prepared radial gradients, but they don't work yet

This commit is contained in:
Thomas Friedel 2018-02-08 13:00:16 +01:00
parent 2de2dd26a4
commit 9c7a01b8b8
3 changed files with 217 additions and 30 deletions

View file

@ -37,6 +37,7 @@ type drawState struct {
transform lm.Mat3x3 transform lm.Mat3x3
fill struct { fill struct {
color glColor color glColor
radialGradient *RadialGradient
linearGradient *LinearGradient linearGradient *LinearGradient
} }
stroke struct { stroke struct {
@ -126,6 +127,7 @@ var (
sr *solidShader sr *solidShader
tr *textureShader tr *textureShader
lgr *linearGradientShader lgr *linearGradientShader
rgr *radialGradientShader
glChan = make(chan func()) glChan = make(chan func())
) )
@ -161,6 +163,15 @@ func LoadGL(glimpl GL) (err error) {
return return
} }
rgr, err = loadRadialGradientShader()
if err != nil {
return
}
err = glError()
if err != nil {
return
}
gli.GenBuffers(1, &buf) gli.GenBuffers(1, &buf)
err = glError() err = glError()
if err != nil { if err != nil {
@ -212,7 +223,6 @@ uniform sampler2D image;
void main() { void main() {
gl_FragColor = texture2D(image, v_texCoord); gl_FragColor = texture2D(image, v_texCoord);
}` }`
var linearGradientVS = ` var linearGradientVS = `
attribute vec2 vertex; attribute vec2 vertex;
uniform vec2 canvasSize; uniform vec2 canvasSize;
@ -229,10 +239,34 @@ precision mediump float;
varying vec2 v_cp; varying vec2 v_cp;
uniform sampler1D gradient; uniform sampler1D gradient;
uniform vec2 from, dir; uniform vec2 from, dir;
uniform float length; uniform float len;
void main() { void main() {
vec2 v = v_cp - from; vec2 v = v_cp - from;
float r = dot(v, dir) / length; float r = dot(v, dir) / len;
r = clamp(r, 0.0, 1.0);
gl_FragColor = texture1D(gradient, r);
}`
var radialGradientVS = `
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 radialGradientFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform sampler1D gradient;
uniform vec2 from, dir;
uniform float len;
void main() {
vec2 v0 = v_cp - from;
//vec2 v1 = v_cp - (from + dir);
float r = length(v0) / len;
r = clamp(r, 0.0, 1.0); r = clamp(r, 0.0, 1.0);
gl_FragColor = texture1D(gradient, r); gl_FragColor = texture1D(gradient, r);
}` }`
@ -249,11 +283,15 @@ func glError() error {
func (cv *Canvas) SetFillStyle(value ...interface{}) { func (cv *Canvas) SetFillStyle(value ...interface{}) {
cv.state.fill.color = glColor{} cv.state.fill.color = glColor{}
cv.state.fill.linearGradient = nil cv.state.fill.linearGradient = nil
cv.state.fill.radialGradient = nil
if len(value) == 1 { if len(value) == 1 {
switch v := value[0].(type) { switch v := value[0].(type) {
case *LinearGradient: case *LinearGradient:
cv.state.fill.linearGradient = v cv.state.fill.linearGradient = v
return return
case *RadialGradient:
cv.state.fill.radialGradient = v
return
} }
} }
c, ok := parseColor(value...) c, ok := parseColor(value...)
@ -378,11 +416,30 @@ func (cv *Canvas) FillRect(x, y, w, h float32) {
dir = dir.DivF(length) dir = dir.DivF(length)
gli.Uniform2f(lgr.from, from[0], from[1]) gli.Uniform2f(lgr.from, from[0], from[1])
gli.Uniform2f(lgr.dir, dir[0], dir[1]) gli.Uniform2f(lgr.dir, dir[0], dir[1])
gli.Uniform1f(lgr.length, length) gli.Uniform1f(lgr.len, length)
gli.Uniform1i(lgr.gradient, 0) gli.Uniform1i(lgr.gradient, 0)
gli.EnableVertexAttribArray(lgr.vertex) gli.EnableVertexAttribArray(lgr.vertex)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4) gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(lgr.vertex) gli.DisableVertexAttribArray(lgr.vertex)
} else if rg := cv.state.fill.radialGradient; rg != nil {
rg.load()
gli.UseProgram(rgr.id)
gli.VertexAttribPointer(rgr.vertex, 2, gl_FLOAT, false, 0, nil)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_1D, rg.tex)
gli.Uniform2f(rgr.canvasSize, cv.fw, cv.fh)
from := cv.tf(rg.from)
to := cv.tf(rg.to)
dir := to.Sub(from)
length := dir.Len()
dir = dir.DivF(length)
gli.Uniform2f(rgr.from, from[0], from[1])
gli.Uniform2f(rgr.dir, dir[0], dir[1])
gli.Uniform1f(rgr.len, length)
gli.Uniform1i(rgr.gradient, 0)
gli.EnableVertexAttribArray(rgr.vertex)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(rgr.vertex)
} else { } else {
gli.UseProgram(sr.id) gli.UseProgram(sr.id)
gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil) gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil)

