added a blurred fill style in backend, used it for blurred shadow drawing
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c5c8ac500f
commit
c28c50a22e
6 changed files with 165 additions and 88 deletions
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@ -6,5 +6,4 @@ type Backend interface {
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ClearRect(x, y, w, h int)
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Clear(pts [4][2]float64)
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Fill(style *backendbase.Style, pts [][2]float64)
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// BlurredShadow(shadow *backendbase.Shadow, pts [][2]float64)
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}
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@ -5,14 +5,8 @@ import "image/color"
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type Style struct {
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Color color.RGBA
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GlobalAlpha float64
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Blur float64
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// radialGradient *RadialGradient
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// linearGradient *LinearGradient
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// image *Image
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}
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type Shadow struct {
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Color color.RGBA
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OffsetX float64
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OffsetY float64
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Blur float64
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}
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@ -1,56 +1,13 @@
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package goglbackend
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import (
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"math"
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"unsafe"
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"github.com/go-gl/gl/v3.2-core/gl"
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"github.com/tfriedel6/canvas/backend/backendbase"
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)
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/*
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// FillRect fills a rectangle with the active fill style
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func (b *GoGLBackend) FillRect(x, y, w, h float64) {
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cv.activate()
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p0 := cv.tf(vec{x, y})
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p1 := cv.tf(vec{x, y + h})
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p2 := cv.tf(vec{x + w, y + h})
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p3 := cv.tf(vec{x + w, y})
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if cv.state.shadowColor.a != 0 {
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tris := [24]float32{
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0, 0,
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float32(cv.fw), 0,
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float32(cv.fw), float32(cv.fh),
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0, 0,
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float32(cv.fw), float32(cv.fh),
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0, float32(cv.fh),
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float32(p0[0]), float32(p0[1]),
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float32(p3[0]), float32(p3[1]),
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float32(p2[0]), float32(p2[1]),
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float32(p0[0]), float32(p0[1]),
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float32(p2[0]), float32(p2[1]),
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float32(p1[0]), float32(p1[1]),
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}
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cv.drawShadow(tris[:])
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}
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gl.BindBuffer(gl.ARRAY_BUFFER, buf)
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data := [8]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])}
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gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
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gl.StencilFunc(gl.EQUAL, 0, 0xFF)
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vertex := cv.useShader(&cv.state.fill)
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gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, 0)
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gl.EnableVertexAttribArray(vertex)
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gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
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gl.DisableVertexAttribArray(vertex)
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gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
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}
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*/
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// ClearRect sets the color of the rectangle to transparent black
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func (b *GoGLBackend) ClearRect(x, y, w, h int) {
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gl.Scissor(int32(x), int32(b.h-y-h), int32(w), int32(h))
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@ -88,29 +45,14 @@ func (b *GoGLBackend) Clear(pts [4][2]float64) {
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gl.Enable(gl.BLEND)
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}
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/*
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func (b *GoGLBackend) Fill(style *backendbase.Style, pts [4][2]float64) {
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gl.BindBuffer(gl.ARRAY_BUFFER, b.buf)
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data := [8]float32{
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float32(pts[0][0]), float32(pts[0][1]),
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float32(pts[1][0]), float32(pts[1][1]),
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float32(pts[2][0]), float32(pts[2][1]),
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float32(pts[3][0]), float32(pts[3][1])}
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gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
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gl.StencilFunc(gl.EQUAL, 0, 0xFF)
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vertex := b.useShader(style)
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gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, nil)
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gl.EnableVertexAttribArray(vertex)
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gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
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gl.DisableVertexAttribArray(vertex)
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gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
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}
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*/
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func (b *GoGLBackend) Fill(style *backendbase.Style, pts [][2]float64) {
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if style.Blur > 0 {
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b.offscr1.alpha = true
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b.enableTextureRenderTarget(&b.offscr1)
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gl.ClearColor(0, 0, 0, 0)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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}
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b.ptsBuf = b.ptsBuf[:0]
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b.ptsBuf = append(b.ptsBuf,
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0, 0,
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@ -169,4 +111,107 @@ func (b *GoGLBackend) Fill(style *backendbase.Style, pts [][2]float64) {
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gl.Clear(gl.STENCIL_BUFFER_BIT)
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gl.StencilMask(0xFF)
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}
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if style.Blur > 0 {
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b.drawBlurred(style.Blur)
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}
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}
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func (b *GoGLBackend) drawBlurred(blur float64) {
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gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
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var kernel []float32
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var kernelBuf [255]float32
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var gs *gaussianShader
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if blur < 3 {
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gs = &b.gauss15r
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kernel = kernelBuf[:15]
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} else if blur < 12 {
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gs = &b.gauss63r
