350 lines
7.3 KiB
Go
350 lines
7.3 KiB
Go
package pixelgl
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import (
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"fmt"
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"image/color"
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"math"
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"github.com/faiface/glhf"
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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/pkg/errors"
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)
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//TODO: make Canvas a Picture
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// Canvas is an off-screen rectangular BasicTarget that you can draw onto.
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//
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// It supports TrianglesPosition, TrianglesColor, TrianglesPicture and PictureColor.
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type Canvas struct {
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f *glhf.Frame
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s *glhf.Shader
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bounds pixel.Rect
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smooth bool
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mat mgl32.Mat3
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col mgl32.Vec4
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}
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// NewCanvas creates a new empty, fully transparent Canvas with given bounds. If the smooth flag
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// set, then stretched Pictures will be smoothed and will not be drawn pixely onto this Canvas.
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func NewCanvas(bounds pixel.Rect, smooth bool) *Canvas {
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c := &Canvas{
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smooth: smooth,
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mat: mgl32.Ident3(),
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col: mgl32.Vec4{1, 1, 1, 1},
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}
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mainthread.Call(func() {
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var err error
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c.s, err = glhf.NewShader(
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canvasVertexFormat,
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canvasUniformFormat,
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canvasVertexShader,
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canvasFragmentShader,
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)
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if err != nil {
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panic(errors.Wrap(err, "failed to create Canvas, there's a bug in the shader"))
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}
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})
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c.SetBounds(bounds)
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return c
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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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//
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// TrianglesPosition, TrianglesColor and TrianglesPicture are supported.
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func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
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return &canvasTriangles{
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GLTriangles: NewGLTriangles(c.s, t),
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c: c,
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}
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}
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// MakePicture create a specialized copy of the supplied Picture that draws onto this Canvas.
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//
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// PictureColor is supported.
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func (c *Canvas) MakePicture(p pixel.Picture) pixel.TargetPicture {
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bounds := p.Bounds()
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bx, by, bw, bh := discreteBounds(bounds)
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pixels := make([]uint8, 4*bw*bh)
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if p, ok := p.(pixel.PictureColor); ok {
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for y := 0; y < bh; y++ {
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for x := 0; x < bw; x++ {
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at := pixel.V(
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math.Max(float64(bx+x), bounds.Pos.X()),
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math.Max(float64(by+y), bounds.Pos.Y()),
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)
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color := p.Color(at)
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pixels[(y*bw+x)*4+0] = uint8(color.R * 255)
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pixels[(y*bw+x)*4+1] = uint8(color.G * 255)
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pixels[(y*bw+x)*4+2] = uint8(color.B * 255)
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pixels[(y*bw+x)*4+3] = uint8(color.A * 255)
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}
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}
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}
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var tex *glhf.Texture
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mainthread.Call(func() {
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tex = glhf.NewTexture(bw, bh, c.smooth, pixels)
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})
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return &canvasPicture{
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tex: tex,
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bounds: bounds,
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c: c,
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}
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}
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// SetTransform sets a set of Transforms that every position in triangles will be put through.
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func (c *Canvas) SetTransform(t ...pixel.Transform) {
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c.mat = transformToMat(t...)
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}
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// SetColorMask sets a color that every color in triangles or a picture will be multiplied by.
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func (c *Canvas) SetColorMask(col color.Color) {
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nrgba := pixel.NRGBA{R: 1, G: 1, B: 1, A: 1}
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if col != nil {
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nrgba = pixel.NRGBAModel.Convert(col).(pixel.NRGBA)
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}
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c.col = mgl32.Vec4{
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float32(nrgba.R),
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float32(nrgba.G),
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float32(nrgba.B),
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float32(nrgba.A),
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}
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}
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// SetBounds resizes the Canvas to the new bounds. Old content will be preserved.
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func (c *Canvas) SetBounds(bounds pixel.Rect) {
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if c.Bounds() == bounds {
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return
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}
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mainthread.Call(func() {
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oldF := c.f
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_, _, w, h := discreteBounds(bounds)
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c.f = glhf.NewFrame(w, h, c.smooth)
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// preserve old content
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if oldF != nil {
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relBounds := c.bounds
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relBounds.Pos -= bounds.Pos
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ox, oy, ow, oh := discreteBounds(relBounds)
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oldF.Blit(
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c.f,
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ox, oy, ox+ow, oy+oh,
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ox, oy, ox+ow, oy+oh,
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)
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}
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c.s.Begin()
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orig := bounds.Center()
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c.s.SetUniformAttr(canvasOrig, mgl32.Vec2{
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float32(orig.X()),
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float32(orig.Y()),
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})
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c.s.SetUniformAttr(canvasSize, mgl32.Vec2{
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float32(w),
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float32(h),
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})
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c.s.End()
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})
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c.bounds = bounds
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}
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// Bounds returns the rectangular bounds of the Canvas.
