started work on moving all the gl code into a backend package so that other backends can be created

This commit is contained in:
Thomas Friedel 2019-02-14 11:44:23 +01:00
parent 6091afb755
commit 1e5180dd65
7 changed files with 975 additions and 7 deletions

5
backend.go Normal file
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package canvas
type Backend interface {
ClearRect(x, y, w, h int)
}

215
backend/goglbackend/gogl.go Normal file
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package goglbackend
import (
"fmt"
"github.com/go-gl/gl/v3.2-core/gl"
"github.com/tfriedel6/canvas"
)
const alphaTexSize = 2048
type GoGLBackend struct {
x, y, w, h int
fx, fy, fw, fh float64
buf uint32
shadowBuf uint32
alphaTex uint32
sr solidShader
lgr linearGradientShader
rgr radialGradientShader
ipr imagePatternShader
sar solidAlphaShader
rgar radialGradientAlphaShader
lgar linearGradientAlphaShader
ipar imagePatternAlphaShader
ir imageShader
gauss15r gaussianShader
gauss63r gaussianShader
gauss127r gaussianShader
offscr1 offscreenBuffer
offscr2 offscreenBuffer
glChan chan func()
}
type offscreenBuffer struct {
tex uint32
w int
h int
renderStencilBuf uint32
frameBuf uint32
alpha bool
}
func New(x, y, w, h int) (canvas.Backend, error) {
err := gl.Init()
if err != nil {
return nil, err
}
gl.GetError() // clear error state
b := &GoGLBackend{
w: w,
h: h,
fw: float64(w),
fh: float64(h),
}
err = loadShader(solidVS, solidFS, &b.sr.shaderProgram)
if err != nil {
return nil, err
}
b.sr.shaderProgram.mustLoadLocations(&b.sr)
if err = glError(); err != nil {
return nil, err
}
err = loadShader(linearGradientVS, linearGradientFS, &b.lgr.shaderProgram)
if err != nil {
return nil, err
}
b.lgr.shaderProgram.mustLoadLocations(&b.lgr)
if err = glError(); err != nil {
return nil, err
}
err = loadShader(radialGradientVS, radialGradientFS, &b.rgr.shaderProgram)
if err != nil {
return nil, err
}
b.rgr.shaderProgram.mustLoadLocations(&b.rgr)
if err = glError(); err != nil {
return nil, err
}
err = loadShader(imagePatternVS, imagePatternFS, &b.ipr.shaderProgram)
if err != nil {
return nil, err
}
b.ipr.shaderProgram.mustLoadLocations(&b.ipr)
if err = glError(); err != nil {
return nil, err
}
err = loadShader(solidAlphaVS, solidAlphaFS, &b.sar.shaderProgram)
if err != nil {
return nil, err
}
b.sar.shaderProgram.mustLoadLocations(&b.sar)
if err = glError(); err != nil {
return nil, err
}
err = loadShader(linearGradientAlphaVS, linearGradientFS, &b.lgar.shaderProgram)
if err != nil {
return nil, err
}
b.lgar.shaderProgram.mustLoadLocations(&b.lgar)
if err = glError(); err != nil {
return nil, err
}
err = loadShader(radialGradientAlphaVS, radialGradientAlphaFS, &b.rgar.shaderProgram)
if err != nil {
return nil, err
}
b.rgar.shaderProgram.mustLoadLocations(&b.rgar)
if err = glError(); err != nil {
return nil, err
}
err = loadShader(imagePatternAlphaVS, imagePatternAlphaFS, &b.ipar.shaderProgram)
if err != nil {
return nil, err
}
b.ipar.shaderProgram.mustLoadLocations(&b.ipar)
if err = glError(); err != nil {
return nil, err
}
err = loadShader(imageVS, imageFS, &b.ir.shaderProgram)
if err != nil {
return nil, err
}
b.ir.shaderProgram.mustLoadLocations(&b.ir)
if err = glError(); err != nil {
return nil, err
}
err = loadShader(gaussian15VS, gaussian15FS, &b.gauss15r.shaderProgram)
if err != nil {
return nil, err
