added support for loading and drawing images
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parent
47e34cc670
commit
6c0234959e
4 changed files with 310 additions and 0 deletions
45
canvas.go
45
canvas.go
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@ -214,3 +214,48 @@ func (cv *Canvas) Fill() {
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gli.DisableVertexAttribArray(sr.vertex)
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}
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func (cv *Canvas) DrawImage(img *Image, coords ...float32) {
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var sx, sy, sw, sh, dx, dy, dw, dh float32
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sw, sh = float32(img.w), float32(img.h)
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dw, dh = float32(img.w), float32(img.h)
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if len(coords) == 2 {
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dx, dy = coords[0], coords[1]
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} else if len(coords) == 4 {
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dx, dy = coords[0], coords[1]
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dw, dh = coords[2], coords[3]
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} else if len(coords) == 8 {
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sx, sy = coords[0], coords[1]
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sw, sh = coords[2], coords[3]
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dx, dy = coords[4], coords[5]
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dw, dh = coords[6], coords[7]
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}
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dx0, dy0 := cv.ptToGL(dx, dy)
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dx1, dy1 := cv.ptToGL(dx+dw, dy+dh)
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sx /= float32(img.w)
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sy /= float32(img.h)
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sw /= float32(img.w)
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sh /= float32(img.h)
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cv.activate()
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gli.UseProgram(tr.id)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_2D, img.tex)
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gli.Uniform1i(tr.image, 0)
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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data := [16]float32{dx0, dy0, dx0, dy1, dx1, dy1, dx1, dy0,
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sx, sy, sx, sy + sh, sx + sw, sy + sh, sx + sw, sy}
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gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
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gli.VertexAttribPointer(tr.vertex, 2, gl_FLOAT, false, 0, nil)
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gli.VertexAttribPointer(tr.texCoord, 2, gl_FLOAT, false, 0, gli.PtrOffset(8*4))
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gli.EnableVertexAttribArray(tr.vertex)
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gli.EnableVertexAttribArray(tr.texCoord)
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gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
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gli.DisableVertexAttribArray(tr.vertex)
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gli.DisableVertexAttribArray(tr.texCoord)
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}
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139
images.go
Normal file
139
images.go
Normal file
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@ -0,0 +1,139 @@
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package canvas
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import (
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"bytes"
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"errors"
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"image"
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"io/ioutil"
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)
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type Image struct {
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w, h int
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tex uint32
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}
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func LoadImage(src interface{}) (*Image, error) {
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switch v := src.(type) {
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case *image.RGBA:
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return loadImageRGBA(v)
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case *image.Gray:
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return loadImageGray(v)
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case image.Image:
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return loadImageConverted(v)
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case string:
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data, err := ioutil.ReadFile(v)
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if err != nil {
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return nil, err
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}
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img, _, err := image.Decode(bytes.NewReader(data))
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if err != nil {
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return nil, err
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}
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return LoadImage(img)
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case []byte:
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img, _, err := image.Decode(bytes.NewReader(v))
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if err != nil {
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return nil, err
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}
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return LoadImage(img)
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}
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return nil, errors.New("Unsupported source type")
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}
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func loadImageRGBA(src *image.RGBA) (*Image, error) {
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img := &Image{w: src.Bounds().Dx(), h: src.Bounds().Dy()}
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gli.GenTextures(1, &img.tex)
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gli.BindTexture(gl_TEXTURE_2D, img.tex)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR_MIPMAP_LINEAR)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE)
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if err := glError(); err != nil {
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return nil, err
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}
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if src.Stride == img.w*4 {
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gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, int32(img.w), int32(img.h), 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&src.Pix[0]))
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} else {
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data := make([]uint8, 0, img.w*img.h*4)
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for y := 0; y < img.h; y++ {
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start := y * src.Stride
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end := start + img.w*4
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data = append(data, src.Pix[start:end]...)
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}
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gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, int32(img.w), int32(img.h), 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&data[0]))
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}
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if err := glError(); err != nil {
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return nil, err
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}
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gli.GenerateMipmap(gl_TEXTURE_2D)
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if err := glError(); err != nil {
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return nil, err
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}
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return img, nil
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}
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func loadImageGray(src *image.Gray) (*Image, error) {
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img := &Image{w: src.Bounds().Dx(), h: src.Bounds().Dy()}
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gli.GenTextures(1, &img.tex)
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gli.BindTexture(gl_TEXTURE_2D, img.tex)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR_MIPMAP_LINEAR)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE)
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if err := glError(); err != nil {
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return nil, err
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}
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if src.Stride == img.w {
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gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RED, int32(img.w), int32(img.h), 0, gl_RED, gl_UNSIGNED_BYTE, gli.Ptr(&src.Pix[0]))
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} else {
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data := make([]uint8, 0, img.w*img.h)
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for y := 0; y < img.h; y++ {
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start := y * src.Stride
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end := start + img.w
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data = append(data, src.Pix[start:end]...)
