fully unified into one shader

updated shadow test
This commit is contained in:
Thomas Friedel 2020-02-11 15:59:26 +01:00
parent f5e7e6a060
commit 8b79ad18fa
7 changed files with 70 additions and 134 deletions

View file

@ -40,9 +40,7 @@ func (b *GoGLBackend) Clip(pts [][2]float64) {
gl.Uniform2f(b.shd.CanvasSize, float32(b.fw), float32(b.fh))
gl.Uniform1f(b.shd.GlobalAlpha, 1)
gl.Uniform1i(b.shd.UseAlphaTex, 0)
gl.Uniform1i(b.shd.UseLinearGradient, 0)
gl.Uniform1i(b.shd.UseRadialGradient, 0)
gl.Uniform1i(b.shd.UseImagePattern, 0)
gl.Uniform1i(b.shd.Func, shdFuncSolid)
gl.EnableVertexAttribArray(b.shd.Vertex)
gl.ColorMask(false, false, false, false)

View file

@ -38,9 +38,7 @@ func (b *GoGLBackend) Clear(pts [4][2]float64) {
gl.Uniform4f(b.shd.Color, 0, 0, 0, 0)
gl.Uniform1f(b.shd.GlobalAlpha, 1)
gl.Uniform1i(b.shd.UseAlphaTex, 0)
gl.Uniform1i(b.shd.UseLinearGradient, 0)
gl.Uniform1i(b.shd.UseRadialGradient, 0)
gl.Uniform1i(b.shd.UseImagePattern, 0)
gl.Uniform1i(b.shd.Func, shdFuncSolid)
gl.Disable(gl.BLEND)
@ -134,9 +132,7 @@ func (b *GoGLBackend) Fill(style *backendbase.FillStyle, pts [][2]float64, canOv
gl.Uniform2f(b.shd.CanvasSize, float32(b.fw), float32(b.fh))
gl.Uniform1f(b.shd.GlobalAlpha, 1)
gl.Uniform1i(b.shd.UseAlphaTex, 0)
gl.Uniform1i(b.shd.UseLinearGradient, 0)
gl.Uniform1i(b.shd.UseRadialGradient, 0)
gl.Uniform1i(b.shd.UseImagePattern, 0)
gl.Uniform1i(b.shd.Func, shdFuncSolid)
gl.EnableVertexAttribArray(b.shd.Vertex)
gl.VertexAttribPointer(b.shd.Vertex, 2, gl.FLOAT, false, 0, nil)
@ -238,14 +234,16 @@ func (b *GoGLBackend) drawBlurred(size float64) {
0, 1, 0, 0, 1, 0, 1, 1}
gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
gl.UseProgram(b.bbshd.ID)
gl.Uniform1i(b.bbshd.Image, 0)
gl.Uniform2f(b.bbshd.CanvasSize, float32(b.fw), float32(b.fh))
gl.UseProgram(b.shd.ID)
gl.Uniform1i(b.shd.Image, 0)
gl.Uniform2f(b.shd.CanvasSize, float32(b.fw), float32(b.fh))
gl.Uniform1i(b.shd.UseAlphaTex, 0)
gl.Uniform1i(b.shd.Func, shdFuncBoxBlur)
gl.VertexAttribPointer(b.bbshd.Vertex, 2, gl.FLOAT, false, 0, nil)
gl.VertexAttribPointer(b.bbshd.TexCoord, 2, gl.FLOAT, false, 0, gl.PtrOffset(8*4))
gl.EnableVertexAttribArray(b.bbshd.Vertex)
gl.EnableVertexAttribArray(b.bbshd.TexCoord)
gl.VertexAttribPointer(b.shd.Vertex, 2, gl.FLOAT, false, 0, nil)
gl.VertexAttribPointer(b.shd.TexCoord, 2, gl.FLOAT, false, 0, gl.PtrOffset(8*4))
gl.EnableVertexAttribArray(b.shd.Vertex)
gl.EnableVertexAttribArray(b.shd.TexCoord)
gl.Disable(gl.BLEND)
@ -284,22 +282,20 @@ func (b *GoGLBackend) drawBlurred(size float64) {
b.disableTextureRenderTarget()
b.box3(sizec, true)
gl.DisableVertexAttribArray(b.bbshd.Vertex)
gl.DisableVertexAttribArray(b.bbshd.TexCoord)
gl.DisableVertexAttribArray(b.shd.Vertex)
gl.DisableVertexAttribArray(b.shd.TexCoord)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
}
func (b *GoGLBackend) box3(size int, vertical bool) {
gl.Uniform1i(b.bbshd.BoxSize, int32(size))
gl.Uniform1i(b.shd.BoxSize, int32(size))
if vertical {
gl.Uniform1i(b.bbshd.BoxVertical, 1)
gl.Uniform1f(b.bbshd.BoxScale, 1/float32(b.fh))
gl.Uniform1i(b.shd.BoxVertical, 1)
gl.Uniform1f(b.shd.BoxScale, 1/float32(b.fh))
} else {
gl.Uniform1i(b.bbshd.BoxVertical, 0)
gl.Uniform1f(b.bbshd.BoxScale, 1/float32(b.fw))
gl.Uniform1i(b.shd.BoxVertical, 0)
gl.Uniform1f(b.shd.BoxScale, 1/float32(b.fw))
}
gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
}