}
b.gauss15r.shaderProgram.mustLoadLocations(&b.gauss15r)
if err = glError(); err != nil {
return nil, err
}
err = loadShader(gaussian63VS, gaussian63FS, &b.gauss63r.shaderProgram)
if err != nil {
return nil, err
}
b.gauss63r.shaderProgram.mustLoadLocations(&b.gauss63r)
if err = glError(); err != nil {
return nil, err
}
err = loadShader(gaussian127VS, gaussian127FS, &b.gauss127r.shaderProgram)
if err != nil {
return nil, err
}
b.gauss127r.shaderProgram.mustLoadLocations(&b.gauss127r)
if err = glError(); err != nil {
return nil, err
}
gl.GenBuffers(1, &b.buf)
if err = glError(); err != nil {
return nil, err
}
gl.GenBuffers(1, &b.shadowBuf)
if err = glError(); err != nil {
return nil, err
}
gl.ActiveTexture(gl.TEXTURE0)
gl.GenTextures(1, &b.alphaTex)
gl.BindTexture(gl.TEXTURE_2D, b.alphaTex)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, alphaTexSize, alphaTexSize, 0, gl.ALPHA, gl.UNSIGNED_BYTE, nil)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.Enable(gl.STENCIL_TEST)
gl.StencilMask(0xFF)
gl.Clear(gl.STENCIL_BUFFER_BIT)
gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
gl.StencilFunc(gl.EQUAL, 0, 0xFF)
gl.Enable(gl.SCISSOR_TEST)
return b, nil
}
// SetBounds updates the bounds of the canvas. This would
// usually be called for example when the window is resized
func (b *GoGLBackend) SetBounds(x, y, w, h int) {
b.x, b.y = x, y
b.fx, b.fy = float64(x), float64(y)
b.w, b.h = w, h
b.fw, b.fh = float64(w), float64(h)
}
func glError() error {
glErr := gl.GetError()
if glErr != gl.NO_ERROR {
return fmt.Errorf("GL Error: %x", glErr)
}
return nil
}

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package goglbackend
import (
"github.com/go-gl/gl/v3.2-core/gl"
)
/*
// FillRect fills a rectangle with the active fill style
func (b *GoGLBackend) FillRect(x, y, w, h float64) {
cv.activate()
p0 := cv.tf(vec{x, y})
p1 := cv.tf(vec{x, y + h})
p2 := cv.tf(vec{x + w, y + h})
p3 := cv.tf(vec{x + w, y})
if cv.state.shadowColor.a != 0 {
tris := [24]float32{
0, 0,
float32(cv.fw), 0,
float32(cv.fw), float32(cv.fh),
0, 0,
float32(cv.fw), float32(cv.fh),
0, float32(cv.fh),
float32(p0[0]), float32(p0[1]),
float32(p3[0]), float32(p3[1]),
float32(p2[0]), float32(p2[1]),
float32(p0[0]), float32(p0[1]),
float32(p2[0]), float32(p2[1]),
float32(p1[0]), float32(p1[1]),
}
cv.drawShadow(tris[:])
}
gl.BindBuffer(gl_ARRAY_BUFFER, buf)
data := [8]float32{float32(p0[0]), float32(p0[1]), float32(p1[0]), float32(p1[1]), float32(p2[0]), float32(p2[1]), float32(p3[0]), float32(p3[1])}
gl.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
gl.StencilFunc(gl_EQUAL, 0, 0xFF)
vertex := cv.useShader(&cv.state.fill)
gl.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
gl.EnableVertexAttribArray(vertex)
gl.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gl.DisableVertexAttribArray(vertex)
gl.StencilFunc(gl_ALWAYS, 0, 0xFF)
}
*/
// ClearRect sets the color of the rectangle to transparent black
func (b *GoGLBackend) ClearRect(x, y, w, h int) {
gl.Scissor(int32(x), int32(b.h-y-h), int32(w), int32(h))
gl.ClearColor(0, 0, 0, 0)
gl.Clear(gl.COLOR_BUFFER_BIT)
// cv.applyScissor()
}

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package goglbackend
import (
"errors"
"fmt"
"reflect"
"strings"
"unicode"
"unicode/utf8"
"github.com/go-gl/gl/v3.2-core/gl"
)
type shaderProgram struct {
ID, vs, fs uint32
