canvas bounds update fix, gomobile example works again
This commit is contained in:
parent
9c3cccabdd
commit
ba8238ba66
3 changed files with 119 additions and 95 deletions
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@ -236,14 +236,14 @@ func NewOffscreen(w, h int, alpha bool) (*GoGLBackendOffscreen, error) {
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}
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bo := &GoGLBackendOffscreen{}
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bo.offscrBuf.alpha = alpha
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bo.offscrImg.flip = true
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b.activateFn = func() {
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b.enableTextureRenderTarget(&bo.offscrBuf)
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gl.Viewport(0, 0, int32(b.w), int32(b.h))
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gl.Viewport(0, 0, int32(bo.GoGLBackend.w), int32(bo.GoGLBackend.h))
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bo.offscrImg.w = bo.offscrBuf.w
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bo.offscrImg.h = bo.offscrBuf.h
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bo.offscrImg.tex = bo.offscrBuf.tex
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bo.offscrImg.flip = true
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}
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b.disableTextureRenderTarget = func() {
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b.enableTextureRenderTarget(&bo.offscrBuf)
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@ -270,6 +270,9 @@ func (b *GoGLBackend) SetBounds(x, y, w, h int) {
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// SetBounds updates the size of the offscreen texture
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func (b *GoGLBackendOffscreen) SetBounds(w, h int) {
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b.GoGLBackend.SetBounds(0, 0, w, h)
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b.enableTextureRenderTarget(&b.offscrBuf)
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b.offscrImg.w = b.offscrBuf.w
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b.offscrImg.h = b.offscrBuf.h
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}
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func (b *GoGLBackend) Size() (int, int) {
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@ -452,48 +455,53 @@ func (b *GoGLBackend) useAlphaShader(style *backendbase.FillStyle, alphaTexSlot
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}
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func (b *GoGLBackend) enableTextureRenderTarget(offscr *offscreenBuffer) {
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if offscr.w != b.w || offscr.h != b.h {
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if offscr.w != 0 && offscr.h != 0 {
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gl.DeleteTextures(1, &offscr.tex)
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gl.DeleteFramebuffers(1, &offscr.frameBuf)
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gl.DeleteRenderbuffers(1, &offscr.renderStencilBuf)
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}
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offscr.w = b.w
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offscr.h = b.h
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gl.ActiveTexture(gl.TEXTURE0)
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gl.GenTextures(1, &offscr.tex)
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gl.BindTexture(gl.TEXTURE_2D, offscr.tex)
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// todo do non-power-of-two textures work everywhere?
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if offscr.alpha {
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(b.w), int32(b.h), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
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} else {
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(b.w), int32(b.h), 0, gl.RGB, gl.UNSIGNED_BYTE, nil)
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}
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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gl.GenFramebuffers(1, &offscr.frameBuf)
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gl.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf)
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gl.GenRenderbuffers(1, &offscr.renderStencilBuf)
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gl.BindRenderbuffer(gl.RENDERBUFFER, offscr.renderStencilBuf)
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gl.RenderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, int32(b.w), int32(b.h))
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gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, offscr.renderStencilBuf)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, offscr.tex, 0)
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if err := gl.CheckFramebufferStatus(gl.FRAMEBUFFER); err != gl.FRAMEBUFFER_COMPLETE {
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// todo this should maybe not panic
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panic(fmt.Sprintf("Failed to set up framebuffer for offscreen texture: %x", err))
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}
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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} else {
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if offscr.w == b.w && offscr.h == b.h {
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gl.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf)
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return
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}
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if b.w == 0 || b.h == 0 {
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return
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}
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if offscr.w != 0 && offscr.h != 0 {
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gl.DeleteTextures(1, &offscr.tex)
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gl.DeleteFramebuffers(1, &offscr.frameBuf)
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gl.DeleteRenderbuffers(1, &offscr.renderStencilBuf)
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}
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offscr.w = b.w
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offscr.h = b.h
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gl.ActiveTexture(gl.TEXTURE0)
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gl.GenTextures(1, &offscr.tex)
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gl.BindTexture(gl.TEXTURE_2D, offscr.tex)
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// todo do non-power-of-two textures work everywhere?