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kernel = kernelBuf[:63]
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} else {
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gs = &b.gauss127r
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kernel = kernelBuf[:127]
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}
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gaussianKernel(blur, kernel)
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b.offscr2.alpha = true
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b.enableTextureRenderTarget(&b.offscr2)
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gl.ClearColor(0, 0, 0, 0)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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gl.StencilFunc(gl.EQUAL, 0, 0xFF)
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gl.BindBuffer(gl.ARRAY_BUFFER, b.shadowBuf)
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data := [16]float32{0, 0, 0, float32(b.h), float32(b.w), float32(b.h), float32(b.w), 0, 0, 0, 0, 1, 1, 1, 1, 0}
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gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, b.offscr1.tex)
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gl.UseProgram(gs.ID)
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gl.Uniform1i(gs.Image, 0)
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gl.Uniform2f(gs.CanvasSize, float32(b.fw), float32(b.fh))
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gl.Uniform2f(gs.KernelScale, 1.0/float32(b.fw), 0.0)
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gl.Uniform1fv(gs.Kernel, int32(len(kernel)), &kernel[0])
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gl.VertexAttribPointer(gs.Vertex, 2, gl.FLOAT, false, 0, nil)
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gl.VertexAttribPointer(gs.TexCoord, 2, gl.FLOAT, false, 0, gl.PtrOffset(8*4))
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gl.EnableVertexAttribArray(gs.Vertex)
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gl.EnableVertexAttribArray(gs.TexCoord)
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gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
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gl.DisableVertexAttribArray(gs.Vertex)
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gl.DisableVertexAttribArray(gs.TexCoord)
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gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
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b.disableTextureRenderTarget()
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gl.StencilFunc(gl.EQUAL, 0, 0xFF)
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gl.BindBuffer(gl.ARRAY_BUFFER, b.shadowBuf)
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data = [16]float32{0, 0, 0, float32(b.h), float32(b.w), float32(b.h), float32(b.w), 0, 0, 0, 0, 1, 1, 1, 1, 0}
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gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, b.offscr2.tex)
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gl.UseProgram(gs.ID)
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gl.Uniform1i(gs.Image, 0)
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gl.Uniform2f(gs.CanvasSize, float32(b.fw), float32(b.fh))
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gl.Uniform2f(gs.KernelScale, 0.0, 1.0/float32(b.fh))
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gl.Uniform1fv(gs.Kernel, int32(len(kernel)), &kernel[0])
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gl.VertexAttribPointer(gs.Vertex, 2, gl.FLOAT, false, 0, nil)
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gl.VertexAttribPointer(gs.TexCoord, 2, gl.FLOAT, false, 0, gl.PtrOffset(8*4))
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gl.EnableVertexAttribArray(gs.Vertex)
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gl.EnableVertexAttribArray(gs.TexCoord)
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gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
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gl.DisableVertexAttribArray(gs.Vertex)
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gl.DisableVertexAttribArray(gs.TexCoord)
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gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
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gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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}
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func gaussianKernel(stddev float64, target []float32) {
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stddevSqr := stddev * stddev
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center := float64(len(target) / 2)
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factor := 1.0 / math.Sqrt(2*math.Pi*stddevSqr)
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for i := range target {
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x := float64(i) - center
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target[i] = float32(factor * math.Pow(math.E, -x*x/(2*stddevSqr)))
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}
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// normalizeKernel(target)
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}
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func normalizeKernel(kernel []float32) {
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var sum float32
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for _, v := range kernel {
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sum += v
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}
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factor := 1.0 / sum
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for i := range kernel {
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kernel[i] *= factor
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}
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}
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@ -365,3 +365,54 @@ func (b *GoGLBackend) useAlphaShader(style *backendbase.Style, alphaTexSlot int3
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gl.Uniform1f(b.sar.GlobalAlpha, float32(style.GlobalAlpha))
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return b.sar.Vertex, b.sar.AlphaTexCoord
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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.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.DEPTH24_STENCIL8, int32(b.w), int32(b.h))
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gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, offscr.renderStencilBuf)
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gl.FramebufferTexture(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, 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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gl.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf)
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}
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}
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func (b *GoGLBackend) disableTextureRenderTarget() {
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// if b.offscreen {
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// b.enableTextureRenderTarget(&b.offscrBuf)
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// } else {
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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// }
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}
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@ -502,15 +502,6 @@ func (cv *Canvas) backendStyle(s *drawStyle, alpha float64) backendbase.Style {
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}
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}
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func (cv *Canvas) backendShadow() backendbase.Shadow {
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return backendbase.Shadow{
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Color: cv.state.shadowColor,
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OffsetX: cv.state.shadowOffsetX,
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OffsetY: cv.state.shadowOffsetY,
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Blur: cv.state.shadowBlur,
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}
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}
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func (cv *Canvas) useShader(style *drawStyle) (vertexLoc uint32) {
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if lg := style.linearGradient; lg != nil {
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lg.load()
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@ -28,11 +28,8 @@ func (cv *Canvas) drawShadow2(pts [][2]float64) {
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})
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}
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shadow := cv.backendShadow()
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if cv.state.shadowBlur == 0 {
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style := backendbase.Style{Color: shadow.Color, GlobalAlpha: 1}
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style := backendbase.Style{Color: cv.state.shadowColor, GlobalAlpha: 1, Blur: cv.state.shadowBlur}
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cv.b.Fill(&style, cv.shadowBuf)
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}
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}
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func (cv *Canvas) drawShadow(tris []float32) {
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