attribs map[string]uint32
uniforms map[string]int32
}
func loadShader(vs, fs string, sp *shaderProgram) error {
glError() // clear the current error
// compile vertex shader
{
sp.vs = gl.CreateShader(gl.VERTEX_SHADER)
csrc, freeFunc := gl.Strs(vs + "\x00")
defer freeFunc()
gl.ShaderSource(sp.vs, 1, csrc, nil)
gl.CompileShader(sp.vs)
var status int32
gl.GetShaderiv(sp.vs, gl.COMPILE_STATUS, &status)
if status != gl.TRUE {
var buf [65536]byte
var length int32
gl.GetShaderInfoLog(sp.vs, int32(len(buf)), &length, &buf[0])
clog := string(buf[:length])
gl.DeleteShader(sp.vs)
return fmt.Errorf("failed to compile vertex shader:\n\n%s", clog)
}
if err := glError(); err != nil {
return fmt.Errorf("gl error after compiling vertex shader: %v", err)
}
}
// compile fragment shader
{
sp.fs = gl.CreateShader(gl.FRAGMENT_SHADER)
csrc, freeFunc := gl.Strs(fs + "\x00")
defer freeFunc()
gl.ShaderSource(sp.fs, 1, csrc, nil)
gl.CompileShader(sp.fs)
var status int32
gl.GetShaderiv(sp.fs, gl.COMPILE_STATUS, &status)
if status != gl.TRUE {
var buf [65536]byte
var length int32
gl.GetShaderInfoLog(sp.fs, int32(len(buf)), &length, &buf[0])
clog := string(buf[:length])
gl.DeleteShader(sp.fs)
return fmt.Errorf("failed to compile fragment shader:\n\n%s", clog)
}
if err := glError(); err != nil {
return fmt.Errorf("gl error after compiling fragment shader: %v", err)
}
}
// link shader program
{
sp.ID = gl.CreateProgram()
gl.AttachShader(sp.ID, sp.vs)
gl.AttachShader(sp.ID, sp.fs)
gl.LinkProgram(sp.ID)
var status int32
gl.GetProgramiv(sp.ID, gl.LINK_STATUS, &status)
if status != gl.TRUE {
var buf [65536]byte
var length int32
gl.GetProgramInfoLog(sp.ID, int32(len(buf)), &length, &buf[0])
clog := string(buf[:length])
gl.DeleteProgram(sp.ID)
gl.DeleteShader(sp.vs)
gl.DeleteShader(sp.fs)
return fmt.Errorf("failed to link shader program:\n\n%s", clog)
}
if err := glError(); err != nil {
return fmt.Errorf("gl error after linking shader: %v", err)
}
}
gl.UseProgram(sp.ID)
var nameBuf [256]byte
var length, size int32
var xtype uint32
var count int32
// load the attributes
gl.GetProgramiv(sp.ID, gl.ACTIVE_ATTRIBUTES, &count)
sp.attribs = make(map[string]uint32, int(count))
for i := int32(0); i < count; i++ {
gl.GetActiveAttrib(sp.ID, uint32(i), int32(len(nameBuf)), &length, &size, &xtype, &nameBuf[0])
name := string(nameBuf[:length])
loc := gl.GetAttribLocation(sp.ID, &nameBuf[0])
sp.attribs[name] = uint32(loc)
}
// load the uniforms
gl.GetProgramiv(sp.ID, gl.ACTIVE_UNIFORMS, &count)
sp.uniforms = make(map[string]int32, int(count))
for i := int32(0); i < count; i++ {
gl.GetActiveUniform(sp.ID, uint32(i), int32(len(nameBuf)), &length, &size, &xtype, &nameBuf[0])
name := string(nameBuf[:length])
loc := gl.GetUniformLocation(sp.ID, &nameBuf[0])
sp.uniforms[name] = loc
}
return nil
}
func (sp *shaderProgram) use() {
gl.UseProgram(sp.ID)
}
func (sp *shaderProgram) delete() {
gl.DeleteProgram(sp.ID)
gl.DeleteShader(sp.vs)
gl.DeleteShader(sp.fs)
}
func (sp *shaderProgram) loadLocations(target interface{}) error {
val := reflect.ValueOf(target)
if val.Kind() != reflect.Ptr {
panic("target must be a pointer to a struct")
}
val = val.Elem()
if val.Kind() != reflect.Struct {
panic("target must be a pointer to a struct")
}
gl.UseProgram(sp.ID)
var errs strings.Builder
for name, loc := range sp.attribs {
