simplified the drawBlurred function
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b0230892ab
commit
598ac1e325
1 changed files with 11 additions and 30 deletions
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@ -229,8 +229,6 @@ func (b *GoGLBackend) FillImageMask(style *backendbase.FillStyle, mask *image.Al
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}
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func (b *GoGLBackend) drawBlurred(blur float64) {
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gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
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var kernel []float32
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var kernelBuf [255]float32
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var gs *gaussianShader
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@ -249,15 +247,18 @@ func (b *GoGLBackend) drawBlurred(blur float64) {
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b.offscr2.alpha = true
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b.enableTextureRenderTarget(&b.offscr2)
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gl.ClearColor(0, 0, 0, 0)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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gl.StencilFunc(gl.EQUAL, 0, 0xFF)
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gl.Disable(gl.STENCIL_TEST)
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gl.Disable(gl.BLEND)
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gl.BindBuffer(gl.ARRAY_BUFFER, b.shadowBuf)
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data := [16]float32{0, 0, 0, float32(b.h), float32(b.w), float32(b.h), float32(b.w), 0, 0, 0, 0, 1, 1, 1, 1, 0}
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gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
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gl.VertexAttribPointer(gs.Vertex, 2, gl.FLOAT, false, 0, nil)
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gl.VertexAttribPointer(gs.TexCoord, 2, gl.FLOAT, false, 0, gl.PtrOffset(8*4))
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gl.EnableVertexAttribArray(gs.Vertex)
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gl.EnableVertexAttribArray(gs.TexCoord)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, b.offscr1.tex)
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@ -266,42 +267,22 @@ func (b *GoGLBackend) drawBlurred(blur float64) {
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gl.Uniform2f(gs.CanvasSize, float32(b.fw), float32(b.fh))
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gl.Uniform2f(gs.KernelScale, 1.0/float32(b.fw), 0.0)
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gl.Uniform1fv(gs.Kernel, int32(len(kernel)), &kernel[0])
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gl.VertexAttribPointer(gs.Vertex, 2, gl.FLOAT, false, 0, nil)
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gl.VertexAttribPointer(gs.TexCoord, 2, gl.FLOAT, false, 0, gl.PtrOffset(8*4))
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gl.EnableVertexAttribArray(gs.Vertex)
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gl.EnableVertexAttribArray(gs.TexCoord)
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gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
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gl.DisableVertexAttribArray(gs.Vertex)
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gl.DisableVertexAttribArray(gs.TexCoord)
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gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
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b.disableTextureRenderTarget()
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gl.StencilFunc(gl.EQUAL, 0, 0xFF)
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gl.Enable(gl.BLEND)
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gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
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gl.BindBuffer(gl.ARRAY_BUFFER, b.shadowBuf)
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data = [16]float32{0, 0, 0, float32(b.h), float32(b.w), float32(b.h), float32(b.w), 0, 0, 0, 0, 1, 1, 1, 1, 0}
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gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, b.offscr2.tex)
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gl.UseProgram(gs.ID)
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gl.Uniform1i(gs.Image, 0)
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gl.Uniform2f(gs.CanvasSize, float32(b.fw), float32(b.fh))
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gl.Uniform2f(gs.KernelScale, 0.0, 1.0/float32(b.fh))
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gl.Uniform1fv(gs.Kernel, int32(len(kernel)), &kernel[0])
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gl.VertexAttribPointer(gs.Vertex, 2, gl.FLOAT, false, 0, nil)
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gl.VertexAttribPointer(gs.TexCoord, 2, gl.FLOAT, false, 0, gl.PtrOffset(8*4))
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gl.EnableVertexAttribArray(gs.Vertex)
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gl.EnableVertexAttribArray(gs.TexCoord)
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gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
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gl.DisableVertexAttribArray(gs.Vertex)
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gl.DisableVertexAttribArray(gs.TexCoord)
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gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
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gl.Enable(gl.STENCIL_TEST)
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gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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}
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