shadows.go wasn't used

This commit is contained in:
Thomas Friedel 2019-02-22 12:11:50 +01:00
parent fe9d6e60e4
commit a0dfb6f530

View file

@ -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
}
}
*/