View file

@ -8,6 +8,15 @@ import (
) )
type LinearGradient struct { type LinearGradient struct {
gradient
}
type RadialGradient struct {
gradient
radFrom, radTo float32
}
type gradient struct {
from, to lm.Vec2 from, to lm.Vec2
stops []gradientStop stops []gradientStop
tex uint32 tex uint32
@ -21,7 +30,7 @@ type gradientStop struct {
} }
func NewLinearGradient(x0, y0, x1, y1 float32) *LinearGradient { func NewLinearGradient(x0, y0, x1, y1 float32) *LinearGradient {
lg := &LinearGradient{from: lm.Vec2{x0, y0}, to: lm.Vec2{x1, y1}} lg := &LinearGradient{gradient: gradient{from: lm.Vec2{x0, y0}, to: lm.Vec2{x1, y1}}}
gli.GenTextures(1, &lg.tex) gli.GenTextures(1, &lg.tex)
gli.ActiveTexture(gl_TEXTURE0) gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_1D, lg.tex) gli.BindTexture(gl_TEXTURE_1D, lg.tex)
@ -36,21 +45,37 @@ func NewLinearGradient(x0, y0, x1, y1 float32) *LinearGradient {
return lg return lg
} }
func (lg *LinearGradient) Delete() { func NewRadialGradient(x0, y0, r0, x1, y1, r1 float32) *RadialGradient {
gli.DeleteTextures(1, &lg.tex) rg := &RadialGradient{gradient: gradient{from: lm.Vec2{x0, y0}, to: lm.Vec2{x1, y1}}, radFrom: r0, radTo: r1}
gli.GenTextures(1, &rg.tex)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_1D, rg.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(rg, func(rg *RadialGradient) {
glChan <- func() {
gli.DeleteTextures(1, &rg.tex)
}
})
return rg
} }
func (lg *LinearGradient) load() { func (g *gradient) Delete() {
if lg.loaded { gli.DeleteTextures(1, &g.tex)
}
func (g *gradient) load() {
if g.loaded {
return return
} }
gli.ActiveTexture(gl_TEXTURE0) gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_1D, lg.tex) gli.BindTexture(gl_TEXTURE_1D, g.tex)
var pixels [2048 * 4]byte var pixels [2048 * 4]byte
pp := 0 pp := 0
for i := 0; i < 2048; i++ { for i := 0; i < 2048; i++ {
c := lg.colorAt(float32(i) / 2047) c := g.colorAt(float32(i) / 2047)
pixels[pp] = byte(fmath.Floor(c.r*255 + 0.5)) pixels[pp] = byte(fmath.Floor(c.r*255 + 0.5))
pixels[pp+1] = byte(fmath.Floor(c.g*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+2] = byte(fmath.Floor(c.b*255 + 0.5))
@ -58,17 +83,17 @@ func (lg *LinearGradient) load() {
pp += 4 pp += 4
} }
gli.TexImage1D(gl_TEXTURE_1D, 0, gl_RGBA, 2048, 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&pixels[0])) gli.TexImage1D(gl_TEXTURE_1D, 0, gl_RGBA, 2048, 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&pixels[0]))
lg.loaded = true g.loaded = true
} }
func (lg *LinearGradient) colorAt(pos float32) glColor { func (g *gradient) colorAt(pos float32) glColor {
if len(lg.stops) == 0 { if len(g.stops) == 0 {
return glColor{} return glColor{}
} else if len(lg.stops) == 1 { } else if len(g.stops) == 1 {
return lg.stops[0].color return g.stops[0].color
} }
beforeIdx, afterIdx := -1, -1 beforeIdx, afterIdx := -1, -1
for i, stop := range lg.stops { for i, stop := range g.stops {
if stop.pos > pos { if stop.pos > pos {
afterIdx = i afterIdx = i
break break
@ -76,11 +101,11 @@ func (lg *LinearGradient) colorAt(pos float32) glColor {
beforeIdx = i beforeIdx = i
} }
if beforeIdx == -1 { if beforeIdx == -1 {
return lg.stops[0].color return g.stops[0].color
} else if afterIdx == -1 { } else if afterIdx == -1 {
return lg.stops[len(lg.stops)-1].color return g.stops[len(g.stops)-1].color
} }
before, after := lg.stops[beforeIdx], lg.stops[afterIdx] before, after := g.stops[beforeIdx], g.stops[afterIdx]
p := (pos - before.pos) / (after.pos - before.pos) p := (pos - before.pos) / (after.pos - before.pos)
var c glColor var c glColor
c.r = (after.color.r-before.color.r)*p + before.color.r c.r = (after.color.r-before.color.r)*p + before.color.r
@ -90,19 +115,19 @@ func (lg *LinearGradient) colorAt(pos float32) glColor {
return c return c
} }
func (lg *LinearGradient) AddColorStop(pos float32, color ...interface{}) { func (g *gradient) AddColorStop(pos float32, color ...interface{}) {
c, _ := parseColor(color...) c, _ := parseColor(color...)
insert := len(lg.stops) insert := len(g.stops)
for i, stop := range lg.stops { for i, stop := range g.stops {
if stop.pos > pos { if stop.pos > pos {
insert = i insert = i
break break
} }
} }
lg.stops = append(lg.stops, gradientStop{}) g.stops = append(g.stops, gradientStop{})
if insert < len(lg.stops)-1 { if insert < len(g.stops)-1 {
copy(lg.stops[insert+1:], lg.stops[insert:len(lg.stops)-1]) copy(g.stops[insert+1:], g.stops[insert:len(g.stops)-1])
} }
lg.stops[insert] = gradientStop{pos: pos, color: c} g.stops[insert] = gradientStop{pos: pos, color: c}
lg.loaded = false g.loaded = false
} }