View file

@ -20,8 +20,7 @@ type GLContext struct {
shadowBuf uint32
alphaTex uint32
shd unifiedShader
bbshd boxBlurShader
shd unifiedShader
offscr1 offscreenBuffer
offscr2 offscreenBuffer
@ -58,15 +57,6 @@ func NewGLContext() (*GLContext, error) {
return nil, err
}
err = loadShader(boxVS, boxFS, &ctx.bbshd.shaderProgram)
if err != nil {
return nil, err
}
ctx.bbshd.shaderProgram.mustLoadLocations(&ctx.bbshd)
if err = glError(); err != nil {
return nil, err
}
gl.GenBuffers(1, &ctx.buf)
if err = glError(); err != nil {
return nil, err
@ -320,10 +310,7 @@ func (b *GoGLBackend) useShader(style *backendbase.FillStyle, useAlpha bool, alp
gl.Uniform1f(b.shd.GlobalAlpha, float32(style.Color.A)/255)
gl.Uniform1i(b.shd.AlphaTex, alphaTexSlot)
gl.Uniform1i(b.shd.UseAlphaTex, alphaVal)
gl.Uniform1i(b.shd.UseLinearGradient, 1)
gl.Uniform1i(b.shd.UseRadialGradient, 0)
gl.Uniform1i(b.shd.UseImagePattern, 0)
gl.Uniform1i(b.shd.UseImage, 0)
gl.Uniform1i(b.shd.Func, shdFuncLinearGradient)
return b.shd.Vertex, b.shd.TexCoord
}
if rg := style.RadialGradient; rg != nil {
@ -342,10 +329,7 @@ func (b *GoGLBackend) useShader(style *backendbase.FillStyle, useAlpha bool, alp
gl.Uniform1f(b.shd.GlobalAlpha, float32(style.Color.A)/255)
gl.Uniform1i(b.shd.AlphaTex, alphaTexSlot)
gl.Uniform1i(b.shd.UseAlphaTex, alphaVal)
gl.Uniform1i(b.shd.UseLinearGradient, 0)
gl.Uniform1i(b.shd.UseRadialGradient, 1)
gl.Uniform1i(b.shd.UseImagePattern, 0)
gl.Uniform1i(b.shd.UseImage, 0)
gl.Uniform1i(b.shd.Func, shdFuncRadialGradient)
return b.shd.Vertex, b.shd.TexCoord
}
if ip := style.ImagePattern; ip != nil {
@ -375,10 +359,7 @@ func (b *GoGLBackend) useShader(style *backendbase.FillStyle, useAlpha bool, alp
gl.Uniform1f(b.shd.GlobalAlpha, float32(style.Color.A)/255)
gl.Uniform1i(b.shd.AlphaTex, alphaTexSlot)
gl.Uniform1i(b.shd.UseAlphaTex, alphaVal)
gl.Uniform1i(b.shd.UseLinearGradient, 0)
gl.Uniform1i(b.shd.UseRadialGradient, 0)
gl.Uniform1i(b.shd.UseImagePattern, 1)
gl.Uniform1i(b.shd.UseImage, 0)
gl.Uniform1i(b.shd.Func, shdFuncImagePattern)
return b.shd.Vertex, b.shd.TexCoord
}
@ -389,10 +370,7 @@ func (b *GoGLBackend) useShader(style *backendbase.FillStyle, useAlpha bool, alp
gl.Uniform1f(b.shd.GlobalAlpha, 1)
gl.Uniform1i(b.shd.AlphaTex, alphaTexSlot)
gl.Uniform1i(b.shd.UseAlphaTex, alphaVal)
gl.Uniform1i(b.shd.UseLinearGradient, 0)
gl.Uniform1i(b.shd.UseRadialGradient, 0)
gl.Uniform1i(b.shd.UseImagePattern, 0)
gl.Uniform1i(b.shd.UseImage, 0)
gl.Uniform1i(b.shd.Func, shdFuncSolid)
return b.shd.Vertex, b.shd.TexCoord
}

