prepared radial gradients, but they don't work yet
This commit is contained in:
parent
2de2dd26a4
commit
9c7a01b8b8
3 changed files with 217 additions and 30 deletions
65
canvas.go
65
canvas.go
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@ -37,6 +37,7 @@ type drawState struct {
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transform lm.Mat3x3
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transform lm.Mat3x3
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fill struct {
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fill struct {
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color glColor
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color glColor
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radialGradient *RadialGradient
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linearGradient *LinearGradient
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linearGradient *LinearGradient
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}
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}
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stroke struct {
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stroke struct {
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@ -126,6 +127,7 @@ var (
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sr *solidShader
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sr *solidShader
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tr *textureShader
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tr *textureShader
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lgr *linearGradientShader
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lgr *linearGradientShader
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rgr *radialGradientShader
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glChan = make(chan func())
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glChan = make(chan func())
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)
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)
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@ -161,6 +163,15 @@ func LoadGL(glimpl GL) (err error) {
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return
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return
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}
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}
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rgr, err = loadRadialGradientShader()
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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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gli.GenBuffers(1, &buf)
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err = glError()
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err = glError()
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if err != nil {
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if err != nil {
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@ -212,7 +223,6 @@ uniform sampler2D image;
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void main() {
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void main() {
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gl_FragColor = texture2D(image, v_texCoord);
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gl_FragColor = texture2D(image, v_texCoord);
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}`
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}`
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var linearGradientVS = `
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var linearGradientVS = `
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attribute vec2 vertex;
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attribute vec2 vertex;
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uniform vec2 canvasSize;
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uniform vec2 canvasSize;
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@ -229,10 +239,34 @@ precision mediump float;
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varying vec2 v_cp;
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varying vec2 v_cp;
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uniform sampler1D gradient;
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uniform sampler1D gradient;
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uniform vec2 from, dir;
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uniform vec2 from, dir;
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uniform float length;
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uniform float len;
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void main() {
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void main() {
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vec2 v = v_cp - from;
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vec2 v = v_cp - from;
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float r = dot(v, dir) / length;
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float r = dot(v, dir) / len;
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r = clamp(r, 0.0, 1.0);
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gl_FragColor = texture1D(gradient, r);
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}`
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var radialGradientVS = `
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attribute vec2 vertex;
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uniform vec2 canvasSize;
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varying vec2 v_cp;
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void main() {
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v_cp = vertex;
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vec2 glp = vertex * 2.0 / canvasSize - 1.0;
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gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
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}`
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var radialGradientFS = `
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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_cp;
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uniform sampler1D gradient;
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uniform vec2 from, dir;
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uniform float len;
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void main() {
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vec2 v0 = v_cp - from;
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//vec2 v1 = v_cp - (from + dir);
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float r = length(v0) / len;
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r = clamp(r, 0.0, 1.0);
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r = clamp(r, 0.0, 1.0);
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gl_FragColor = texture1D(gradient, r);
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gl_FragColor = texture1D(gradient, r);
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}`
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}`
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@ -249,11 +283,15 @@ func glError() error {
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func (cv *Canvas) SetFillStyle(value ...interface{}) {
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func (cv *Canvas) SetFillStyle(value ...interface{}) {
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cv.state.fill.color = glColor{}
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cv.state.fill.color = glColor{}
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cv.state.fill.linearGradient = nil
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cv.state.fill.linearGradient = nil
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cv.state.fill.radialGradient = nil
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if len(value) == 1 {
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if len(value) == 1 {
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switch v := value[0].(type) {
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switch v := value[0].(type) {
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case *LinearGradient:
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case *LinearGradient:
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cv.state.fill.linearGradient = v
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cv.state.fill.linearGradient = v
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return
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return
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case *RadialGradient:
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cv.state.fill.radialGradient = v
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return
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}
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}
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}
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}
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c, ok := parseColor(value...)
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c, ok := parseColor(value...)
