mgl32.Vec3:
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return Vec3p
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case *mgl32.Vec4:
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return Vec4p
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case *mgl32.Mat2:
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return Mat2p
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case *mgl32.Mat2x3:
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return Mat23p
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case *mgl32.Mat2x4:
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return Mat24p
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case *mgl32.Mat3:
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return Mat3p
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case *mgl32.Mat3x2:
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return Mat32p
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case *mgl32.Mat3x4:
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return Mat34p
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case *mgl32.Mat4:
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return Mat4p
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case *mgl32.Mat4x2:
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return Mat42p
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case *mgl32.Mat4x3:
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return Mat43p
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case *int32:
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return Intp
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case *float32:
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return Floatp
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default:
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panic("invalid AttrType")
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}
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}
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@ -39,10 +39,29 @@ func NewCanvas(bounds pixel.Rect) *Canvas {
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baseShader(c)
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baseShader(c)
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c.SetBounds(bounds)
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c.SetBounds(bounds)
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c.shader.compile()
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c.shader.update()
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return c
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return c
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}
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}
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// BindUniform will add a uniform with any supported underlying variable
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// if the uniform already exists, including defaults, they will be reassigned
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// to the new value
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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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// UpdateShader needs to be called after any changes to the underlying GLShader
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// are made (ie, BindUniform(), SetFragmentShader()...)
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func (c *Canvas) UpdateShader() {
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c.shader.update()
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}
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// SetFragmentShader allows you to define a new fragment shader on the underlying
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// GLShader. fs is the GLSL source, not a filename
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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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// MakeTriangles creates a specialized copy of the supplied Triangles that draws onto this Canvas.
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// MakeTriangles creates a specialized copy of the supplied Triangles that draws onto this Canvas.
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//
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//
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// TrianglesPosition, TrianglesColor and TrianglesPicture are supported.
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// TrianglesPosition, TrianglesColor and TrianglesPicture are supported.
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@ -170,6 +189,25 @@ func setBlendFunc(cmp pixel.ComposeMethod) {
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}
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}
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}
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}
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// updates all uniform values for gl to consume
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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()
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c.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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for loc, u := range c.shader.uniforms {
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c.shader.s.SetUniformAttr(loc, u.Value)
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}
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}
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// Clear fills the whole Canvas with a single color.
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// Clear fills the whole Canvas with a single color.
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func (c *Canvas) Clear(color color.Color) {
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func (c *Canvas) Clear(color color.Color) {
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c.gf.Dirty()
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c.gf.Dirty()
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@ -353,29 +391,3 @@ var defaultCanvasVertexFormat = glhf.AttrFormat{
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canvasTexCoords: {Name: "texCoords", Type: glhf.Vec2},
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canvasTexCoords: {Name: "texCoords", Type: glhf.Vec2},
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canvasIntensity: {Name: "intensity", Type: glhf.Float},
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canvasIntensity: {Name: "intensity", Type: glhf.Float},
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}
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}
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const (
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canvasTransform int = iota
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canvasColorMask
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canvasBounds
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canvasTexBounds
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)
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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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canvasBounds: {Name: "bounds", Type: glhf.Vec4},
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canvasTexBounds: {Name: "texBounds", Type: glhf.Vec4},
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}
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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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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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@ -3,11 +3,13 @@ package pixelgl
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import (
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import (
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"github.com/faiface/glhf"
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"github.com/faiface/glhf"
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"github.com/faiface/mainthread"
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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/go-gl/mathgl/mgl32"
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"github.com/pkg/errors"
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"github.com/pkg/errors"
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)
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)
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// GLShader is a type to assist with managing a canvas's underlying
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// shader configuration. This allows for customization of shaders on
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// a per canvas basis.
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type (
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type (
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GLShader struct {
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GLShader struct {