field := val.FieldByName(sp.structName(name))
if field == (reflect.Value{}) {
fmt.Fprintf(&errs, "field for attribute \"%s\" not found; ", name)
} else if field.Type() != reflect.TypeOf(uint32(0)) {
fmt.Fprintf(&errs, "field for attribute \"%s\" must have type uint32; ", name)
} else {
field.Set(reflect.ValueOf(uint32(loc)))
}
}
for name, loc := range sp.uniforms {
field := val.FieldByName(sp.structName(name))
if field == (reflect.Value{}) {
fmt.Fprintf(&errs, "field for uniform \"%s\" not found; ", name)
} else if field.Type() != reflect.TypeOf(int32(0)) {
fmt.Fprintf(&errs, "field for uniform \"%s\" must have type int32; ", name)
} else {
field.Set(reflect.ValueOf(int32(loc)))
}
}
if errs.Len() > 0 {
return errors.New(strings.TrimSpace(errs.String()))
}
return nil
}
func (sp *shaderProgram) structName(name string) string {
rn, sz := utf8.DecodeRuneInString(name)
name = fmt.Sprintf("%c%s", unicode.ToUpper(rn), name[sz:])
idx := strings.IndexByte(name, '[')
if idx > 0 {
name = name[:idx]
}
return name
}
func (sp *shaderProgram) mustLoadLocations(target interface{}) {
err := sp.loadLocations(target)
if err != nil {
panic(err)
}
}
func (sp *shaderProgram) enableAllVertexAttribArrays() {
for _, loc := range sp.attribs {
gl.EnableVertexAttribArray(loc)
}
}
func (sp *shaderProgram) disableAllVertexAttribArrays() {
for _, loc := range sp.attribs {
gl.DisableVertexAttribArray(loc)
}
}

490
backend/goglbackend/shaders.go Executable file
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package goglbackend
import (
"bytes"
"fmt"
"strings"
)
var imageVS = `
attribute vec2 vertex, texCoord;
uniform vec2 canvasSize;
varying vec2 v_texCoord;
void main() {
v_texCoord = texCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var imageFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
uniform sampler2D image;
uniform float globalAlpha;
void main() {
vec4 col = texture2D(image, v_texCoord);
col.a *= globalAlpha;
gl_FragColor = col;
}`
var solidVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
void main() {
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var solidFS = `
#ifdef GL_ES
precision mediump float;
#endif
uniform vec4 color;
uniform float globalAlpha;
void main() {
vec4 col = color;
col.a *= globalAlpha;
gl_FragColor = col;
}`
var linearGradientVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
varying vec2 v_cp;
void main() {
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var linearGradientFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform mat3 invmat;
uniform sampler2D gradient;
uniform vec2 from, dir;
uniform float len;
uniform float globalAlpha;
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
vec2 v = untf.xy - from;
float r = dot(v, dir) / len;
r = clamp(r, 0.0, 1.0);
vec4 col = texture2D(gradient, vec2(r, 0.0));
col.a *= globalAlpha;
gl_FragColor = col;
}`
var radialGradientVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
varying vec2 v_cp;
void main() {
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var radialGradientFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform mat3 invmat;
uniform sampler2D gradient;
uniform vec2 from, to, dir;
uniform float radFrom, radTo;
uniform float len;
uniform float globalAlpha;
bool isNaN(float v) {
return v < 0.0 || 0.0 < v || v == 0.0 ? false : true;
}
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