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func (c *Canvas) Bounds() pixel.Rect {
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return c.bounds
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}
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// SetSmooth sets whether the stretched Pictures drawn onto this Canvas should be drawn smooth or
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// pixely.
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func (c *Canvas) SetSmooth(smooth bool) {
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c.smooth = smooth
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}
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// Smooth returns whether the stretched Pictures drawn onto this Canvas are set to be drawn smooth
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// or pixely.
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func (c *Canvas) Smooth() bool {
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return c.smooth
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}
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// Clear fill the whole Canvas with a single color.
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func (c *Canvas) Clear(color color.Color) {
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nrgba := pixel.NRGBAModel.Convert(color).(pixel.NRGBA)
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mainthread.CallNonBlock(func() {
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c.f.Begin()
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glhf.Clear(
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float32(nrgba.R),
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float32(nrgba.G),
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float32(nrgba.B),
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float32(nrgba.A),
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)
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c.f.End()
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})
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}
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type canvasTriangles struct {
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*GLTriangles
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c *Canvas
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}
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func (ct *canvasTriangles) draw(cp *canvasPicture) {
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// save the current state vars to avoid race condition
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mat := ct.c.mat
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col := ct.c.col
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mainthread.CallNonBlock(func() {
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ct.c.f.Begin()
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ct.c.s.Begin()
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ct.c.s.SetUniformAttr(canvasTransform, mat)
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ct.c.s.SetUniformAttr(canvasColorMask, col)
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if cp == nil {
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ct.vs.Begin()
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ct.vs.Draw()
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ct.vs.End()
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} else {
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cp.tex.Begin()
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ct.c.s.SetUniformAttr(canvasTexSize, mgl32.Vec2{
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float32(cp.tex.Width()),
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float32(cp.tex.Height()),
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})
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if cp.tex.Smooth() != ct.c.smooth {
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cp.tex.SetSmooth(ct.c.smooth)
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}
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ct.vs.Begin()
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ct.vs.Draw()
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ct.vs.End()
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cp.tex.End()
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}
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ct.c.s.End()
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ct.c.f.End()
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})
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}
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func (ct *canvasTriangles) Draw() {
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ct.draw(nil)
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}
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type canvasPicture struct {
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tex *glhf.Texture
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bounds pixel.Rect
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c *Canvas
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}
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func (cp *canvasPicture) Bounds() pixel.Rect {
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return cp.bounds
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}
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func (cp *canvasPicture) Slice(r pixel.Rect) pixel.Picture {
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return &canvasPicture{
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bounds: r,
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c: cp.c,
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}
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}
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func (cp *canvasPicture) Draw(t pixel.TargetTriangles) {
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ct := t.(*canvasTriangles)
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if cp.c != ct.c {
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panic(fmt.Errorf("%T.Draw: TargetTriangles generated by different Canvas", cp))
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}
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ct.draw(cp)
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}
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const (
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canvasPosition int = iota
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canvasColor
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canvasTexture
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canvasIntensity
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)
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var canvasVertexFormat = glhf.AttrFormat{
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canvasPosition: {Name: "position", Type: glhf.Vec2},
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canvasColor: {Name: "color", Type: glhf.Vec4},
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canvasTexture: {Name: "texture", Type: glhf.Vec2},
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canvasIntensity: {Name: "intensity", Type: glhf.Float},
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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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canvasTexSize
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canvasOrig
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canvasSize
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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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canvasTexSize: {Name: "texSize", Type: glhf.Vec2},
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canvasOrig: {Name: "orig", Type: glhf.Vec2},
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canvasSize: {Name: "size", Type: glhf.Vec2},
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}
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var canvasVertexShader = `
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#version 330 core
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in vec2 position;
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in vec4 color;
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in vec2 texture;
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in float intensity;
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out vec4 Color;
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out vec2 Texture;
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out float Intensity;
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uniform mat3 transform;
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uniform vec2 orig;
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uniform vec2 size;
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void main() {
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vec2 transPos = (transform * vec3(position, 1.0)).xy;
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vec2 normPos = (transPos - orig) / (size/2);
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gl_Position = vec4(normPos, 0.0, 1.0);
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Color = color;
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Texture = texture;
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Intensity = intensity;
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}
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`
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var canvasFragmentShader = `
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#version 330 core
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in vec4 Color;
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in vec2 Texture;
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in float Intensity;
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out vec4 color;
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uniform vec4 colorMask;
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uniform vec2 texSize;
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uniform sampler2D tex;
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void main() {
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if (Intensity == 0) {
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color = colorMask * Color;
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} else {
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vec2 t = Texture / texSize;
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color = vec4(0, 0, 0, 0);
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color += (1 - Intensity) * colorMask * Color;
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color += Intensity * colorMask * Color * texture(tex, t);
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}
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}
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`
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