radial gradient works now

This commit is contained in:
Thomas Friedel 2018-02-08 16:03:35 +01:00
parent 9c7a01b8b8
commit bed6cdc50a
2 changed files with 129 additions and 105 deletions

View file

@ -261,14 +261,29 @@ precision mediump float;
#endif #endif
varying vec2 v_cp; varying vec2 v_cp;
uniform sampler1D gradient; uniform sampler1D gradient;
uniform vec2 from, dir; uniform vec2 from, to, dir;
uniform float radFrom, radTo;
uniform float len; uniform float len;
bool isNaN(float v) {
return v < 0.0 || 0.0 < v || v == 0.0 ? false : true;
}
void main() { void main() {
vec2 v0 = v_cp - from; float o_a = 0.5 * sqrt(
//vec2 v1 = v_cp - (from + dir); pow(-2.0*from.x*from.x+2.0*from.x*to.x+2.0*from.x*v_cp.x-2.0*to.x*v_cp.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*v_cp.y-2.0*to.y*v_cp.y+2.0*radFrom*radFrom-2.0*radFrom*radTo, 2.0)
float r = length(v0) / len; -4.0*(from.x*from.x-2.0*from.x*v_cp.x+v_cp.x*v_cp.x+from.y*from.y-2.0*from.y*v_cp.y+v_cp.y*v_cp.y-radFrom*radFrom)
r = clamp(r, 0.0, 1.0); *(from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo)
gl_FragColor = texture1D(gradient, r); );
float o_b = (from.x*from.x-from.x*to.x-from.x*v_cp.x+to.x*v_cp.x+from.y*from.y-from.y*to.y-from.y*v_cp.y+to.y*v_cp.y-radFrom*radFrom+radFrom*radTo);
float o_c = (from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo);
float o1 = (-o_a + o_b) / o_c;
float o2 = (o_a + o_b) / o_c;
if (isNaN(o1) && isNaN(o2)) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
float o = max(o1, o2);
float r = radFrom + o * (radTo - radFrom);
gl_FragColor = texture1D(gradient, o);
}` }`
func glError() error { func glError() error {
@ -434,7 +449,10 @@ func (cv *Canvas) FillRect(x, y, w, h float32) {
length := dir.Len() length := dir.Len()
dir = dir.DivF(length) dir = dir.DivF(length)
gli.Uniform2f(rgr.from, from[0], from[1]) gli.Uniform2f(rgr.from, from[0], from[1])
gli.Uniform2f(rgr.to, to[0], to[1])
gli.Uniform2f(rgr.dir, dir[0], dir[1]) gli.Uniform2f(rgr.dir, dir[0], dir[1])
gli.Uniform1f(rgr.radFrom, rg.radFrom)
gli.Uniform1f(rgr.radTo, rg.radTo)
gli.Uniform1f(rgr.len, length) gli.Uniform1f(rgr.len, length)
gli.Uniform1i(rgr.gradient, 0) gli.Uniform1i(rgr.gradient, 0)
gli.EnableVertexAttribArray(rgr.vertex) gli.EnableVertexAttribArray(rgr.vertex)

