much better shadow performance
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parent
8b79ad18fa
commit
7213b3edcd
1 changed files with 32 additions and 16 deletions
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@ -158,7 +158,7 @@ func (b *GoGLBackend) Fill(style *backendbase.FillStyle, pts [][2]float64, canOv
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}
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if style.Blur > 0 {
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b.drawBlurred(style.Blur)
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b.drawBlurred(style.Blur, min, max)
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}
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}
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@ -220,18 +220,43 @@ func (b *GoGLBackend) FillImageMask(style *backendbase.FillStyle, mask *image.Al
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gl.ActiveTexture(gl.TEXTURE0)
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if style.Blur > 0 {
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b.drawBlurred(style.Blur)
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min, max := extent(pts[:])
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b.drawBlurred(style.Blur, min, max)
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}
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}
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func (b *GoGLBackend) drawBlurred(size float64) {
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func (b *GoGLBackend) drawBlurred(size float64, min, max vec) {
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b.offscr1.alpha = true
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b.offscr2.alpha = true
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// calculate box blur size
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fsize := math.Max(1, math.Floor(size))
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sizea := int(fsize)
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sizeb := sizea
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sizec := sizea
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if size-fsize > 0.333333333 {
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sizeb++
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}
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if size-fsize > 0.666666666 {
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sizec++
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}
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min[0] -= fsize * 3
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min[1] -= fsize * 3
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max[0] += fsize * 3
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max[1] += fsize * 3
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gl.BindBuffer(gl.ARRAY_BUFFER, b.shadowBuf)
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data := [16]float32{
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0, 0, 0, float32(b.h), float32(b.w), float32(b.h), float32(b.w), 0,
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0, 1, 0, 0, 1, 0, 1, 1}
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float32(min[0]), float32(min[1]),
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float32(min[0]), float32(max[1]),
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float32(max[0]), float32(max[1]),
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float32(max[0]), float32(min[1]),
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float32(min[0] / b.fw), 1 - float32(min[1]/b.fh),
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float32(min[0] / b.fw), 1 - float32(max[1]/b.fh),
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float32(max[0] / b.fw), 1 - float32(max[1]/b.fh),
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float32(max[0] / b.fw), 1 - float32(min[1]/b.fh),
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}
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gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
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gl.UseProgram(b.shd.ID)
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@ -249,20 +274,11 @@ func (b *GoGLBackend) drawBlurred(size float64) {
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gl.ActiveTexture(gl.TEXTURE0)
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// calculate box blur size
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fsize := math.Max(1, math.Floor(size))
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sizea := int(fsize)
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sizeb := sizea
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sizec := sizea
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if size-fsize > 0.333333333 {
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sizeb++
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}
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if size-fsize > 0.666666666 {
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sizec++
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}
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gl.ClearColor(0, 0, 0, 0)
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gl.BindTexture(gl.TEXTURE_2D, b.offscr1.tex)
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b.enableTextureRenderTarget(&b.offscr2)
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gl.Clear(gl.COLOR_BUFFER_BIT)
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b.box3(sizea, false)
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gl.BindTexture(gl.TEXTURE_2D, b.offscr2.tex)
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b.enableTextureRenderTarget(&b.offscr1)
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