432 lines
10 KiB
Go
432 lines
10 KiB
Go
package pixelgl
|
|
|
|
import (
|
|
"fmt"
|
|
"image/color"
|
|
|
|
"github.com/faiface/glhf"
|
|
"github.com/faiface/mainthread"
|
|
"github.com/faiface/pixel"
|
|
"github.com/go-gl/mathgl/mgl32"
|
|
"github.com/pkg/errors"
|
|
)
|
|
|
|
// Canvas is an off-screen rectangular BasicTarget and Picture at the same time, that you can draw
|
|
// onto.
|
|
//
|
|
// It supports TrianglesPosition, TrianglesColor, TrianglesPicture and PictureColor.
|
|
type Canvas struct {
|
|
gf *GLFrame
|
|
shader *glhf.Shader
|
|
|
|
cmp pixel.ComposeMethod
|
|
mat mgl32.Mat3
|
|
col mgl32.Vec4
|
|
smooth bool
|
|
|
|
sprite *pixel.Sprite
|
|
}
|
|
|
|
var _ pixel.ComposeTarget = (*Canvas)(nil)
|
|
|
|
// NewCanvas creates a new empty, fully transparent Canvas with given bounds.
|
|
func NewCanvas(bounds pixel.Rect) *Canvas {
|
|
c := &Canvas{
|
|
gf: NewGLFrame(bounds),
|
|
mat: mgl32.Ident3(),
|
|
col: mgl32.Vec4{1, 1, 1, 1},
|
|
}
|
|
|
|
c.SetBounds(bounds)
|
|
|
|
var shader *glhf.Shader
|
|
mainthread.Call(func() {
|
|
var err error
|
|
shader, err = glhf.NewShader(
|
|
canvasVertexFormat,
|
|
canvasUniformFormat,
|
|
canvasVertexShader,
|
|
canvasFragmentShader,
|
|
)
|
|
if err != nil {
|
|
panic(errors.Wrap(err, "failed to create Canvas, there's a bug in the shader"))
|
|
}
|
|
})
|
|
c.shader = shader
|
|
|
|
return c
|
|
}
|
|
|
|
// MakeTriangles creates a specialized copy of the supplied Triangles that draws onto this Canvas.
|
|
//
|
|
// TrianglesPosition, TrianglesColor and TrianglesPicture are supported.
|
|
func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
|
|
return &canvasTriangles{
|
|
GLTriangles: NewGLTriangles(c.shader, t),
|
|
dst: c,
|
|
}
|
|
}
|
|
|
|
// MakePicture create a specialized copy of the supplied Picture that draws onto this Canvas.
|
|
//
|
|
// PictureColor is supported.
|
|
func (c *Canvas) MakePicture(p pixel.Picture) pixel.TargetPicture {
|
|
if cp, ok := p.(*canvasPicture); ok {
|
|
return &canvasPicture{
|
|
GLPicture: cp.GLPicture,
|
|
dst: c,
|
|
}
|
|
}
|
|
if gp, ok := p.(GLPicture); ok {
|
|
return &canvasPicture{
|
|
GLPicture: gp,
|
|
dst: c,
|
|
}
|
|
}
|
|
return &canvasPicture{
|
|
GLPicture: NewGLPicture(p),
|
|
dst: c,
|
|
}
|
|
}
|
|
|
|
// SetMatrix sets a Matrix that every point will be projected by.
|
|
func (c *Canvas) SetMatrix(m pixel.Matrix) {
|
|
// pixel.Matrix is 3x2 with an implicit 0, 0, 1 row after it. So
|
|
// [0] [2] [4] [0] [3] [6]
|
|
// [1] [3] [5] => [1] [4] [7]
|
|
// 0 0 1 0 0 1
|
|
// since all matrix ops are affine, the last row never changes, and we don't need to copy it
|
|
for i, j := range [...]int{0, 1, 3, 4, 6, 7} {
|
|
c.mat[j] = float32(m[i])
|
|
}
|
|
}
|
|
|
|
// SetColorMask sets a color that every color in triangles or a picture will be multiplied by.