View file

@ -6,105 +6,6 @@ import (
"strings" "strings"
) )
type solidShader struct {
id uint32
vertex uint32
canvasSize int32
color int32
}
func loadSolidShader() (*solidShader, error) {
var vs, fs, program uint32
{
csource, freeFunc := gli.Strs(solidVS + "\x00")
defer freeFunc()
vs = gli.CreateShader(gl_VERTEX_SHADER)
gli.ShaderSource(vs, 1, csource, nil)
gli.CompileShader(vs)
var logLength int32
gli.GetShaderiv(vs, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetShaderInfoLog(vs, logLength, nil, gli.Str(shLog))
fmt.Printf("VERTEX_SHADER compilation log:\n\n%s\n", shLog)
}
var status int32
gli.GetShaderiv(vs, gl_COMPILE_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(vs)
return nil, errors.New("Error compiling GL_VERTEX_SHADER shader part")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
}
}
{
csource, freeFunc := gli.Strs(solidFS + "\x00")
defer freeFunc()
fs = gli.CreateShader(gl_FRAGMENT_SHADER)
gli.ShaderSource(fs, 1, csource, nil)
gli.CompileShader(fs)
var logLength int32
gli.GetShaderiv(fs, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetShaderInfoLog(fs, logLength, nil, gli.Str(shLog))
fmt.Printf("FRAGMENT_SHADER compilation log:\n\n%s\n", shLog)
}
var status int32
gli.GetShaderiv(fs, gl_COMPILE_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(fs)
return nil, errors.New("Error compiling GL_FRAGMENT_SHADER shader part")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
}
}
{
program = gli.CreateProgram()
gli.AttachShader(program, vs)
gli.AttachShader(program, fs)
gli.LinkProgram(program)
var logLength int32
gli.GetProgramiv(program, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetProgramInfoLog(program, logLength, nil, gli.Str(shLog))
fmt.Printf("Shader link log:\n\n%s\n", shLog)
}
var status int32
gli.GetProgramiv(program, gl_LINK_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(vs)
gli.DeleteShader(fs)
return nil, errors.New("error linking shader")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader, glError: " + fmt.Sprint(glErr))
}
}
result := &solidShader{}
result.id = program
result.vertex = uint32(gli.GetAttribLocation(program, gli.Str("vertex\x00")))
result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00"))
result.color = gli.GetUniformLocation(program, gli.Str("color\x00"))
return result, nil
}
type textureShader struct { type textureShader struct {
id uint32 id uint32
vertex uint32 vertex uint32
@ -206,6 +107,105 @@ func loadTextureShader() (*textureShader, error) {
return result, nil return result, nil
} }
type solidShader struct {
id uint32
vertex uint32
canvasSize int32
color int32
}
func loadSolidShader() (*solidShader, error) {
var vs, fs, program uint32
{
csource, freeFunc := gli.Strs(solidVS + "\x00")
defer freeFunc()
vs = gli.CreateShader(gl_VERTEX_SHADER)
gli.ShaderSource(vs, 1, csource, nil)
gli.CompileShader(vs)
var logLength int32
gli.GetShaderiv(vs, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetShaderInfoLog(vs, logLength, nil, gli.Str(shLog))
fmt.Printf("VERTEX_SHADER compilation log:\n\n%s\n", shLog)
}
var status int32
gli.GetShaderiv(vs, gl_COMPILE_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(vs)
return nil, errors.New("Error compiling GL_VERTEX_SHADER shader part")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
}
}
{
csource, freeFunc := gli.Strs(solidFS + "\x00")
defer freeFunc()
fs = gli.CreateShader(gl_FRAGMENT_SHADER)
gli.ShaderSource(fs, 1, csource, nil)
gli.CompileShader(fs)
var logLength int32
gli.GetShaderiv(fs, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetShaderInfoLog(fs, logLength, nil, gli.Str(shLog))
fmt.Printf("FRAGMENT_SHADER compilation log:\n\n%s\n", shLog)
}
var status int32
gli.GetShaderiv(fs, gl_COMPILE_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(fs)
return nil, errors.New("Error compiling GL_FRAGMENT_SHADER shader part")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
}
}
{
program = gli.CreateProgram()
gli.AttachShader(program, vs)
gli.AttachShader(program, fs)
gli.LinkProgram(program)
var logLength int32
gli.GetProgramiv(program, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetProgramInfoLog(program, logLength, nil, gli.Str(shLog))
fmt.Printf("Shader link log:\n\n%s\n", shLog)
}
var status int32
gli.GetProgramiv(program, gl_LINK_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(vs)
gli.DeleteShader(fs)
return nil, errors.New("error linking shader")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader, glError: " + fmt.Sprint(glErr))
}
}
result := &solidShader{}
result.id = program
result.vertex = uint32(gli.GetAttribLocation(program, gli.Str("vertex\x00")))
result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00"))
result.color = gli.GetUniformLocation(program, gli.Str("color\x00"))
return result, nil
}
type linearGradientShader struct { type linearGradientShader struct {
id uint32 id uint32
vertex uint32 vertex uint32
@ -317,7 +317,10 @@ type radialGradientShader struct {
canvasSize int32 canvasSize int32
gradient int32 gradient int32
from int32 from int32
to int32
dir int32 dir int32
radFrom int32
radTo int32
len int32 len int32
} }
@ -410,7 +413,10 @@ func loadRadialGradientShader() (*radialGradientShader, error) {
result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00")) result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00"))
result.gradient = gli.GetUniformLocation(program, gli.Str("gradient\x00")) result.gradient = gli.GetUniformLocation(program, gli.Str("gradient\x00"))
result.from = gli.GetUniformLocation(program, gli.Str("from\x00")) result.from = gli.GetUniformLocation(program, gli.Str("from\x00"))
result.to = gli.GetUniformLocation(program, gli.Str("to\x00"))
result.dir = gli.GetUniformLocation(program, gli.Str("dir\x00")) result.dir = gli.GetUniformLocation(program, gli.Str("dir\x00"))
result.radFrom = gli.GetUniformLocation(program, gli.Str("radFrom\x00"))
result.radTo = gli.GetUniformLocation(program, gli.Str("radTo\x00"))
result.len = gli.GetUniformLocation(program, gli.Str("len\x00")) result.len = gli.GetUniformLocation(program, gli.Str("len\x00"))
return result, nil return result, nil