float o_a = 0.5 * sqrt(
pow(-2.0*from.x*from.x+2.0*from.x*to.x+2.0*from.x*untf.x-2.0*to.x*untf.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*untf.y-2.0*to.y*untf.y+2.0*radFrom*radFrom-2.0*radFrom*radTo, 2.0)
-4.0*(from.x*from.x-2.0*from.x*untf.x+untf.x*untf.x+from.y*from.y-2.0*from.y*untf.y+untf.y*untf.y-radFrom*radFrom)
*(from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo)
);
float o_b = (from.x*from.x-from.x*to.x-from.x*untf.x+to.x*untf.x+from.y*from.y-from.y*to.y-from.y*untf.y+to.y*untf.y-radFrom*radFrom+radFrom*radTo);
float o_c = (from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo);
float o1 = (-o_a + o_b) / o_c;
float o2 = (o_a + o_b) / o_c;
if (isNaN(o1) && isNaN(o2)) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
float o = max(o1, o2);
//float r = radFrom + o * (radTo - radFrom);
vec4 col = texture2D(gradient, vec2(o, 0.0));
col.a *= globalAlpha;
gl_FragColor = col;
}`
var imagePatternVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
varying vec2 v_cp;
void main() {
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var imagePatternFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform vec2 imageSize;
uniform mat3 invmat;
uniform sampler2D image;
uniform float globalAlpha;
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
vec4 col = texture2D(image, mod(untf.xy / imageSize, 1.0));
col.a *= globalAlpha;
gl_FragColor = col;
}`
var solidAlphaVS = `
attribute vec2 vertex, alphaTexCoord;
uniform vec2 canvasSize;
varying vec2 v_atc;
void main() {
v_atc = alphaTexCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var solidAlphaFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_atc;
uniform vec4 color;
uniform sampler2D alphaTex;
uniform float globalAlpha;
void main() {
vec4 col = color;
col.a *= texture2D(alphaTex, v_atc).a * globalAlpha;
gl_FragColor = col;
}`
var linearGradientAlphaVS = `
attribute vec2 vertex, alphaTexCoord;
uniform vec2 canvasSize;
varying vec2 v_cp;
varying vec2 v_atc;
void main() {
v_cp = vertex;
v_atc = alphaTexCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var linearGradientAlphaFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
varying vec2 v_atc;
varying vec2 v_texCoord;
uniform mat3 invmat;
uniform sampler2D gradient;
uniform vec2 from, dir;
uniform float len;
uniform sampler2D alphaTex;
uniform float globalAlpha;
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
vec2 v = untf.xy - from;
float r = dot(v, dir) / len;
r = clamp(r, 0.0, 1.0);
vec4 col = texture2D(gradient, vec2(r, 0.0));
col.a *= texture2D(alphaTex, v_atc).a * globalAlpha;
gl_FragColor = col;
}`
var radialGradientAlphaVS = `
attribute vec2 vertex, alphaTexCoord;
uniform vec2 canvasSize;
varying vec2 v_cp;
varying vec2 v_atc;
void main() {
v_cp = vertex;
v_atc = alphaTexCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var radialGradientAlphaFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
varying vec2 v_atc;
uniform mat3 invmat;
uniform sampler2D gradient;
uniform vec2 from, to, dir;
uniform float radFrom, radTo;
uniform float len;
uniform sampler2D alphaTex;
uniform float globalAlpha;
bool isNaN(float v) {
return v < 0.0 || 0.0 < v || v == 0.0 ? false : true;
}
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
float o_a = 0.5 * sqrt(
