From a0dfb6f530e3ae24aac8f125c1340106675db7f3 Mon Sep 17 00:00:00 2001 From: Thomas Friedel Date: Fri, 22 Feb 2019 12:11:50 +0100 Subject: [PATCH] shadows.go wasn't used --- backend/gogl/shadows.go | 246 ---------------------------------------- 1 file changed, 246 deletions(-) delete mode 100644 backend/gogl/shadows.go diff --git a/backend/gogl/shadows.go b/backend/gogl/shadows.go deleted file mode 100644 index fe30350..0000000 --- a/backend/gogl/shadows.go +++ /dev/null @@ -1,246 +0,0 @@ -package goglbackend - -/* -func (b *GoGLBackend) FillShadow(shadow *backendbase.Shadow, pts [][2]float64) { - if len(pts) == 0 || shadow.Color.A == 0 { - return - } - - ox, oy := float32(shadow.OffsetX), float32(shadow.OffsetY) - - b.ptsBuf = b.ptsBuf[:0] - b.ptsBuf = append(b.ptsBuf, - 0, 0, - 0, float32(b.fh), - float32(b.fw), float32(b.fh), - float32(b.fw), 0) - for _, pt := range pts { - b.ptsBuf = append(b.ptsBuf, float32(pt[0])+ox, float32(pt[1])+oy) - } - - // if sh.Blur > 0 { - // b.offscr1.alpha = true - // cv.enableTextureRenderTarget(&b.offscr1) - // gl.ClearColor(0, 0, 0, 0) - // gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) - // } - - mode := uint32(gl.TRIANGLES) - if len(pts) == 4 { - mode = gl.TRIANGLE_FAN - } - - gl.BindBuffer(gl.ARRAY_BUFFER, b.shadowBuf) - gl.BufferData(gl.ARRAY_BUFFER, len(b.ptsBuf)*4, unsafe.Pointer(&b.ptsBuf[0]), gl.STREAM_DRAW) - - gl.ColorMask(false, false, false, false) - gl.StencilFunc(gl.ALWAYS, 1, 0xFF) - gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE) - gl.StencilMask(0x01) - - gl.UseProgram(b.sr.ID) - gl.Uniform4f(b.sr.Color, 0, 0, 0, 0) - gl.Uniform2f(b.sr.CanvasSize, float32(b.fw), float32(b.fh)) - - gl.EnableVertexAttribArray(b.sr.Vertex) - gl.VertexAttribPointer(b.sr.Vertex, 2, gl.FLOAT, false, 0, nil) - gl.DrawArrays(gl.TRIANGLES, 4, int32(len(pts))) - gl.DisableVertexAttribArray(b.sr.Vertex) - - gl.ColorMask(true, true, true, true) - - gl.StencilFunc(gl.EQUAL, 1, 0xFF) - - var style backendbase.Style - style.Color = shadow.Color - - vertex := b.useShader(&style) - gl.EnableVertexAttribArray(vertex) - gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, nil) - gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) - gl.DisableVertexAttribArray(vertex) - - gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) - gl.StencilFunc(gl.ALWAYS, 0, 0xFF) - - gl.Clear(gl.STENCIL_BUFFER_BIT) - gl.StencilMask(0xFF) - - { - gl.DrawArrays(mode, 4, int32(len(pts))) - gl.DisableVertexAttribArray(b.sr.Vertex) - - gl.ColorMask(true, true, true, true) - - gl.StencilFunc(gl.EQUAL, 1, 0xFF) - - vertex := b.useShader(style) - gl.EnableVertexAttribArray(vertex) - gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, nil) - - b.ptsBuf = append(b.ptsBuf[:0], 0, 0, float32(b.fw), 0, float32(b.fw), float32(b.fh), 0, float32(b.fh)) - gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) - gl.DisableVertexAttribArray(vertex) - - gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) - gl.StencilFunc(gl.ALWAYS, 0, 0xFF) - - gl.Clear(gl.STENCIL_BUFFER_BIT) - gl.StencilMask(0xFF) - } - - // if sh.Blur > 0 { - // b.drawBlurredShadow() - // } -} -*/ -/* -func (b *GoGLBackend) drawTextShadow(sh *backendbase.Shadow, offset image.Point, strWidth, strHeight int, x, y float64) { - x += sh.OffsetX - y += sh.OffsetY - - if sh.Blur > 0 { - b.offscr1.alpha = true - cv.enableTextureRenderTarget(&b.offscr1) - gl.ClearColor(0, 0, 0, 0) - gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) - } - - gl.StencilFunc(gl.EQUAL, 0, 0xFF) - - gl.BindBuffer(gl.ARRAY_BUFFER, b.buf) - - var style drawStyle - style.color = colorGLToGo(sh.Color) - - vertex, alphaTexCoord := b.useAlphaShader(&style, 1) - - gl.EnableVertexAttribArray(vertex) - gl.EnableVertexAttribArray(alphaTexCoord) - - p0 := cv.tf(vec{float64(offset.X) + x, float64(offset.Y) + y}) - p1 := cv.tf(vec{float64(offset.X) + x, float64(offset.Y+strHeight) + y}) - p2 := cv.tf(vec{float64(offset.X+strWidth) + x, float64(offset.Y+strHeight) + y}) - p3 := cv.tf(vec{float64(offset.X+strWidth) + x, float64(offset.Y) + y}) - - tw := float64(strWidth) / alphaTexSize - th := float64(strHeight) / alphaTexSize - data := [16]float32{float32(p0[0]), float32(p0[1]), float32(p1[0]), float32(p1[1]), float32(p2[0]), float32(p2[1]), float32(p3[0]), float32(p3[1]), - 0, 1, 0, float32(1 - th), float32(tw), float32(1 - th), float32(tw), 1} - gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW) - - gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, 0) - gl.VertexAttribPointer(alphaTexCoord, 2, gl.FLOAT, false, 0, 8*4) - gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) - - gl.DisableVertexAttribArray(vertex) - gl.DisableVertexAttribArray(alphaTexCoord) - - gl.ActiveTexture(gl.TEXTURE0) - - gl.StencilFunc(gl.ALWAYS, 0, 0xFF) - - if cv.state.shadowBlur > 0 { - cv.drawBlurredShadow() - } -} - -func (b *GoGLBackend) drawBlurredShadow() { - gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA) - - var kernel []float32 - var kernelBuf [255]float32 - var gs *gaussianShader - if cv.state.shadowBlur < 3 { - gs = gauss15r - kernel = kernelBuf[:15] - } else if cv.state.shadowBlur < 12 { - gs = gauss63r - kernel = kernelBuf[:63] - } else { - gs = gauss127r - kernel = kernelBuf[:127] - } - - gaussianKernel(cv.state.shadowBlur, kernel) - - offscr2.alpha = true - cv.enableTextureRenderTarget(&offscr2) - gl.ClearColor(0, 0, 0, 0) - gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) - - gl.StencilFunc(gl.EQUAL, 0, 0xFF) - - gl.BindBuffer(gl.ARRAY_BUFFER, shadowBuf) - data := [16]float32{0, 0, 0, float32(cv.h), float32(cv.w), float32(cv.h), float32(cv.w), 0, 0, 0, 0, 1, 1, 1, 1, 0} - gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW) - - gl.ActiveTexture(gl.TEXTURE0) - gl.BindTexture(gl.TEXTURE_2D, offscr1.tex) - - gl.UseProgram(gs.id) - gl.Uniform1i(gs.image, 0) - gl.Uniform2f(gs.canvasSize, float32(cv.fw), float32(cv.fh)) - gl.Uniform2f(gs.kernelScale, 1.0/float32(cv.fw), 0.0) - gl.Uniform1fv(gs.kernel, int32(len(kernel)), &kernel[0]) - gl.VertexAttribPointer(gs.vertex, 2, gl.FLOAT, false, 0, 0) - gl.VertexAttribPointer(gs.texCoord, 2, gl.FLOAT, false, 0, 8*4) - gl.EnableVertexAttribArray(gs.vertex) - gl.EnableVertexAttribArray(gs.texCoord) - gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) - gl.DisableVertexAttribArray(gs.vertex) - gl.DisableVertexAttribArray(gs.texCoord) - - gl.StencilFunc(gl.ALWAYS, 0, 0xFF) - - cv.disableTextureRenderTarget() - - gl.StencilFunc(gl.EQUAL, 0, 0xFF) - - gl.BindBuffer(gl.ARRAY_BUFFER, shadowBuf) - data = [16]float32{0, 0, 0, float32(cv.h), float32(cv.w), float32(cv.h), float32(cv.w), 0, 0, 0, 0, 1, 1, 1, 1, 0} - gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW) - - gl.ActiveTexture(gl.TEXTURE0) - gl.BindTexture(gl.TEXTURE_2D, offscr2.tex) - - gl.UseProgram(gs.id) - gl.Uniform1i(gs.image, 0) - gl.Uniform2f(gs.canvasSize, float32(cv.fw), float32(cv.fh)) - gl.Uniform2f(gs.kernelScale, 0.0, 1.0/float32(cv.fh)) - gl.Uniform1fv(gs.kernel, int32(len(kernel)), &kernel[0]) - gl.VertexAttribPointer(gs.vertex, 2, gl.FLOAT, false, 0, 0) - gl.VertexAttribPointer(gs.texCoord, 2, gl.FLOAT, false, 0, 8*4) - gl.EnableVertexAttribArray(gs.vertex) - gl.EnableVertexAttribArray(gs.texCoord) - gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) - gl.DisableVertexAttribArray(gs.vertex) - gl.DisableVertexAttribArray(gs.texCoord) - - gl.StencilFunc(gl.ALWAYS, 0, 0xFF) - - gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) -} - -func gaussianKernel(stddev float64, target []float32) { - stddevSqr := stddev * stddev - center := float64(len(target) / 2) - factor := 1.0 / math.Sqrt(2*math.Pi*stddevSqr) - for i := range target { - x := float64(i) - center - target[i] = float32(factor * math.Pow(math.E, -x*x/(2*stddevSqr))) - } - // normalizeKernel(target) -} - -func normalizeKernel(kernel []float32) { - var sum float32 - for _, v := range kernel { - sum += v - } - factor := 1.0 / sum - for i := range kernel { - kernel[i] *= factor - } -} -*/