281 lines
6.6 KiB
Go
281 lines
6.6 KiB
Go
package pixel
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import (
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"image/color"
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"github.com/faiface/mainthread"
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"github.com/faiface/pixel/pixelgl"
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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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// Canvas is basically a Picture that you can draw onto.
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//
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// Canvas supports TrianglesPosition, TrianglesColor and TrianglesTexture.
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type Canvas struct {
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f *pixelgl.Frame
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s *pixelgl.Shader
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copyVs *pixelgl.VertexSlice
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smooth bool
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drawTd TrianglesDrawer
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pic *Picture
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mat mgl32.Mat3
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col mgl32.Vec4
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bnd mgl32.Vec4
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}
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// NewCanvas creates a new fully transparent Canvas with specified dimensions in pixels.
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func NewCanvas(width, height float64, smooth bool) *Canvas {
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c := &Canvas{smooth: smooth}
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mainthread.Call(func() {
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var err error
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c.f = pixelgl.NewFrame(int(width), int(height), smooth)
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c.s, err = pixelgl.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"))
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}
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c.copyVs = pixelgl.MakeVertexSlice(c.s, 6, 6)
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c.copyVs.Begin()
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c.copyVs.SetVertexData([]float32{
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-1, -1, 1, 1, 1, 1, 0, 0,
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1, -1, 1, 1, 1, 1, 1, 0,
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1, 1, 1, 1, 1, 1, 1, 1,
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-1, -1, 1, 1, 1, 1, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1,
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-1, 1, 1, 1, 1, 1, 0, 1,
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})
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c.copyVs.End()
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})
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c.drawTd = TrianglesDrawer{Triangles: &TrianglesData{
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{Position: V(-1, -1), Color: NRGBA{1, 1, 1, 1}, Texture: V(0, 0)},
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{Position: V(1, -1), Color: NRGBA{1, 1, 1, 1}, Texture: V(1, 0)},
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{Position: V(1, 1), Color: NRGBA{1, 1, 1, 1}, Texture: V(1, 1)},
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{Position: V(-1, -1), Color: NRGBA{1, 1, 1, 1}, Texture: V(0, 0)},
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{Position: V(1, 1), Color: NRGBA{1, 1, 1, 1}, Texture: V(1, 1)},
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{Position: V(-1, 1), Color: NRGBA{1, 1, 1, 1}, Texture: V(0, 1)},
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}}
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c.pic = nil
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c.mat = mgl32.Ident3()
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c.col = mgl32.Vec4{1, 1, 1, 1}
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c.bnd = mgl32.Vec4{0, 0, 1, 1}
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return c
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}
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// SetSize resizes the Canvas. The original content will be stretched to fit the new size.
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func (c *Canvas) SetSize(width, height float64) {
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if V(width, height) == V(c.Size()) {
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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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c.f = pixelgl.NewFrame(int(width), int(height), c.smooth)
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c.f.Begin()
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c.s.Begin()
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c.s.SetUniformAttr(canvasTransformMat3, mgl32.Ident3())
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c.s.SetUniformAttr(canvasMaskColorVec4, mgl32.Vec4{1, 1, 1, 1})
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c.s.SetUniformAttr(canvasBoundsVec4, mgl32.Vec4{0, 0, 1, 1})
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oldF.Texture().Begin()
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c.copyVs.Begin()
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c.copyVs.Draw()
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c.copyVs.End()
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oldF.Texture().End()
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c.s.End()
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c.f.End()
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})
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}
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// Size returns the width and the height of the Canvas in pixels.
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func (c *Canvas) Size() (width, height float64) {
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return float64(c.f.Width()), float64(c.f.Height())
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}
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// Content returns a Picture that contains the content of this Canvas. The returned Picture changes
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// as you draw onto the Canvas, so there is no real need to call this method more than once (but it
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// might be beneficial to your code to do so).
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func (c *Canvas) Content() *Picture {
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return PictureFromTexture(c.f.Texture())
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}
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// Clear fills the whole Canvas with one specified color.
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func (c *Canvas) Clear(col color.Color) {
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mainthread.CallNonBlock(func() {
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c.f.Begin()
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col := NRGBAModel.Convert(col).(NRGBA)
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pixelgl.Clear(float32(col.R), float32(col.G), float32(col.B), float32(col.A))
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c.f.End()
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})
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}
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// Draw draws the content of the Canvas onto another Target. If no transform is applied, the content
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// is fully stretched to fit the Target.
