package pixelgl import ( "fmt" "github.com/faiface/glhf" "github.com/faiface/mainthread" "github.com/faiface/pixel" ) // GLTriangles are OpenGL triangles implemented using glhf.VertexSlice. // // Triangles returned from this function support TrianglesPosition, TrianglesColor and // TrianglesPicture. If you need to support more, you can "override" SetLen and Update methods. type GLTriangles struct { vs *glhf.VertexSlice data []float32 shader *glhf.Shader } var ( _ pixel.TrianglesPosition = (*GLTriangles)(nil) _ pixel.TrianglesColor = (*GLTriangles)(nil) _ pixel.TrianglesPicture = (*GLTriangles)(nil) ) // NewGLTriangles returns GLTriangles initialized with the data from the supplied Triangles. // // Only draw the Triangles using the provided Shader. func NewGLTriangles(shader *glhf.Shader, t pixel.Triangles) *GLTriangles { var gt *GLTriangles mainthread.Call(func() { gt = &GLTriangles{ vs: glhf.MakeVertexSlice(shader, 0, t.Len()), shader: shader, } }) gt.SetLen(t.Len()) gt.Update(t) return gt } // VertexSlice returns the VertexSlice of this GLTriangles. // // You can use it to draw them. func (gt *GLTriangles) VertexSlice() *glhf.VertexSlice { return gt.vs } // Shader returns the GLTriangles's associated shader. func (gt *GLTriangles) Shader() *glhf.Shader { return gt.shader } // Len returns the number of vertices. func (gt *GLTriangles) Len() int { return len(gt.data) / gt.vs.Stride() } // SetLen efficiently resizes GLTriangles to len. // // Time complexity is amortized O(1). func (gt *GLTriangles) SetLen(len int) { if len > gt.Len() { needAppend := len - gt.Len() for i := 0; i < needAppend; i++ { gt.data = append(gt.data, 0, 0, 1, 1, 1, 1, 0, 0, 0, ) } } if len < gt.Len() { gt.data = gt.data[:len*gt.vs.Stride()] } } // Slice returns a sub-Triangles of this GLTriangles in range [i, j). func (gt *GLTriangles) Slice(i, j int) pixel.Triangles { return &GLTriangles{ vs: gt.vs.Slice(i, j), data: gt.data[i*gt.vs.Stride() : j*gt.vs.Stride()], shader: gt.shader, } } func (gt *GLTriangles) updateData(t pixel.Triangles) { // glTriangles short path if t, ok := t.(*GLTriangles); ok { copy(gt.data, t.data) return } // TrianglesData short path if t, ok := t.(*pixel.TrianglesData); ok { for i := 0; i < gt.Len(); i++ { var ( px, py = (*t)[i].Position.XY() col = (*t)[i].Color tx, ty = (*t)[i].Picture.XY() in = (*t)[i].Intensity ) gt.data[i*gt.vs.Stride()+0] = float32(px) gt.data[i*gt.vs.Stride()+1] = float32(py) gt.data[i*gt.vs.Stride()+2] = float32(col.R) gt.data[i*gt.vs.Stride()+3] = float32(col.G) gt.data[i*gt.vs.Stride()+4] = float32(col.B) gt.data[i*gt.vs.Stride()+5] = float32(col.A) gt.data[i*gt.vs.Stride()+6] = float32(tx) gt.data[i*gt.vs.Stride()+7] = float32(ty) gt.data[i*gt.vs.Stride()+8] = float32(in) } return } if t, ok := t.(pixel.TrianglesPosition); ok { for i := 0; i < gt.Len(); i++ { px, py := t.Position(i).XY() gt.data[i*gt.vs.Stride()+0] = float32(px) gt.data[i*gt.vs.Stride()+1] = float32(py) } } if t, ok := t.(pixel.TrianglesColor); ok { for i := 0; i < gt.Len(); i++ { col := t.Color(i) gt.data[i*gt.vs.Stride()+2] = float32(col.R) gt.data[i*gt.vs.Stride()+3] = float32(col.G) gt.data[i*gt.vs.Stride()+4] = float32(col.B) gt.data[i*gt.vs.Stride()+5] = float32(col.A) } } if t, ok := t.(pixel.TrianglesPicture); ok { for i := 0; i < gt.Len(); i++ { pic, intensity := t.Picture(i) gt.data[i*gt.vs.Stride()+6] = float32(pic.X()) gt.data[i*gt.vs.Stride()+7] = float32(pic.Y()) gt.data[i*gt.vs.Stride()+8] = float32(intensity) } } } func (gt *GLTriangles) submitData() { data := append([]float32{}, gt.data...) // avoid race condition mainthread.CallNonBlock(func() { gt.vs.Begin() dataLen := len(data) / gt.vs.Stride() gt.vs.SetLen(dataLen) gt.vs.SetVertexData(gt.data) gt.vs.End() }) } // Update copies vertex properties from the supplied Triangles into this GLTriangles. // // The two Triangles (gt and t) must be of the same len. func (gt *GLTriangles) Update(t pixel.Triangles) { if gt.Len() != t.Len() { panic(fmt.Errorf("(%T).Update: invalid triangles len", gt)) } gt.updateData(t) gt.submitData() } // Copy returns an independent copy of this GLTriangles. // // The returned Triangles are *GLTriangles as the underlying type. func (gt *GLTriangles) Copy() pixel.Triangles { return NewGLTriangles(gt.shader, gt) } // Position returns the Position property of the i-th vertex. func (gt *GLTriangles) Position(i int) pixel.Vec { px := gt.data[i*gt.vs.Stride()+0] py := gt.data[i*gt.vs.Stride()+1] return pixel.V(float64(px), float64(py)) } // Color returns the Color property of the i-th vertex. func (gt *GLTriangles) Color(i int) pixel.RGBA { r := gt.data[i*gt.vs.Stride()+2] g := gt.data[i*gt.vs.Stride()+3] b := gt.data[i*gt.vs.Stride()+4] a := gt.data[i*gt.vs.Stride()+5] return pixel.RGBA{ R: float64(r), G: float64(g), B: float64(b), A: float64(a), } } // Picture returns the Picture property of the i-th vertex. func (gt *GLTriangles) Picture(i int) (pic pixel.Vec, intensity float64) { tx := gt.data[i*gt.vs.Stride()+6] ty := gt.data[i*gt.vs.Stride()+7] intensity = float64(gt.data[i*gt.vs.Stride()+8]) return pixel.V(float64(tx), float64(ty)), intensity }