removed some dead code

This commit is contained in:
Thomas Friedel 2019-02-21 13:43:49 +01:00
parent c5c13de2a4
commit ac9a395c05
2 changed files with 0 additions and 126 deletions

View file

@ -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()

View file

@ -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