View file

@ -90,10 +90,7 @@ func (b *GoGLBackend) PutImageData(img *image.RGBA, x, y int) {
gl.Uniform2f(b.shd.CanvasSize, float32(b.fw), float32(b.fh))
gl.Uniform1f(b.shd.GlobalAlpha, 1)
gl.Uniform1i(b.shd.UseAlphaTex, 0)
gl.Uniform1i(b.shd.UseLinearGradient, 0)
gl.Uniform1i(b.shd.UseRadialGradient, 0)
gl.Uniform1i(b.shd.UseImagePattern, 0)
gl.Uniform1i(b.shd.UseImage, 1)
gl.Uniform1i(b.shd.Func, shdFuncImage)
gl.VertexAttribPointer(b.shd.Vertex, 2, gl.FLOAT, false, 0, nil)
gl.VertexAttribPointer(b.shd.TexCoord, 2, gl.FLOAT, false, 0, gl.PtrOffset(8*4))
gl.EnableVertexAttribArray(b.shd.Vertex)

View file

@ -199,10 +199,7 @@ func (b *GoGLBackend) DrawImage(dimg backendbase.Image, sx, sy, sw, sh float64,
gl.Uniform2f(b.shd.CanvasSize, float32(b.fw), float32(b.fh))
gl.Uniform1f(b.shd.GlobalAlpha, float32(alpha))
gl.Uniform1i(b.shd.UseAlphaTex, 0)
gl.Uniform1i(b.shd.UseLinearGradient, 0)
gl.Uniform1i(b.shd.UseRadialGradient, 0)
gl.Uniform1i(b.shd.UseImagePattern, 0)
gl.Uniform1i(b.shd.UseImage, 1)
gl.Uniform1i(b.shd.Func, shdFuncImage)
gl.VertexAttribPointer(b.shd.Vertex, 2, gl.FLOAT, false, 0, nil)
gl.VertexAttribPointer(b.shd.TexCoord, 2, gl.FLOAT, false, 0, gl.PtrOffset(8*4))
gl.EnableVertexAttribArray(b.shd.Vertex)