pow(-2.0*from.x*from.x+2.0*from.x*to.x+2.0*from.x*untf.x-2.0*to.x*untf.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*untf.y-2.0*to.y*untf.y+2.0*radFrom*radFrom-2.0*radFrom*radTo, 2.0)
-4.0*(from.x*from.x-2.0*from.x*untf.x+untf.x*untf.x+from.y*from.y-2.0*from.y*untf.y+untf.y*untf.y-radFrom*radFrom)
*(from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo)
);
float o_b = (from.x*from.x-from.x*to.x-from.x*untf.x+to.x*untf.x+from.y*from.y-from.y*to.y-from.y*untf.y+to.y*untf.y-radFrom*radFrom+radFrom*radTo);
float o_c = (from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo);
float o1 = (-o_a + o_b) / o_c;
float o2 = (o_a + o_b) / o_c;
if (isNaN(o1) && isNaN(o2)) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
float o = max(o1, o2);
float r = radFrom + o * (radTo - radFrom);
vec4 col = texture2D(gradient, vec2(o, 0.0));
col.a *= texture2D(alphaTex, v_atc).a * globalAlpha;
gl_FragColor = col;
}`
var imagePatternAlphaVS = `
attribute vec2 vertex, alphaTexCoord;
uniform vec2 canvasSize;
varying vec2 v_cp;
varying vec2 v_atc;
void main() {
v_cp = vertex;
v_atc = alphaTexCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var imagePatternAlphaFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
varying vec2 v_atc;
uniform vec2 imageSize;
uniform mat3 invmat;
uniform sampler2D image;
uniform sampler2D alphaTex;
uniform float globalAlpha;
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
vec4 col = texture2D(image, mod(untf.xy / imageSize, 1.0));
col.a *= texture2D(alphaTex, v_atc).a * globalAlpha;
gl_FragColor = col;
}`
var gaussian15VS = `
attribute vec2 vertex, texCoord;
uniform vec2 canvasSize;
varying vec2 v_texCoord;
void main() {
v_texCoord = texCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var gaussian15FS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
uniform vec2 kernelScale;
uniform sampler2D image;
uniform float kernel[15];
void main() {
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
_SUM_
gl_FragColor = color;
}`
var gaussian63VS = `
attribute vec2 vertex, texCoord;
uniform vec2 canvasSize;
varying vec2 v_texCoord;
void main() {
v_texCoord = texCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var gaussian63FS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
uniform vec2 kernelScale;
uniform sampler2D image;
uniform float kernel[63];
void main() {
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
_SUM_
gl_FragColor = color;
}`
var gaussian127VS = `
attribute vec2 vertex, texCoord;
uniform vec2 canvasSize;
varying vec2 v_texCoord;
void main() {
v_texCoord = texCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var gaussian127FS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
uniform vec2 kernelScale;
uniform sampler2D image;
uniform float kernel[127];
void main() {
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
_SUM_
gl_FragColor = color;
}`
func init() {
fstr := "\tcolor += texture2D(image, v_texCoord + vec2(%.1f * kernelScale.x, %.1f * kernelScale.y)) * kernel[%d];\n"
bb := bytes.Buffer{}
for i := 0; i < 127; i++ {
off := float64(i) - 63
fmt.Fprintf(&bb, fstr, off, off, i)
}
gaussian127FS = strings.Replace(gaussian127FS, "_SUM_", bb.String(), -1)
bb.Reset()
for i := 0; i < 63; i++ {
off := float64(i) - 31
fmt.Fprintf(&bb, fstr, off, off, i)
}
gaussian63FS = strings.Replace(gaussian63FS, "_SUM_", bb.String(), -1)
bb.Reset()
for i := 0; i < 15; i++ {
off := float64(i) - 7