|
|
func (c *Canvas) SetColorMask(col color.Color) {
|
|
rgba := pixel.Alpha(1)
|
|
if col != nil {
|
|
rgba = pixel.ToRGBA(col)
|
|
}
|
|
c.col = mgl32.Vec4{
|
|
float32(rgba.R),
|
|
float32(rgba.G),
|
|
float32(rgba.B),
|
|
float32(rgba.A),
|
|
}
|
|
}
|
|
|
|
// SetComposeMethod sets a Porter-Duff composition method to be used in the following draws onto
|
|
// this Canvas.
|
|
func (c *Canvas) SetComposeMethod(cmp pixel.ComposeMethod) {
|
|
c.cmp = cmp
|
|
}
|
|
|
|
// SetBounds resizes the Canvas to the new bounds. Old content will be preserved.
|
|
func (c *Canvas) SetBounds(bounds pixel.Rect) {
|
|
c.gf.SetBounds(bounds)
|
|
if c.sprite == nil {
|
|
c.sprite = pixel.NewSprite(nil, pixel.Rect{})
|
|
}
|
|
c.sprite.Set(c, c.Bounds())
|
|
//c.sprite.SetMatrix(pixel.IM.Moved(c.Bounds().Center()))
|
|
}
|
|
|
|
// Bounds returns the rectangular bounds of the Canvas.
|
|
func (c *Canvas) Bounds() pixel.Rect {
|
|
return c.gf.Bounds()
|
|
}
|
|
|
|
// SetSmooth sets whether stretched Pictures drawn onto this Canvas should be drawn smooth or
|
|
// pixely.
|
|
func (c *Canvas) SetSmooth(smooth bool) {
|
|
c.smooth = smooth
|
|
}
|
|
|
|
// Smooth returns whether stretched Pictures drawn onto this Canvas are set to be drawn smooth or
|
|
// pixely.
|
|
func (c *Canvas) Smooth() bool {
|
|
return c.smooth
|
|
}
|
|
|
|
// must be manually called inside mainthread
|
|
func (c *Canvas) setGlhfBounds() {
|
|
_, _, bw, bh := intBounds(c.gf.Bounds())
|
|
glhf.Bounds(0, 0, bw, bh)
|
|
}
|
|
|
|
// must be manually called inside mainthread
|
|
func setBlendFunc(cmp pixel.ComposeMethod) {
|
|
switch cmp {
|
|
case pixel.ComposeOver:
|
|
glhf.BlendFunc(glhf.One, glhf.OneMinusSrcAlpha)
|
|
case pixel.ComposeIn:
|
|
glhf.BlendFunc(glhf.DstAlpha, glhf.Zero)
|
|
case pixel.ComposeOut:
|
|
glhf.BlendFunc(glhf.OneMinusDstAlpha, glhf.Zero)
|
|
case pixel.ComposeAtop:
|
|
glhf.BlendFunc(glhf.DstAlpha, glhf.OneMinusSrcAlpha)
|
|
case pixel.ComposeRover:
|
|
glhf.BlendFunc(glhf.OneMinusDstAlpha, glhf.One)
|
|
case pixel.ComposeRin:
|
|
glhf.BlendFunc(glhf.Zero, glhf.SrcAlpha)
|
|
case pixel.ComposeRout:
|
|
glhf.BlendFunc(glhf.Zero, glhf.OneMinusSrcAlpha)
|
|
case pixel.ComposeRatop:
|
|
glhf.BlendFunc(glhf.OneMinusDstAlpha, glhf.SrcAlpha)
|
|
case pixel.ComposeXor:
|
|
glhf.BlendFunc(glhf.OneMinusDstAlpha, glhf.OneMinusSrcAlpha)
|
|
case pixel.ComposePlus:
|
|
glhf.BlendFunc(glhf.One, glhf.One)
|
|
case pixel.ComposeCopy:
|
|
glhf.BlendFunc(glhf.One, glhf.Zero)
|
|
default:
|
|
panic(errors.New("Canvas: invalid compose method"))
|
|
}
|
|
}
|
|
|
|
// Clear fills the whole Canvas with a single color.
