simplified the drawBlurred function

This commit is contained in:
Thomas Friedel 2020-02-11 15:17:06 +01:00
parent b0230892ab
commit 598ac1e325

View file

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