View file

@ -21,16 +21,15 @@ precision mediump float;
varying vec2 v_cp, v_tc;
uniform int func;
uniform vec4 color;
uniform float globalAlpha;
uniform bool useLinearGradient;
uniform bool useRadialGradient;
uniform sampler2D gradient;
uniform vec2 from, dir, to;
uniform float len, radFrom, radTo;
uniform bool useImagePattern;
uniform vec2 imageSize;
uniform sampler2D image;
uniform mat3 imageTransform;
@ -39,7 +38,9 @@ uniform vec2 repeat;
uniform bool useAlphaTex;
uniform sampler2D alphaTex;
uniform bool useImage;
uniform int boxSize;
uniform bool boxVertical;
uniform float boxScale;
bool isNaN(float v) {
return v < 0.0 || 0.0 < v || v == 0.0 ? false : true;
@ -48,12 +49,29 @@ bool isNaN(float v) {
void main() {
vec4 col = color;
if (useLinearGradient) {
if (func == 5) {
vec4 sum = vec4(0.0);
if (boxVertical) {
vec2 start = v_tc - vec2(0.0, (float)(boxSize) * boxScale);
for (int i=0; i<boxSize*2; i++) {
sum += texture2D(image, start + vec2(0.0, (float)(i) * boxScale));
}
} else {
vec2 start = v_tc - vec2((float)(boxSize) * boxScale, 0.0);
for (int i=0; i<boxSize*2; i++) {
sum += texture2D(image, start + vec2((float)(i) * boxScale, 0.0));
}
}
gl_FragColor = sum / float(boxSize * 2);
return;
}
if (func == 1) {
vec2 v = v_cp - from;
float r = dot(v, dir) / len;
r = clamp(r, 0.0, 1.0);
col = texture2D(gradient, vec2(r, 0.0));
} else if (useRadialGradient) {
} else if (func == 2) {
float o_a = 0.5 * sqrt(
pow(-2.0*from.x*from.x+2.0*from.x*to.x+2.0*from.x*v_cp.x-2.0*to.x*v_cp.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*v_cp.y-2.0*to.y*v_cp.y+2.0*radFrom*radFrom-2.0*radFrom*radTo, 2.0)
-4.0*(from.x*from.x-2.0*from.x*v_cp.x+v_cp.x*v_cp.x+from.y*from.y-2.0*from.y*v_cp.y+v_cp.y*v_cp.y-radFrom*radFrom)
@ -70,7 +88,7 @@ void main() {
float o = max(o1, o2);
o = clamp(o, 0.0, 1.0);
col = texture2D(gradient, vec2(o, 0.0));
} else if (useImagePattern) {
} else if (func == 3) {
vec3 tfpt = vec3(v_cp, 1.0) * imageTransform;
vec2 imgpt = tfpt.xy / imageSize;
col = texture2D(image, mod(imgpt, 1.0));
@ -80,7 +98,7 @@ void main() {
if (imgpt.y < 0.0 || imgpt.y > 1.0) {
col *= repeat.y;
}
} else if (useImage) {
} else if (func == 4) {
col = texture2D(image, v_tc);
}
@ -94,52 +112,14 @@ void main() {
}
`
var boxVS = `
attribute vec2 vertex, texCoord;
uniform vec2 canvasSize;
varying vec2 v_cp, v_tc;
void main() {
v_tc = texCoord;
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}
`
var boxFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp, v_tc;
uniform int boxSize;
uniform bool boxVertical;
uniform float boxScale;
uniform sampler2D image;
void main() {
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
vec4 sum = vec4(0.0);
if (boxVertical) {
vec2 start = v_tc - vec2(0.0, (float)(boxSize) * boxScale);
for (int i=0; i<boxSize*2; i++) {
sum += texture2D(image, start + vec2(0.0, (float)(i) * boxScale));
}
} else {
vec2 start = v_tc - vec2((float)(boxSize) * boxScale, 0.0);
for (int i=0; i<boxSize*2; i++) {
sum += texture2D(image, start + vec2((float)(i) * boxScale, 0.0));
}
}
color = sum / float(boxSize * 2);
gl_FragColor = color;
}
`
const (
shdFuncSolid int32 = iota
shdFuncLinearGradient
shdFuncRadialGradient
shdFuncImagePattern
shdFuncImage
shdFuncBoxBlur
)
type unifiedShader struct {
shaderProgram
@ -151,32 +131,22 @@ type unifiedShader struct {
Color int32
GlobalAlpha int32
Func int32
UseAlphaTex int32
AlphaTex int32
UseLinearGradient int32
UseRadialGradient int32
Gradient int32
From, To, Dir int32
Len int32
RadFrom, RadTo int32
Gradient int32
From, To, Dir int32
Len int32
RadFrom, RadTo int32
UseImagePattern int32
ImageSize int32
Image int32
ImageTransform int32
Repeat int32
ImageSize int32
Image int32
ImageTransform int32
Repeat int32
UseImage int32
}
type boxBlurShader struct {
shaderProgram
Vertex uint32
TexCoord uint32
CanvasSize int32
BoxSize int32
BoxVertical int32
BoxScale int32
Image int32
}

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testdata/Shadow.png vendored

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