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s *glhf.Shader
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s *glhf.Shader
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@ -31,7 +33,8 @@ type (
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}
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}
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)
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)
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func (gs *GLShader) compile() {
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// reinitialize GLShader data and recompile the underlying gl shader object
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func (gs *GLShader) update() {
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gs.uf = nil
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gs.uf = nil
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for _, u := range gs.uniforms {
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for _, u := range gs.uniforms {
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gs.uf = append(gs.uf, glhf.Attr{
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gs.uf = append(gs.uf, glhf.Attr{
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@ -55,7 +58,9 @@ func (gs *GLShader) compile() {
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gs.s = shader
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gs.s = shader
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}
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}
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func (gs *GLShader) GetUniform(Name string) int {
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// gets the uniform index from GLShader
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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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for i, u := range gs.uniforms {
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if u.Name == Name {
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if u.Name == Name {
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return i
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return i
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@ -63,9 +68,17 @@ func (gs *GLShader) GetUniform(Name string) int {
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}
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}
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return -1
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return -1
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}
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}
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// AddUniform appends a custom uniform name and value to the shader
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//
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// To add a time uniform for example:
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//
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// utime := float32(time.Since(starttime)).Seconds())
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// mycanvas.shader.AddUniform("u_time", &utime)
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//
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func (gs *GLShader) AddUniform(Name string, Value interface{}) {
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func (gs *GLShader) AddUniform(Name string, Value interface{}) {
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Type := getUniformType(Value)
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Type := getAttrType(Value)
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if loc := gs.GetUniform(Name); loc > -1 {
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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].Name = Name
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gs.uniforms[loc].Type = Type
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gs.uniforms[loc].Type = Type
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gs.uniforms[loc].Value = Value
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gs.uniforms[loc].Value = Value
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@ -78,24 +91,9 @@ func (gs *GLShader) AddUniform(Name string, Value interface{}) {
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})
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})
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}
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}
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func (c *Canvas) setUniforms(texbounds pixel.Rect) {
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// Sets up a base shader with everything needed for a pixel
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mat := c.mat
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// canvas to render correctly. The defaults can be overridden
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col := c.col
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// by simply using AddUniform()
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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()
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c.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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||||||
|
|
||||||
for loc, u := range c.shader.uniforms {
|
|
||||||
c.shader.s.SetUniformAttr(loc, u.Value)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
func baseShader(c *Canvas) {
|
func baseShader(c *Canvas) {
|
||||||
gs := &GLShader{
|
gs := &GLShader{
|
||||||
vf: defaultCanvasVertexFormat,
|
vf: defaultCanvasVertexFormat,
|
||||||
|
@ -103,109 +101,13 @@ func baseShader(c *Canvas) {
|
||||||
fs: baseCanvasFragmentShader,
|
fs: baseCanvasFragmentShader,
|
||||||
}
|
}
|
||||||
|
|
||||||
gs.AddUniform("transform", &gs.uniformDefaults.transform)
|
gs.AddUniform("u_transform", &gs.uniformDefaults.transform)
|
||||||
gs.AddUniform("colorMask", &gs.uniformDefaults.colormask)
|
gs.AddUniform("u_colormask", &gs.uniformDefaults.colormask)
|
||||||
gs.AddUniform("bounds", &gs.uniformDefaults.bounds)
|
gs.AddUniform("u_bounds", &gs.uniformDefaults.bounds)
|
||||||
gs.AddUniform("texBounds", &gs.uniformDefaults.texbounds)
|
gs.AddUniform("u_texbounds", &gs.uniformDefaults.texbounds)
|
||||||
|
|
||||||
c.shader = gs
|
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 = `
|
var defaultCanvasVertexShader = `
|
||||||
#version 330 core
|
#version 330 core
|
||||||
|
@ -216,18 +118,18 @@ in vec2 texCoords;
|
||||||
in float intensity;
|
in float intensity;
|
||||||
|
|
||||||
out vec4 Color;
|
out vec4 Color;
|
||||||
out vec2 TexCoords;
|
out vec2 texcoords;
|
||||||
out float Intensity;
|
out float Intensity;
|
||||||
|
|
||||||
uniform mat3 transform;
|
uniform mat3 u_transform;
|
||||||
uniform vec4 bounds;
|
uniform vec4 u_bounds;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
vec2 transPos = (transform * vec3(position, 1.0)).xy;
|
vec2 transPos = (u_transform * vec3(position, 1.0)).xy;
|
||||||
vec2 normPos = (transPos - bounds.xy) / bounds.zw * 2 - vec2(1, 1);
|
vec2 normPos = (transPos - u_bounds.xy) / u_bounds.zw * 2 - vec2(1, 1);
|
||||||
gl_Position = vec4(normPos, 0.0, 1.0);
|
gl_Position = vec4(normPos, 0.0, 1.0);
|
||||||
Color = color;
|
Color = color;
|
||||||
TexCoords = texCoords;
|
texcoords = texCoords;
|
||||||
Intensity = intensity;
|
Intensity = intensity;
|
||||||
}
|
}
|
||||||
`
|
`
|
||||||
|
@ -236,24 +138,24 @@ var baseCanvasFragmentShader = `
|
||||||
#version 330 core
|
#version 330 core
|
||||||
|
|
||||||
in vec4 Color;
|
in vec4 Color;
|
||||||
in vec2 TexCoords;
|
in vec2 texcoords;
|
||||||
in float Intensity;
|
in float Intensity;
|
||||||
|
|
||||||
out vec4 color;
|
out vec4 fragColor;
|
||||||
|
|
||||||
uniform vec4 colorMask;
|
uniform vec4 u_colormask;
|
||||||
uniform vec4 texBounds;
|
uniform vec4 u_texbounds;
|
||||||
uniform sampler2D tex;
|
uniform sampler2D u_texture;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
if (Intensity == 0) {
|
if (Intensity == 0) {
|
||||||
color = colorMask * Color;
|
fragColor = u_colormask * Color;
|
||||||
} else {
|
} else {
|
||||||
color = vec4(0, 0, 0, 0);
|
fragColor = vec4(0, 0, 0, 0);
|
||||||
color += (1 - Intensity) * Color;
|
fragColor += (1 - Intensity) * Color;
|
||||||
vec2 t = (TexCoords - texBounds.xy) / texBounds.zw;
|
vec2 t = (texcoords - u_texbounds.xy) / u_texbounds.zw;
|
||||||
color += Intensity * Color * texture(tex, t);
|
fragColor += Intensity * Color * texture(u_texture, t);
|
||||||
color *= colorMask;
|
fragColor *= u_colormask;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
`
|
`
|
||||||
|
|
|
@ -424,3 +424,8 @@ func (w *Window) Clear(c color.Color) {
|
||||||
func (w *Window) Color(at pixel.Vec) pixel.RGBA {
|
func (w *Window) Color(at pixel.Vec) pixel.RGBA {
|
||||||
return w.canvas.Color(at)
|
return w.canvas.Color(at)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// GetCanvas returns the window's underlying Canvas
|
||||||
|
func (w *Window) GetCanvas() *Canvas {
|
||||||
|
return w.canvas
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in New Issue