View file

@ -213,7 +213,7 @@ type linearGradientShader struct {
gradient int32 gradient int32
from int32 from int32
dir int32 dir int32
length int32 len int32
} }
func loadLinearGradientShader() (*linearGradientShader, error) { func loadLinearGradientShader() (*linearGradientShader, error) {
@ -306,7 +306,112 @@ func loadLinearGradientShader() (*linearGradientShader, error) {
result.gradient = gli.GetUniformLocation(program, gli.Str("gradient\x00")) result.gradient = gli.GetUniformLocation(program, gli.Str("gradient\x00"))
result.from = gli.GetUniformLocation(program, gli.Str("from\x00")) result.from = gli.GetUniformLocation(program, gli.Str("from\x00"))
result.dir = gli.GetUniformLocation(program, gli.Str("dir\x00")) result.dir = gli.GetUniformLocation(program, gli.Str("dir\x00"))
result.length = gli.GetUniformLocation(program, gli.Str("length\x00")) result.len = gli.GetUniformLocation(program, gli.Str("len\x00"))
return result, nil
}
type radialGradientShader struct {
id uint32
vertex uint32
canvasSize int32
gradient int32
from int32
dir int32
len int32
}
func loadRadialGradientShader() (*radialGradientShader, error) {
var vs, fs, program uint32
{
csource, freeFunc := gli.Strs(radialGradientVS + "\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(radialGradientFS + "\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 := &radialGradientShader{}
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.len = gli.GetUniformLocation(program, gli.Str("len\x00"))
return result, nil return result, nil
} }