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@ -378,11 +416,30 @@ func (cv *Canvas) FillRect(x, y, w, h float32) {
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dir = dir.DivF(length)
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dir = dir.DivF(length)
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gli.Uniform2f(lgr.from, from[0], from[1])
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gli.Uniform2f(lgr.from, from[0], from[1])
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gli.Uniform2f(lgr.dir, dir[0], dir[1])
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gli.Uniform2f(lgr.dir, dir[0], dir[1])
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gli.Uniform1f(lgr.length, length)
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gli.Uniform1f(lgr.len, length)
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gli.Uniform1i(lgr.gradient, 0)
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gli.Uniform1i(lgr.gradient, 0)
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gli.EnableVertexAttribArray(lgr.vertex)
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gli.EnableVertexAttribArray(lgr.vertex)
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gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
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gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
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gli.DisableVertexAttribArray(lgr.vertex)
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gli.DisableVertexAttribArray(lgr.vertex)
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} else if rg := cv.state.fill.radialGradient; rg != nil {
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rg.load()
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gli.UseProgram(rgr.id)
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gli.VertexAttribPointer(rgr.vertex, 2, gl_FLOAT, false, 0, nil)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_1D, rg.tex)
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gli.Uniform2f(rgr.canvasSize, cv.fw, cv.fh)
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from := cv.tf(rg.from)
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to := cv.tf(rg.to)
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dir := to.Sub(from)
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length := dir.Len()
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dir = dir.DivF(length)
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gli.Uniform2f(rgr.from, from[0], from[1])
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gli.Uniform2f(rgr.dir, dir[0], dir[1])
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gli.Uniform1f(rgr.len, length)
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gli.Uniform1i(rgr.gradient, 0)
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gli.EnableVertexAttribArray(rgr.vertex)
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gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
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gli.DisableVertexAttribArray(rgr.vertex)
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} else {
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} else {
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gli.UseProgram(sr.id)
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gli.UseProgram(sr.id)
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gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil)
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gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil)
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73
gradients.go
73
gradients.go
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@ -8,6 +8,15 @@ import (
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)
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)
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type LinearGradient struct {
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type LinearGradient struct {
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gradient
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}
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type RadialGradient struct {
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gradient
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radFrom, radTo float32
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}
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type gradient struct {
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from, to lm.Vec2
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from, to lm.Vec2
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stops []gradientStop
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stops []gradientStop
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tex uint32
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tex uint32
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@ -21,7 +30,7 @@ type gradientStop struct {
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}
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}
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func NewLinearGradient(x0, y0, x1, y1 float32) *LinearGradient {
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func NewLinearGradient(x0, y0, x1, y1 float32) *LinearGradient {
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lg := &LinearGradient{from: lm.Vec2{x0, y0}, to: lm.Vec2{x1, y1}}
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lg := &LinearGradient{gradient: gradient{from: lm.Vec2{x0, y0}, to: lm.Vec2{x1, y1}}}
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gli.GenTextures(1, &lg.tex)
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gli.GenTextures(1, &lg.tex)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_1D, lg.tex)
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gli.BindTexture(gl_TEXTURE_1D, lg.tex)
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@ -36,21 +45,37 @@ func NewLinearGradient(x0, y0, x1, y1 float32) *LinearGradient {
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return lg
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return lg
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}
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}
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func (lg *LinearGradient) Delete() {
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func NewRadialGradient(x0, y0, r0, x1, y1, r1 float32) *RadialGradient {
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gli.DeleteTextures(1, &lg.tex)
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rg := &RadialGradient{gradient: gradient{from: lm.Vec2{x0, y0}, to: lm.Vec2{x1, y1}}, radFrom: r0, radTo: r1}
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gli.GenTextures(1, &rg.tex)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_1D, rg.tex)
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gli.TexParameteri(gl_TEXTURE_1D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
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gli.TexParameteri(gl_TEXTURE_1D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
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gli.TexParameteri(gl_TEXTURE_1D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
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runtime.SetFinalizer(rg, func(rg *RadialGradient) {
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glChan <- func() {
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gli.DeleteTextures(1, &rg.tex)
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}
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})
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return rg
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}
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}
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func (lg *LinearGradient) load() {
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func (g *gradient) Delete() {
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if lg.loaded {
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gli.DeleteTextures(1, &g.tex)
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}
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func (g *gradient) load() {
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if g.loaded {
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return
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return
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}
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}
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gli.ActiveTexture(gl_TEXTURE0)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_1D, lg.tex)
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gli.BindTexture(gl_TEXTURE_1D, g.tex)
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var pixels [2048 * 4]byte
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var pixels [2048 * 4]byte
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pp := 0
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pp := 0
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for i := 0; i < 2048; i++ {
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for i := 0; i < 2048; i++ {
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c := lg.colorAt(float32(i) / 2047)
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c := g.colorAt(float32(i) / 2047)
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pixels[pp] = byte(fmath.Floor(c.r*255 + 0.5))
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pixels[pp] = byte(fmath.Floor(c.r*255 + 0.5))
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pixels[pp+1] = byte(fmath.Floor(c.g*255 + 0.5))
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pixels[pp+1] = byte(fmath.Floor(c.g*255 + 0.5))
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pixels[pp+2] = byte(fmath.Floor(c.b*255 + 0.5))
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pixels[pp+2] = byte(fmath.Floor(c.b*255 + 0.5))
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@ -58,17 +83,17 @@ func (lg *LinearGradient) load() {
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pp += 4
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pp += 4
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}
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}