fmt.Fprintf(&bb, fstr, off, off, i)
}
gaussian15FS = strings.Replace(gaussian15FS, "_SUM_", bb.String(), -1)
}
type solidShader struct {
shaderProgram
Vertex uint32
CanvasSize int32
Color int32
GlobalAlpha int32
}
type imageShader struct {
shaderProgram
Vertex uint32
TexCoord uint32
CanvasSize int32
Image int32
GlobalAlpha int32
}
type linearGradientShader struct {
shaderProgram
Vertex uint32
CanvasSize int32
Invmat int32
Gradient int32
From int32
Dir int32
Len int32
GlobalAlpha int32
}
type radialGradientShader struct {
shaderProgram
Vertex uint32
CanvasSize int32
Invmat int32
Gradient int32
From int32
To int32
Dir int32
RadFrom int32
RadTo int32
Len int32
GlobalAlpha int32
}
type imagePatternShader struct {
shaderProgram
Vertex uint32
CanvasSize int32
ImageSize int32
Invmat int32
Image int32
GlobalAlpha int32
}
type solidAlphaShader struct {
shaderProgram
Vertex uint32
AlphaTexCoord uint32
CanvasSize int32
Color int32
AlphaTex int32
GlobalAlpha int32
}
type linearGradientAlphaShader struct {
shaderProgram
Vertex uint32
AlphaTexCoord uint32
CanvasSize int32
Invmat int32
Gradient int32
From int32
Dir int32
Len int32
AlphaTex int32
GlobalAlpha int32
}
type radialGradientAlphaShader struct {
shaderProgram
Vertex uint32
AlphaTexCoord uint32
CanvasSize int32
Invmat int32
Gradient int32
From int32
To int32
Dir int32
RadFrom int32
RadTo int32
Len int32
AlphaTex int32
GlobalAlpha int32
}
type imagePatternAlphaShader struct {
shaderProgram
Vertex uint32
AlphaTexCoord uint32
CanvasSize int32
ImageSize int32
Invmat int32
Image int32
AlphaTex int32
GlobalAlpha int32
}
type gaussianShader struct {
shaderProgram
Vertex uint32
TexCoord uint32
CanvasSize int32
KernelScale int32
Image int32
Kernel int32
}

View file

@ -16,6 +16,8 @@ import (
// Canvas represents an area on the viewport on which to draw
// using a set of functions very similar to the HTML5 canvas
type Canvas struct {
b Backend
x, y, w, h int
fx, fy, fw, fh float64
@ -134,11 +136,11 @@ var Performance = struct {
// While all functions on the canvas use the top left point as
// the origin, since GL uses the bottom left coordinate, the
// coordinates given here also use the bottom left as origin
func New(x, y, w, h int) *Canvas {
func New(backend Backend, x, y, w, h int) *Canvas {
if gli == nil {
panic("LoadGL must be called before a canvas can be created")
}
cv := &Canvas{stateStack: make([]drawState, 0, 20)}
cv := &Canvas{b: backend, stateStack: make([]drawState, 0, 20)}
cv.SetBounds(x, y, w, h)
cv.state.lineWidth = 1
cv.state.lineAlpha = 1
@ -154,8 +156,8 @@ func New(x, y, w, h int) *Canvas {
// does not render directly to the screen but renders to a
// texture instead. If alpha is set to true, the offscreen
// canvas will have an alpha channel
func NewOffscreen(w, h int, alpha bool) *Canvas {
cv := New(0, 0, w, h)
func NewOffscreen(backend Backend, w, h int, alpha bool) *Canvas {
cv := New(backend, 0, 0, w, h)
cv.offscreen = true
cv.offscrBuf.alpha = alpha
return cv

View file

@ -666,9 +666,7 @@ func (cv *Canvas) ClearRect(x, y, w, h float64) {
cv.activate()
if cv.state.transform == matIdentity() {
gli.Scissor(int32(x+0.5), int32(cv.fh-y-h+0.5), int32(w+0.5), int32(h+0.5))
gli.ClearColor(0, 0, 0, 0)
gli.Clear(gl_COLOR_BUFFER_BIT)
cv.b.ClearRect(int(x+0.5), int(y+0.5), int(w+0.5), int(h+0.5))
cv.applyScissor()
return
}