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}
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gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RED, int32(img.w), int32(img.h), 0, gl_RED, gl_UNSIGNED_BYTE, gli.Ptr(&data[0]))
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}
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if err := glError(); err != nil {
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return nil, err
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}
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gli.GenerateMipmap(gl_TEXTURE_2D)
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if err := glError(); err != nil {
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return nil, err
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}
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return img, nil
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}
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func loadImageConverted(src image.Image) (*Image, error) {
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img := &Image{w: src.Bounds().Dx(), h: src.Bounds().Dy()}
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gli.GenTextures(1, &img.tex)
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gli.BindTexture(gl_TEXTURE_2D, img.tex)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR_MIPMAP_LINEAR)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE)
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if err := glError(); err != nil {
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return nil, err
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}
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data := make([]uint8, 0, img.w*img.h*4)
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for y := 0; y < img.h; y++ {
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for x := 0; x < img.w; x++ {
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ir, ig, ib, ia := src.At(x, y).RGBA()
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r, g, b, a := uint8(ir>>8), uint8(ig>>8), uint8(ib>>8), uint8(ia>>8)
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data = append(data, r, g, b, a)
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}
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}
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gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, int32(img.w), int32(img.h), 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&data[0]))
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if err := glError(); err != nil {
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return nil, err
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}
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gli.GenerateMipmap(gl_TEXTURE_2D)
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if err := glError(); err != nil {
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return nil, err
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}
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return img, nil
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}
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func (img *Image) W() int { return img.w }
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func (img *Image) H() int { return img.h }
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func (img *Image) Size() (int, int) { return img.w, img.h }
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@ -102,3 +102,102 @@ func loadSolidShader() (*solidShader, error) {
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return result, nil
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}
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type textureShader struct {
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id uint32
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vertex uint32
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texCoord uint32
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image int32
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}
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func loadTextureShader() (*textureShader, error) {
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var vs, fs, program uint32
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{
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csource, freeFunc := gli.Strs(textureVS + "\x00")
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defer freeFunc()
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vs = gli.CreateShader(gl_VERTEX_SHADER)
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gli.ShaderSource(vs, 1, csource, nil)
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gli.CompileShader(vs)
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var logLength int32
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gli.GetShaderiv(vs, gl_INFO_LOG_LENGTH, &logLength)
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if logLength > 0 {
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shLog := strings.Repeat("\x00", int(logLength+1))
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gli.GetShaderInfoLog(vs, logLength, nil, gli.Str(shLog))
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fmt.Printf("VERTEX_SHADER compilation log:\n\n%s\n", shLog)
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}
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var status int32
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gli.GetShaderiv(vs, gl_COMPILE_STATUS, &status)
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if status != gl_TRUE {
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gli.DeleteShader(vs)
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return nil, errors.New("Error compiling GL_VERTEX_SHADER shader part")
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}
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if glErr := gli.GetError(); glErr != gl_NO_ERROR {
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return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
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}
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}
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{
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csource, freeFunc := gli.Strs(textureFS + "\x00")
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defer freeFunc()
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fs = gli.CreateShader(gl_FRAGMENT_SHADER)
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gli.ShaderSource(fs, 1, csource, nil)
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gli.CompileShader(fs)
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var logLength int32
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gli.GetShaderiv(fs, gl_INFO_LOG_LENGTH, &logLength)
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if logLength > 0 {
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shLog := strings.Repeat("\x00", int(logLength+1))
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gli.GetShaderInfoLog(fs, logLength, nil, gli.Str(shLog))
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fmt.Printf("FRAGMENT_SHADER compilation log:\n\n%s\n", shLog)
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}
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var status int32
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gli.GetShaderiv(fs, gl_COMPILE_STATUS, &status)
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if status != gl_TRUE {
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gli.DeleteShader(fs)
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return nil, errors.New("Error compiling GL_FRAGMENT_SHADER shader part")
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}
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if glErr := gli.GetError(); glErr != gl_NO_ERROR {
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return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
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}
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}
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{
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program = gli.CreateProgram()
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gli.AttachShader(program, vs)
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gli.AttachShader(program, fs)
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gli.LinkProgram(program)
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var logLength int32
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gli.GetProgramiv(program, gl_INFO_LOG_LENGTH, &logLength)
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if logLength > 0 {
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shLog := strings.Repeat("\x00", int(logLength+1))
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gli.GetProgramInfoLog(program, logLength, nil, gli.Str(shLog))
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fmt.Printf("Shader link log:\n\n%s\n", shLog)
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}
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var status int32
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gli.GetProgramiv(program, gl_LINK_STATUS, &status)
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if status != gl_TRUE {
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gli.DeleteShader(vs)
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gli.DeleteShader(fs)
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return nil, errors.New("error linking shader")
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}
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if glErr := gli.GetError(); glErr != gl_NO_ERROR {
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return nil, errors.New("error linking shader, glError: " + fmt.Sprint(glErr))
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}
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}
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result := &textureShader{}
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result.id = program
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result.vertex = uint32(gli.GetAttribLocation(program, gli.Str("vertex\x00")))
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result.texCoord = uint32(gli.GetAttribLocation(program, gli.Str("texCoord\x00")))
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result.image = gli.GetUniformLocation(program, gli.Str("image\x00"))
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return result, nil
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}
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27
opengl.go
27
opengl.go
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@ -20,6 +20,7 @@ func glError() error {
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var (
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buf uint32
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sr *solidShader
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tr *textureShader
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)
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func LoadGL(glimpl GL) (err error) {
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@ -36,6 +37,15 @@ func LoadGL(glimpl GL) (err error) {
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return
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}
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tr, err = loadTextureShader()
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if err != nil {
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return
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}
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err = glError()
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if err != nil {
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return
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}
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gli.GenBuffers(1, &buf)
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err = glError()
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if err != nil {
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@ -61,3 +71,20 @@ uniform vec4 color;
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void main() {
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gl_FragColor = color;
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}`
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var textureVS = `
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attribute vec2 vertex, texCoord;
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varying vec2 v_texCoord;
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void main() {
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v_texCoord = texCoord;
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gl_Position = vec4(vertex, 0.0, 1.0);
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}`
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var textureFS = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_texCoord;
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uniform sampler2D image;
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void main() {
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gl_FragColor = texture2D(image, v_texCoord);
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}`
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