added image data functions

This commit is contained in:
Thomas Friedel 2018-02-05 12:19:42 +01:00
parent eadf67572c
commit 56f9d04c91

95
imagedata.go Normal file
View file

@ -0,0 +1,95 @@
package canvas
import (
"image"
"image/color"
"unsafe"
)
var imageBufTex uint32
var imageBuf []byte
func (cv *Canvas) GetImageData(x, y, w, h int) *image.RGBA {
cv.activate()
if x < 0 {
w += x
x = 0
}
if y < 0 {
h += y
y = 0
}
if w > cv.w {
w = cv.w
}
if h > cv.h {
h = cv.h
}
if len(imageBuf) < w*h*3 {
imageBuf = make([]byte, w*h*3)
}
gli.ReadPixels(int32(x), int32(y), int32(w), int32(h), gl_RGB, gl_UNSIGNED_BYTE, gli.Ptr(&imageBuf[0]))
rgba := image.NewRGBA(image.Rect(x, y, x+w, y+h))
bp := 0
for cy := y; cy < y+h; cy++ {
for cx := x; cx < x+w; cx++ {
rgba.SetRGBA(cx, y+h-1-cy, color.RGBA{R: imageBuf[bp], G: imageBuf[bp+1], B: imageBuf[bp+2], A: 255})
bp += 3
}
}
return rgba
}
func (cv *Canvas) PutImageData(img *image.RGBA, x, y int) {
cv.activate()
if imageBufTex == 0 {
gli.GenTextures(1, &imageBufTex)
}
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, imageBufTex)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE)
w, h := img.Bounds().Dx(), img.Bounds().Dy()
if img.Stride == img.Bounds().Dx()*4 {
gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, int32(w), int32(h), 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&img.Pix[0]))
} else {
data := make([]uint8, 0, w*h*4)
for cy := 0; cy < h; cy++ {
start := cy * img.Stride
end := start + w*4
data = append(data, img.Pix[start:end]...)
}
gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, int32(w), int32(h), 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&data[0]))
}
dx, dy := float32(x), float32(y)
dw, dh := float32(w), float32(h)
dx0, dy0 := dx*2/cv.fw-1, -dy*2/cv.fh+1
dx1, dy1 := dx0, -(dy+dh)*2/cv.fh+1
dx2, dy2 := (dx+dw)*2/cv.fw-1, dy1
dx3, dy3 := dx2, dy0
gli.UseProgram(tr.id)
gli.Uniform1i(tr.image, 0)
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
data := [16]float32{dx0, dy0, dx1, dy1, dx2, dy2, dx3, dy3,
0, 0, 0, 1, 1, 1, 1, 0}
gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
gli.VertexAttribPointer(tr.vertex, 2, gl_FLOAT, false, 0, nil)
gli.VertexAttribPointer(tr.texCoord, 2, gl_FLOAT, false, 0, gli.PtrOffset(8*4))
gli.EnableVertexAttribArray(tr.vertex)
gli.EnableVertexAttribArray(tr.texCoord)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(tr.vertex)
gli.DisableVertexAttribArray(tr.texCoord)
}