|
|
func (c *Canvas) Clear(color color.Color) {
|
|
c.gf.Dirty()
|
|
|
|
rgba := pixel.ToRGBA(color)
|
|
|
|
// color masking
|
|
rgba = rgba.Mul(pixel.RGBA{
|
|
R: float64(c.col[0]),
|
|
G: float64(c.col[1]),
|
|
B: float64(c.col[2]),
|
|
A: float64(c.col[3]),
|
|
})
|
|
|
|
mainthread.CallNonBlock(func() {
|
|
c.setGlhfBounds()
|
|
c.gf.Frame().Begin()
|
|
glhf.Clear(
|
|
float32(rgba.R),
|
|
float32(rgba.G),
|
|
float32(rgba.B),
|
|
float32(rgba.A),
|
|
)
|
|
c.gf.Frame().End()
|
|
})
|
|
}
|
|
|
|
// Color returns the color of the pixel over the given position inside the Canvas.
|
|
func (c *Canvas) Color(at pixel.Vec) pixel.RGBA {
|
|
return c.gf.Color(at)
|
|
}
|
|
|
|
// Texture returns the underlying OpenGL Texture of this Canvas.
|
|
//
|
|
// Implements GLPicture interface.
|
|
func (c *Canvas) Texture() *glhf.Texture {
|
|
return c.gf.Texture()
|
|
}
|
|
|
|
// Frame returns the underlying OpenGL Frame of this Canvas.
|
|
func (c *Canvas) Frame() *glhf.Frame {
|
|
return c.gf.frame
|
|
}
|
|
|
|
// SetPixels replaces the content of the Canvas with the provided pixels. The provided slice must be
|
|
// an alpha-premultiplied RGBA sequence of correct length (4 * width * height).
|
|
func (c *Canvas) SetPixels(pixels []uint8) {
|
|
c.gf.Dirty()
|
|
|
|
mainthread.Call(func() {
|
|
tex := c.Texture()
|
|
tex.Begin()
|
|
tex.SetPixels(0, 0, tex.Width(), tex.Height(), pixels)
|
|
tex.End()
|
|
})
|
|
}
|
|
|
|
// Pixels returns an alpha-premultiplied RGBA sequence of the content of the Canvas.
|
|
func (c *Canvas) Pixels() []uint8 {
|
|
var pixels []uint8
|
|
|
|
mainthread.Call(func() {
|
|
tex := c.Texture()
|
|
tex.Begin()
|
|
pixels = tex.Pixels(0, 0, tex.Width(), tex.Height())
|
|
tex.End()
|
|
})
|
|
|
|
return pixels
|
|
}
|
|
|
|
// Draw draws the content of the Canvas onto another Target, transformed by the given Matrix, just
|
|
// like if it was a Sprite containing the whole Canvas.
|
|
func (c *Canvas) Draw(t pixel.Target, matrix pixel.Matrix) {
|
|
c.sprite.Draw(t, matrix)
|
|
}
|
|
|
|
// DrawColorMask draws the content of the Canvas onto another Target, transformed by the given
|
|
// Matrix and multiplied by the given mask, just like if it was a Sprite containing the whole Canvas.
|
|
//
|
|
// If the color mask is nil, a fully opaque white mask will be used causing no effect.
|
|
func (c *Canvas) DrawColorMask(t pixel.Target, matrix pixel.Matrix, mask color.Color) {
|
|
c.sprite.DrawColorMask(t, matrix, mask)
|
|
}
|
|
|
|
type canvasTriangles struct {
|
|
*GLTriangles
|
|
dst *Canvas
|
|
}
|
|
|
|
func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
|
|
ct.dst.gf.Dirty()
|
|
|
|
// save the current state vars to avoid race condition
|
|
cmp := ct.dst.cmp
|
|
mat := ct.dst.mat
|
|
col := ct.dst.col
|
|
smt := ct.dst.smooth
|
|
|
|
mainthread.CallNonBlock(func() {
|
|
ct.dst.setGlhfBounds()
|
|
setBlendFunc(cmp)
|
|
|
|
frame := ct.dst.gf.Frame()
|
|
shader := ct.dst.shader
|
|
|
|
frame.Begin()
|
|
shader.Begin()
|
|
|
|
dstBounds := ct.dst.Bounds()
|
|