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gli.TexImage1D(gl_TEXTURE_1D, 0, gl_RGBA, 2048, 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&pixels[0]))
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gli.TexImage1D(gl_TEXTURE_1D, 0, gl_RGBA, 2048, 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&pixels[0]))
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lg.loaded = true
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g.loaded = true
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}
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}
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func (lg *LinearGradient) colorAt(pos float32) glColor {
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func (g *gradient) colorAt(pos float32) glColor {
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if len(lg.stops) == 0 {
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if len(g.stops) == 0 {
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return glColor{}
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return glColor{}
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} else if len(lg.stops) == 1 {
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} else if len(g.stops) == 1 {
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return lg.stops[0].color
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return g.stops[0].color
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}
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}
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beforeIdx, afterIdx := -1, -1
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beforeIdx, afterIdx := -1, -1
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for i, stop := range lg.stops {
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for i, stop := range g.stops {
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if stop.pos > pos {
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if stop.pos > pos {
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afterIdx = i
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afterIdx = i
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break
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break
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@ -76,11 +101,11 @@ func (lg *LinearGradient) colorAt(pos float32) glColor {
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beforeIdx = i
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beforeIdx = i
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}
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}
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if beforeIdx == -1 {
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if beforeIdx == -1 {
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return lg.stops[0].color
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return g.stops[0].color
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} else if afterIdx == -1 {
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} else if afterIdx == -1 {
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return lg.stops[len(lg.stops)-1].color
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return g.stops[len(g.stops)-1].color
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}
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}
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before, after := lg.stops[beforeIdx], lg.stops[afterIdx]
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before, after := g.stops[beforeIdx], g.stops[afterIdx]
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p := (pos - before.pos) / (after.pos - before.pos)
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p := (pos - before.pos) / (after.pos - before.pos)
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var c glColor
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var c glColor
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c.r = (after.color.r-before.color.r)*p + before.color.r
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c.r = (after.color.r-before.color.r)*p + before.color.r
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@ -90,19 +115,19 @@ func (lg *LinearGradient) colorAt(pos float32) glColor {
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return c
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return c
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}
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}
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func (lg *LinearGradient) AddColorStop(pos float32, color ...interface{}) {
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func (g *gradient) AddColorStop(pos float32, color ...interface{}) {
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c, _ := parseColor(color...)
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c, _ := parseColor(color...)
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insert := len(lg.stops)
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insert := len(g.stops)
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for i, stop := range lg.stops {
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for i, stop := range g.stops {
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if stop.pos > pos {
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if stop.pos > pos {
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insert = i
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insert = i
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break
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break
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}
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}
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}
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}
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lg.stops = append(lg.stops, gradientStop{})
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g.stops = append(g.stops, gradientStop{})
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if insert < len(lg.stops)-1 {
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if insert < len(g.stops)-1 {
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copy(lg.stops[insert+1:], lg.stops[insert:len(lg.stops)-1])
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copy(g.stops[insert+1:], g.stops[insert:len(g.stops)-1])
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}
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}
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lg.stops[insert] = gradientStop{pos: pos, color: c}
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g.stops[insert] = gradientStop{pos: pos, color: c}
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lg.loaded = false
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g.loaded = false
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}
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}
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109
made_shaders.go
109
made_shaders.go
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@ -213,7 +213,7 @@ type linearGradientShader struct {
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gradient int32
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gradient int32
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from int32
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from int32
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dir int32
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dir int32
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length int32
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len int32
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}
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}
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func loadLinearGradientShader() (*linearGradientShader, error) {
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func loadLinearGradientShader() (*linearGradientShader, error) {
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@ -306,7 +306,112 @@ func loadLinearGradientShader() (*linearGradientShader, error) {
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result.gradient = gli.GetUniformLocation(program, gli.Str("gradient\x00"))
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result.gradient = gli.GetUniformLocation(program, gli.Str("gradient\x00"))
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result.from = gli.GetUniformLocation(program, gli.Str("from\x00"))
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result.from = gli.GetUniformLocation(program, gli.Str("from\x00"))
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result.dir = gli.GetUniformLocation(program, gli.Str("dir\x00"))
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result.dir = gli.GetUniformLocation(program, gli.Str("dir\x00"))
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result.length = gli.GetUniformLocation(program, gli.Str("length\x00"))
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result.len = gli.GetUniformLocation(program, gli.Str("len\x00"))
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return result, nil
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}
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type radialGradientShader struct {
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id uint32
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vertex uint32
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canvasSize int32
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gradient int32
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from int32
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dir int32
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len int32
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}
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func loadRadialGradientShader() (*radialGradientShader, error) {
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var vs, fs, program uint32
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{
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csource, freeFunc := gli.Strs(radialGradientVS + "\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(radialGradientFS + "\x00")
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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
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue