added linear gradients

This commit is contained in:
Thomas Friedel 2018-02-07 12:53:46 +01:00
parent 49eb9de8e6
commit 7edac03910
3 changed files with 306 additions and 18 deletions

View file

@ -37,6 +37,7 @@ type drawState struct {
transform lm.Mat3x3
fill struct {
color glColor
linearGradient *LinearGradient
}
stroke struct {
color glColor
@ -137,6 +138,7 @@ var (
buf uint32
sr *solidShader
tr *textureShader
lgr *linearGradientShader
glChan = make(chan func())
)
@ -163,6 +165,15 @@ func LoadGL(glimpl GL) (err error) {
return
}
lgr, err = loadLinearGradientShader()
if err != nil {
return
}
err = glError()
if err != nil {
return
}
gli.GenBuffers(1, &buf)
err = glError()
if err != nil {
@ -211,6 +222,30 @@ void main() {
gl_FragColor = texture2D(image, v_texCoord);
}`
var linearGradientVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
varying vec2 v_cp;
void main() {
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var linearGradientFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform sampler1D gradient;
uniform vec2 from, dir;
uniform float length;
void main() {
vec2 v = v_cp - from;
float r = dot(v, dir) / length;
r = clamp(r, 0.0, 1.0);
gl_FragColor = texture1D(gradient, r);
}`
func glError() error {
glErr := gli.GetError()
if glErr != gl_NO_ERROR {
@ -219,8 +254,17 @@ func glError() error {
return nil
}
// SetFillColor sets the color for any fill calls
func (cv *Canvas) SetFillColor(value ...interface{}) {
// SetFillStyle sets the color or gradient for any fill calls
func (cv *Canvas) SetFillStyle(value ...interface{}) {
cv.state.fill.color = glColor{}
cv.state.fill.linearGradient = nil
if len(value) == 1 {
switch v := value[0].(type) {
case *LinearGradient:
cv.state.fill.linearGradient = v
return
}
}
c, ok := parseColor(value...)
if ok {
cv.state.fill.color = c
@ -316,12 +360,41 @@ func (cv *Canvas) SetTransform(a, b, c, d, e, f float32) {
cv.state.transform = lm.Mat3x3{a, b, 0, c, d, 0, e, f, 1}
}
// FillRect fills a rectangle with the active color
// FillRect fills a rectangle with the active fill style
func (cv *Canvas) FillRect(x, y, w, h float32) {
cv.activate()
gli.UseProgram(sr.id)
if lg := cv.state.fill.linearGradient; lg != nil {
p0 := cv.tf(lm.Vec2{x, y})
p1 := cv.tf(lm.Vec2{x, y + h})
p2 := cv.tf(lm.Vec2{x + w, y + h})
p3 := cv.tf(lm.Vec2{x + w, y})
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
data := [8]float32{p0[0], p0[1], p1[0], p1[1], p2[0], p2[1], p3[0], p3[1]}
gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
lg.load()
gli.UseProgram(lgr.id)
gli.VertexAttribPointer(lgr.vertex, 2, gl_FLOAT, false, 0, nil)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_1D, lg.tex)
gli.Uniform2f(lgr.canvasSize, cv.fw, cv.fh)
from := cv.tf(lg.from)
to := cv.tf(lg.to)
dir := to.Sub(from)
length := dir.Len()
dir = dir.DivF(length)
gli.Uniform2f(lgr.from, from[0], from[1])
gli.Uniform2f(lgr.dir, dir[0], dir[1])
gli.Uniform1f(lgr.length, length)
gli.Uniform1i(lgr.gradient, 0)
gli.EnableVertexAttribArray(lgr.vertex)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(lgr.vertex)
} else {
x0f, y0f := cv.tfToGL(x, y)
x1f, y1f := cv.tfToGL(x, y+h)
x2f, y2f := cv.tfToGL(x+w, y+h)
@ -331,10 +404,12 @@ func (cv *Canvas) FillRect(x, y, w, h float32) {
data := [8]float32{x0f, y0f, x1f, y1f, x2f, y2f, x3f, y3f}
gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
gli.UseProgram(sr.id)
gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil)
c := cv.state.fill.color
gli.Uniform4f(sr.color, c.r, c.g, c.b, c.a)
gli.EnableVertexAttribArray(sr.vertex)
gli.EnableVertexAttribArray(lgr.vertex)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(sr.vertex)
gli.DisableVertexAttribArray(lgr.vertex)
}
}

108
gradients.go Normal file
View file

@ -0,0 +1,108 @@
package canvas
import (
"runtime"
"github.com/barnex/fmath"
"github.com/tfriedel6/lm"
)
type LinearGradient struct {
from, to lm.Vec2
stops []gradientStop
tex uint32
loaded bool
deleted bool
}
type gradientStop struct {
pos float32
color glColor
}
func NewLinearGradient(x0, y0, x1, y1 float32) *LinearGradient {
lg := &LinearGradient{from: lm.Vec2{x0, y0}, to: lm.Vec2{x1, y1}}
gli.GenTextures(1, &lg.tex)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_1D, lg.tex)
gli.TexParameteri(gl_TEXTURE_1D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
gli.TexParameteri(gl_TEXTURE_1D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
gli.TexParameteri(gl_TEXTURE_1D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
runtime.SetFinalizer(lg, func(lg *LinearGradient) {
glChan <- func() {
gli.DeleteTextures(1, &lg.tex)
}
})
return lg
}
func (lg *LinearGradient) Delete() {
gli.DeleteTextures(1, &lg.tex)
}
func (lg *LinearGradient) load() {
if lg.loaded {
return
}
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_1D, lg.tex)
var pixels [2048 * 4]byte
pp := 0
for i := 0; i < 2048; i++ {
c := lg.colorAt(float32(i) / 2047)
pixels[pp] = byte(fmath.Floor(c.r*255 + 0.5))
pixels[pp+1] = byte(fmath.Floor(c.g*255 + 0.5))
pixels[pp+2] = byte(fmath.Floor(c.b*255 + 0.5))
pixels[pp+3] = byte(fmath.Floor(c.a*255 + 0.5))
pp += 4
}
gli.TexImage1D(gl_TEXTURE_1D, 0, gl_RGBA, 2048, 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&pixels[0]))
lg.loaded = true
}
func (lg *LinearGradient) colorAt(pos float32) glColor {
if len(lg.stops) == 0 {
return glColor{}
} else if len(lg.stops) == 1 {
return lg.stops[0].color
}
beforeIdx, afterIdx := -1, -1
for i, stop := range lg.stops {
if stop.pos > pos {
afterIdx = i
break
}
beforeIdx = i
}
if beforeIdx == -1 {
return lg.stops[0].color
} else if afterIdx == -1 {
return lg.stops[len(lg.stops)-1].color
}
before, after := lg.stops[beforeIdx], lg.stops[afterIdx]
p := (pos - before.pos) / (after.pos - before.pos)
var c glColor
c.r = (after.color.r-before.color.r)*p + before.color.r
c.g = (after.color.g-before.color.g)*p + before.color.g
c.b = (after.color.b-before.color.b)*p + before.color.b
c.a = (after.color.a-before.color.a)*p + before.color.a
return c
}
func (lg *LinearGradient) AddColorStop(pos float32, color ...interface{}) {
c, _ := parseColor(color...)
insert := len(lg.stops)
for i, stop := range lg.stops {
if stop.pos > pos {
insert = i
break
}
}
lg.stops = append(lg.stops, gradientStop{})
if insert < len(lg.stops)-1 {
copy(lg.stops[insert+1:], lg.stops[insert:len(lg.stops)-1])
}
lg.stops[insert] = gradientStop{pos: pos, color: c}
lg.loaded = false
}

View file

@ -6,6 +6,111 @@ import (
"strings"
)
type linearGradientShader struct {
id uint32
vertex uint32
canvasSize int32
gradient int32
from int32
dir int32
length int32
}
func loadLinearGradientShader() (*linearGradientShader, error) {
var vs, fs, program uint32
{
csource, freeFunc := gli.Strs(linearGradientVS + "\x00")
defer freeFunc()
vs = gli.CreateShader(gl_VERTEX_SHADER)
gli.ShaderSource(vs, 1, csource, nil)
gli.CompileShader(vs)
var logLength int32
gli.GetShaderiv(vs, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetShaderInfoLog(vs, logLength, nil, gli.Str(shLog))
fmt.Printf("VERTEX_SHADER compilation log:\n\n%s\n", shLog)
}
var status int32
gli.GetShaderiv(vs, gl_COMPILE_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(vs)
return nil, errors.New("Error compiling GL_VERTEX_SHADER shader part")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
}
}
{
csource, freeFunc := gli.Strs(linearGradientFS + "\x00")
defer freeFunc()
fs = gli.CreateShader(gl_FRAGMENT_SHADER)
gli.ShaderSource(fs, 1, csource, nil)
gli.CompileShader(fs)
var logLength int32
gli.GetShaderiv(fs, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetShaderInfoLog(fs, logLength, nil, gli.Str(shLog))
fmt.Printf("FRAGMENT_SHADER compilation log:\n\n%s\n", shLog)
}
var status int32
gli.GetShaderiv(fs, gl_COMPILE_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(fs)
return nil, errors.New("Error compiling GL_FRAGMENT_SHADER shader part")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
}
}
{
program = gli.CreateProgram()
gli.AttachShader(program, vs)
gli.AttachShader(program, fs)
gli.LinkProgram(program)
var logLength int32
gli.GetProgramiv(program, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetProgramInfoLog(program, logLength, nil, gli.Str(shLog))
fmt.Printf("Shader link log:\n\n%s\n", shLog)
}
var status int32
gli.GetProgramiv(program, gl_LINK_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(vs)
gli.DeleteShader(fs)
return nil, errors.New("error linking shader")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader, glError: " + fmt.Sprint(glErr))
}
}
result := &linearGradientShader{}
result.id = program
result.vertex = uint32(gli.GetAttribLocation(program, gli.Str("vertex\x00")))
result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00"))
result.gradient = gli.GetUniformLocation(program, gli.Str("gradient\x00"))
result.from = gli.GetUniformLocation(program, gli.Str("from\x00"))
result.dir = gli.GetUniformLocation(program, gli.Str("dir\x00"))
result.length = gli.GetUniformLocation(program, gli.Str("length\x00"))
return result, nil
}
type solidShader struct {
id uint32
vertex uint32