shader.SetUniformAttr(canvasBounds, mgl32.Vec4{
|
|
float32(dstBounds.Min.X),
|
|
float32(dstBounds.Min.Y),
|
|
float32(dstBounds.W()),
|
|
float32(dstBounds.H()),
|
|
})
|
|
shader.SetUniformAttr(canvasTransform, mat)
|
|
shader.SetUniformAttr(canvasColorMask, col)
|
|
|
|
if tex == nil {
|
|
ct.vs.Begin()
|
|
ct.vs.Draw()
|
|
ct.vs.End()
|
|
} else {
|
|
tex.Begin()
|
|
|
|
bx, by, bw, bh := intBounds(bounds)
|
|
shader.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
|
|
float32(bx),
|
|
float32(by),
|
|
float32(bw),
|
|
float32(bh),
|
|
})
|
|
|
|
if tex.Smooth() != smt {
|
|
tex.SetSmooth(smt)
|
|
}
|
|
|
|
ct.vs.Begin()
|
|
ct.vs.Draw()
|
|
ct.vs.End()
|
|
|
|
tex.End()
|
|
}
|
|
|
|
shader.End()
|
|
frame.End()
|
|
})
|
|
}
|
|
|
|
func (ct *canvasTriangles) Draw() {
|
|
ct.draw(nil, pixel.Rect{})
|
|
}
|
|
|
|
type canvasPicture struct {
|
|
GLPicture
|
|
dst *Canvas
|
|
}
|
|
|
|
func (cp *canvasPicture) Draw(t pixel.TargetTriangles) {
|
|
ct := t.(*canvasTriangles)
|
|
if cp.dst != ct.dst {
|
|
panic(fmt.Errorf("(%T).Draw: TargetTriangles generated by different Canvas", cp))
|
|
}
|
|
ct.draw(cp.GLPicture.Texture(), cp.GLPicture.Bounds())
|
|
}
|
|
|
|
const (
|
|
canvasPosition int = iota
|
|
canvasColor
|
|
canvasTexCoords
|
|
canvasIntensity
|
|
)
|
|
|
|
var canvasVertexFormat = glhf.AttrFormat{
|
|
canvasPosition: {Name: "position", Type: glhf.Vec2},
|
|
canvasColor: {Name: "color", Type: glhf.Vec4},
|
|
canvasTexCoords: {Name: "texCoords", Type: glhf.Vec2},
|
|
canvasIntensity: {Name: "intensity", Type: glhf.Float},
|
|
}
|
|
|
|
const (
|
|
canvasTransform int = iota
|
|
canvasColorMask
|
|
canvasBounds
|
|
canvasTexBounds
|
|
)
|
|
|
|
var canvasUniformFormat = glhf.AttrFormat{
|
|
canvasTransform: {Name: "transform", Type: glhf.Mat3},
|
|
canvasColorMask: {Name: "colorMask", Type: glhf.Vec4},
|
|
canvasBounds: {Name: "bounds", Type: glhf.Vec4},
|
|
canvasTexBounds: {Name: "texBounds", Type: glhf.Vec4},
|
|
}
|
|
|
|
var canvasVertexShader = `
|
|
#version 130
|
|
|
|
in vec2 position;
|
|
in vec4 color;
|
|
in vec2 texCoords;
|
|
in float intensity;
|
|
|
|
out vec4 Color;
|
|
out vec2 TexCoords;
|
|
out float Intensity;
|
|
|
|
uniform mat3 transform;
|
|
uniform vec4 bounds;
|
|
|
|
void main() {
|
|
vec2 transPos = (transform * vec3(position, 1.0)).xy;
|
|
vec2 normPos = (transPos - bounds.xy) / bounds.zw * 2 - vec2(1, 1);
|
|
gl_Position = vec4(normPos, 0.0, 1.0);
|
|
Color = color;
|
|
TexCoords = texCoords;
|
|
Intensity = intensity;
|
|
}
|
|
`
|
|
|
|
var canvasFragmentShader = `
|
|
#version 130
|
|
|
|
in vec4 Color;
|
|
in vec2 TexCoords;
|
|
in float Intensity;
|
|
|
|
out vec4 color;
|
|
|
|
uniform vec4 colorMask;
|
|
uniform vec4 texBounds;
|
|
uniform sampler2D tex;
|
|
|
|
void main() {
|
|
if (Intensity == 0) {
|
|
color = colorMask * Color;
|
|
} else {
|
|
color = vec4(0, 0, 0, 0);
|
|
color += (1 - Intensity) * Color;
|
|
vec2 t = (TexCoords - texBounds.xy) / texBounds.zw;
|
|
color += Intensity * Color * texture(tex, t);
|
|
color *= colorMask;
|
|
}
|
|
}
|
|
`
|