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func (c *Canvas) Draw(t Target) {
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t.SetPicture(c.Content())
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c.drawTd.Draw(t)
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}
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// MakeTriangles returns Triangles that draw onto this Canvas.
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func (c *Canvas) MakeTriangles(t Triangles) Triangles {
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tpcs := NewGLTriangles(c.s, t).(trianglesPositionColorTexture)
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return &canvasTriangles{
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c: c,
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trianglesPositionColorTexture: tpcs,
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}
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}
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// SetPicture sets a Picture that will be used in further draw operations.
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//
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// This does not set the Picture that this Canvas draws onto, don't confuse it.
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func (c *Canvas) SetPicture(p *Picture) {
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if p != nil {
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min := pictureBounds(p, V(0, 0))
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max := pictureBounds(p, V(1, 1))
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c.bnd = mgl32.Vec4{
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float32(min.X()), float32(min.Y()),
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float32(max.X()), float32(max.Y()),
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}
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}
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c.pic = p
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}
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// SetTransform sets the transformations used in further draw operations.
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func (c *Canvas) SetTransform(t ...Transform) {
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c.mat = transformToMat(t...)
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}
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// SetMaskColor sets the mask color used in further draw operations.
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func (c *Canvas) SetMaskColor(col color.Color) {
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if col == nil {
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col = NRGBA{1, 1, 1, 1}
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}
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nrgba := NRGBAModel.Convert(col).(NRGBA)
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r := float32(nrgba.R)
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g := float32(nrgba.G)
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b := float32(nrgba.B)
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a := float32(nrgba.A)
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c.col = mgl32.Vec4{r, g, b, a}
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}
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type trianglesPositionColorTexture interface {
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Triangles
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Position(i int) Vec
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Color(i int) NRGBA
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Texture(i int) Vec
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}
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type canvasTriangles struct {
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c *Canvas
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trianglesPositionColorTexture
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}
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func (ct *canvasTriangles) Draw() {
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// avoid possible race condition
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pic := ct.c.pic
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mat := ct.c.mat
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col := ct.c.col
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bnd := ct.c.bnd
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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(canvasTransformMat3, mat)
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ct.c.s.SetUniformAttr(canvasMaskColorVec4, col)
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ct.c.s.SetUniformAttr(canvasBoundsVec4, bnd)
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if pic != nil {
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pic.Texture().Begin()
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ct.trianglesPositionColorTexture.Draw()
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pic.Texture().End()
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} else {
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ct.trianglesPositionColorTexture.Draw()
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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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const (
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canvasPositionVec2 int = iota
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canvasColorVec4
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canvasTextureVec2
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)
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var canvasVertexFormat = pixelgl.AttrFormat{
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canvasPositionVec2: {Name: "position", Type: pixelgl.Vec2},
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canvasColorVec4: {Name: "color", Type: pixelgl.Vec4},
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canvasTextureVec2: {Name: "texture", Type: pixelgl.Vec2},
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}
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const (
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canvasMaskColorVec4 int = iota
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canvasTransformMat3
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canvasBoundsVec4
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)
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var canvasUniformFormat = pixelgl.AttrFormat{
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{Name: "maskColor", Type: pixelgl.Vec4},
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{Name: "transform", Type: pixelgl.Mat3},
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{Name: "bounds", Type: pixelgl.Vec4},
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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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out vec4 Color;
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out vec2 Texture;
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uniform mat3 transform;
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void main() {
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gl_Position = vec4((transform * vec3(position.x, position.y, 1.0)).xy, 0.0, 1.0);
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Color = color;
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Texture = texture;
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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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out vec4 color;
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uniform vec4 maskColor;
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uniform vec4 bounds;
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uniform sampler2D tex;
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void main() {
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vec2 boundsMin = bounds.xy;
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vec2 boundsMax = bounds.zw;
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if (Texture == vec2(-1, -1)) {
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color = maskColor * Color;
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} else {
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float tx = boundsMin.x * (1 - Texture.x) + boundsMax.x * Texture.x;
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float ty = boundsMin.y * (1 - Texture.y) + boundsMax.y * Texture.y;
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color = maskColor * Color * texture(tex, vec2(tx, ty));
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}
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}
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`
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