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if offscr.alpha {
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(b.w), int32(b.h), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
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} else {
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(b.w), int32(b.h), 0, gl.RGB, gl.UNSIGNED_BYTE, nil)
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}
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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gl.GenFramebuffers(1, &offscr.frameBuf)
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gl.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf)
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gl.GenRenderbuffers(1, &offscr.renderStencilBuf)
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gl.BindRenderbuffer(gl.RENDERBUFFER, offscr.renderStencilBuf)
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gl.RenderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, int32(b.w), int32(b.h))
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gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, offscr.renderStencilBuf)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, offscr.tex, 0)
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if err := gl.CheckFramebufferStatus(gl.FRAMEBUFFER); err != gl.FRAMEBUFFER_COMPLETE {
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// todo this should maybe not panic
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panic(fmt.Sprintf("Failed to set up framebuffer for offscreen texture: %x", err))
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}
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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}
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type vec [2]float64
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@ -239,14 +239,14 @@ func NewOffscreen(glctx gl.Context, w, h int, alpha bool) (*XMobileBackendOffscr
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}
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bo := &XMobileBackendOffscreen{}
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bo.offscrBuf.alpha = alpha
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bo.offscrImg.flip = true
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b.activateFn = func() {
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b.enableTextureRenderTarget(&bo.offscrBuf)
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b.glctx.Viewport(0, 0, b.w, b.h)
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b.glctx.Viewport(0, 0, bo.XMobileBackend.w, bo.XMobileBackend.h)
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bo.offscrImg.w = bo.offscrBuf.w
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bo.offscrImg.h = bo.offscrBuf.h
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bo.offscrImg.tex = bo.offscrBuf.tex
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bo.offscrImg.flip = true
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}
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b.disableTextureRenderTarget = func() {
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b.enableTextureRenderTarget(&bo.offscrBuf)
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@ -273,6 +273,9 @@ func (b *XMobileBackend) SetBounds(x, y, w, h int) {
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// SetBounds updates the size of the offscreen texture
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func (b *XMobileBackendOffscreen) SetBounds(w, h int) {
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b.XMobileBackend.SetBounds(0, 0, w, h)
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b.enableTextureRenderTarget(&b.offscrBuf)
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b.offscrImg.w = b.offscrBuf.w
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b.offscrImg.h = b.offscrBuf.h
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}
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func (b *XMobileBackend) Size() (int, int) {
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@ -455,48 +458,53 @@ func (b *XMobileBackend) useAlphaShader(style *backendbase.FillStyle, alphaTexSl
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}
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func (b *XMobileBackend) enableTextureRenderTarget(offscr *offscreenBuffer) {
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if offscr.w != b.w || offscr.h != b.h {
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if offscr.w != 0 && offscr.h != 0 {
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b.glctx.DeleteTexture(offscr.tex)
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b.glctx.DeleteFramebuffer(offscr.frameBuf)
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b.glctx.DeleteRenderbuffer(offscr.renderStencilBuf)
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}
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offscr.w = b.w
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offscr.h = b.h
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b.glctx.ActiveTexture(gl.TEXTURE0)
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offscr.tex = b.glctx.CreateTexture()
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b.glctx.BindTexture(gl.TEXTURE_2D, offscr.tex)
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// todo do non-power-of-two textures work everywhere?
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if offscr.alpha {
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b.glctx.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, b.w, b.h, gl.RGBA, gl.UNSIGNED_BYTE, nil)
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} else {
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b.glctx.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, b.w, b.h, gl.RGB, gl.UNSIGNED_BYTE, nil)
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}
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b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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offscr.frameBuf = b.glctx.CreateFramebuffer()
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b.glctx.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf)
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offscr.renderStencilBuf = b.glctx.CreateRenderbuffer()
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b.glctx.BindRenderbuffer(gl.RENDERBUFFER, offscr.renderStencilBuf)
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b.glctx.RenderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, b.w, b.h)
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b.glctx.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, offscr.renderStencilBuf)
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b.glctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, offscr.tex, 0)
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if err := b.glctx.CheckFramebufferStatus(gl.FRAMEBUFFER); err != gl.FRAMEBUFFER_COMPLETE {
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// todo this should maybe not panic
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panic(fmt.Sprintf("Failed to set up framebuffer for offscreen texture: %x", err))
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}
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b.glctx.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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} else {
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if offscr.w == b.w && offscr.h == b.h {
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b.glctx.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf)
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return
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}
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if b.w == 0 || b.h == 0 {
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return
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}
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if offscr.w != 0 && offscr.h != 0 {
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b.glctx.DeleteTexture(offscr.tex)
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b.glctx.DeleteFramebuffer(offscr.frameBuf)
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b.glctx.DeleteRenderbuffer(offscr.renderStencilBuf)
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}
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offscr.w = b.w
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offscr.h = b.h
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b.glctx.ActiveTexture(gl.TEXTURE0)
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offscr.tex = b.glctx.CreateTexture()
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b.glctx.BindTexture(gl.TEXTURE_2D, offscr.tex)
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// todo do non-power-of-two textures work everywhere?
