diff --git a/canvas.go b/canvas.go index 897ff46..e5b7d74 100644 --- a/canvas.go +++ b/canvas.go @@ -519,71 +519,6 @@ func (cv *Canvas) backendFillStyle(s *drawStyle, alpha float64) backendbase.Fill return stl } -func (cv *Canvas) useShader(style *drawStyle) (vertexLoc uint32) { - if lg := style.linearGradient; lg != nil { - lg.load() - // gli.ActiveTexture(gl_TEXTURE0) - // gli.BindTexture(gl_TEXTURE_2D, lg.tex) - // gli.UseProgram(lgr.id) - // from := cv.tf(lg.from) - // to := cv.tf(lg.to) - // dir := to.sub(from) - // length := dir.len() - // dir = dir.divf(length) - // gli.Uniform2f(lgr.canvasSize, float32(cv.fw), float32(cv.fh)) - // inv := cv.state.transform.invert().f32() - // gli.UniformMatrix3fv(lgr.invmat, 1, false, &inv[0]) - // gli.Uniform2f(lgr.from, float32(from[0]), float32(from[1])) - // gli.Uniform2f(lgr.dir, float32(dir[0]), float32(dir[1])) - // gli.Uniform1f(lgr.len, float32(length)) - // gli.Uniform1i(lgr.gradient, 0) - // gli.Uniform1f(lgr.globalAlpha, float32(cv.state.globalAlpha)) - // return lgr.vertex - } - if rg := style.radialGradient; rg != nil { - rg.load() - // gli.ActiveTexture(gl_TEXTURE0) - // gli.BindTexture(gl_TEXTURE_2D, rg.tex) - // gli.UseProgram(rgr.id) - // from := cv.tf(rg.from) - // to := cv.tf(rg.to) - // dir := to.sub(from) - // length := dir.len() - // dir = dir.divf(length) - // gli.Uniform2f(rgr.canvasSize, float32(cv.fw), float32(cv.fh)) - // inv := cv.state.transform.invert().f32() - // gli.UniformMatrix3fv(rgr.invmat, 1, false, &inv[0]) - // gli.Uniform2f(rgr.from, float32(from[0]), float32(from[1])) - // gli.Uniform2f(rgr.to, float32(to[0]), float32(to[1])) - // gli.Uniform2f(rgr.dir, float32(dir[0]), float32(dir[1])) - // gli.Uniform1f(rgr.radFrom, float32(rg.radFrom)) - // gli.Uniform1f(rgr.radTo, float32(rg.radTo)) - // gli.Uniform1f(rgr.len, float32(length)) - // gli.Uniform1i(rgr.gradient, 0) - // gli.Uniform1f(rgr.globalAlpha, float32(cv.state.globalAlpha)) - // return rgr.vertex - } - // if img := style.image; img != nil { - // gli.UseProgram(ipr.id) - // gli.ActiveTexture(gl_TEXTURE0) - // gli.BindTexture(gl_TEXTURE_2D, img.tex) - // gli.Uniform2f(ipr.canvasSize, float32(cv.fw), float32(cv.fh)) - // inv := cv.state.transform.invert().f32() - // gli.UniformMatrix3fv(ipr.invmat, 1, false, &inv[0]) - // gli.Uniform2f(ipr.imageSize, float32(img.w), float32(img.h)) - // gli.Uniform1i(ipr.image, 0) - // gli.Uniform1f(ipr.globalAlpha, float32(cv.state.globalAlpha)) - // return ipr.vertex - // } - - gli.UseProgram(sr.id) - gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh)) - c := colorGoToGL(style.color) - gli.Uniform4f(sr.color, float32(c.r), float32(c.g), float32(c.b), float32(c.a)) - gli.Uniform1f(sr.globalAlpha, float32(cv.state.globalAlpha)) - return sr.vertex -} - func (cv *Canvas) useAlphaShader(style *drawStyle, alphaTexSlot int32) (vertexLoc, alphaTexCoordLoc uint32) { if lg := style.linearGradient; lg != nil { lg.load() diff --git a/shadows.go b/shadows.go index 7f6c6b2..945b2d8 100644 --- a/shadows.go +++ b/shadows.go @@ -32,67 +32,6 @@ func (cv *Canvas) drawShadow2(pts [][2]float64) { cv.b.Fill(&style, cv.shadowBuf) } -func (cv *Canvas) drawShadow(tris []float32) { - if len(tris) == 0 || cv.state.shadowColor.A == 0 { - return - } - - if cv.state.shadowBlur > 0 { - offscr1.alpha = true - cv.enableTextureRenderTarget(&offscr1) - gli.ClearColor(0, 0, 0, 0) - gli.Clear(gl_COLOR_BUFFER_BIT | gl_STENCIL_BUFFER_BIT) - } - - ox, oy := float32(cv.state.shadowOffsetX), float32(cv.state.shadowOffsetY) - - count := len(tris) - for i := 12; i < count; i += 2 { - tris[i] += ox - tris[i+1] += oy - } - - gli.BindBuffer(gl_ARRAY_BUFFER, shadowBuf) - gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW) - - gli.ColorMask(false, false, false, false) - gli.StencilFunc(gl_ALWAYS, 1, 0xFF) - gli.StencilOp(gl_REPLACE, gl_REPLACE, gl_REPLACE) - gli.StencilMask(0x01) - - gli.UseProgram(sr.id) - gli.Uniform4f(sr.color, 0, 0, 0, 0) - gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh)) - - gli.EnableVertexAttribArray(sr.vertex) - gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, 0) - gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6)) - gli.DisableVertexAttribArray(sr.vertex) - - gli.ColorMask(true, true, true, true) - - gli.StencilFunc(gl_EQUAL, 1, 0xFF) - - var style drawStyle - style.color = cv.state.shadowColor - - vertex := cv.useShader(&style) - gli.EnableVertexAttribArray(vertex) - gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0) - gli.DrawArrays(gl_TRIANGLES, 0, 6) - gli.DisableVertexAttribArray(vertex) - - gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP) - gli.StencilFunc(gl_ALWAYS, 0, 0xFF) - - gli.Clear(gl_STENCIL_BUFFER_BIT) - gli.StencilMask(0xFF) - - if cv.state.shadowBlur > 0 { - cv.drawBlurredShadow() - } -} - func (cv *Canvas) drawTextShadow(offset image.Point, strWidth, strHeight int, x, y float64) { if cv.state.shadowColor.A == 0 { return