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