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if offscr.alpha {
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b.glctx.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, b.w, b.h, gl.RGBA, gl.UNSIGNED_BYTE, nil)
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} else {
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b.glctx.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, b.w, b.h, gl.RGB, gl.UNSIGNED_BYTE, nil)
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}
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b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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offscr.frameBuf = b.glctx.CreateFramebuffer()
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b.glctx.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf)
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offscr.renderStencilBuf = b.glctx.CreateRenderbuffer()
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b.glctx.BindRenderbuffer(gl.RENDERBUFFER, offscr.renderStencilBuf)
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b.glctx.RenderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, b.w, b.h)
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b.glctx.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, offscr.renderStencilBuf)
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b.glctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, offscr.tex, 0)
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if err := b.glctx.CheckFramebufferStatus(gl.FRAMEBUFFER); err != gl.FRAMEBUFFER_COMPLETE {
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// todo this should maybe not panic
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panic(fmt.Sprintf("Failed to set up framebuffer for offscreen texture: %x", err))
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}
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b.glctx.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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}
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type vec [2]float64
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@ -1,11 +1,12 @@
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package main
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import (
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"log"
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"math"
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"time"
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"github.com/tfriedel6/canvas"
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"github.com/tfriedel6/canvas/glimpl/xmobile"
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"github.com/tfriedel6/canvas/backend/xmobile"
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"golang.org/x/mobile/app"
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"golang.org/x/mobile/event/lifecycle"
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"golang.org/x/mobile/event/paint"
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@ -16,6 +17,8 @@ import (
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func main() {
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app.Main(func(a app.App) {
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var cv, painter *canvas.Canvas
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var cvb *xmobilebackend.XMobileBackendOffscreen
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var painterb *xmobilebackend.XMobileBackend
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var w, h int
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var glctx gl.Context
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@ -24,30 +27,35 @@ func main() {
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case lifecycle.Event:
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switch e.Crosses(lifecycle.StageVisible) {
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case lifecycle.CrossOn:
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glctx, _ = e.DrawContext.(gl.Context)
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canvas.LoadGL(glimplxmobile.New(glctx))
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cv = canvas.NewOffscreen(0, 0)
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painter = canvas.New(0, 0, 0, 0)
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var err error
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glctx = e.DrawContext.(gl.Context)
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cvb, err = xmobilebackend.NewOffscreen(glctx, 0, 0, false)
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if err != nil {
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log.Fatalln(err)
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}
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painterb, err = xmobilebackend.New(glctx, 0, 0, 0, 0)
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if err != nil {
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log.Fatalln(err)
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}
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cv = canvas.New(cvb)
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painter = canvas.New(painterb)
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a.Send(paint.Event{})
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case lifecycle.CrossOff:
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cvb.Delete()
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glctx = nil
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}
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case size.Event:
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w, h = e.WidthPx, e.HeightPx
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case paint.Event:
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if glctx != nil {
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glctx.ClearColor(0, 0, 0, 0)
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glctx.Clear(gl.COLOR_BUFFER_BIT)
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cv.SetBounds(0, 0, w, h)
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painter.SetBounds(0, 0, w, h)
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fw, fh := float64(w), float64(h)
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color := math.Sin(float64(time.Now().UnixNano())*0.000000002)*0.3 + 0.7
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cvb.SetBounds(w, h)
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cv.SetFillStyle(color*0.2, color*0.2, color*0.8)
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cv.FillRect(fw*0.25, fh*0.25, fw*0.5, fh*0.5)
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painterb.SetBounds(0, 0, w, h)
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painter.DrawImage(cv)
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a.Publish()
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