added a blurred fill style in backend, used it for blurred shadow drawing

This commit is contained in:
Thomas Friedel 2019-02-20 16:51:26 +01:00
parent c5c8ac500f
commit c28c50a22e
6 changed files with 165 additions and 88 deletions

View file

@ -6,5 +6,4 @@ type Backend interface {
ClearRect(x, y, w, h int)
Clear(pts [4][2]float64)
Fill(style *backendbase.Style, pts [][2]float64)
// BlurredShadow(shadow *backendbase.Shadow, pts [][2]float64)
}

View file

@ -5,14 +5,8 @@ import "image/color"
type Style struct {
Color color.RGBA
GlobalAlpha float64
Blur float64
// radialGradient *RadialGradient
// linearGradient *LinearGradient
// image *Image
}
type Shadow struct {
Color color.RGBA
OffsetX float64
OffsetY float64
Blur float64
}

View file

@ -1,56 +1,13 @@
package goglbackend
import (
"math"
"unsafe"
"github.com/go-gl/gl/v3.2-core/gl"
"github.com/tfriedel6/canvas/backend/backendbase"
)
/*
// FillRect fills a rectangle with the active fill style
func (b *GoGLBackend) FillRect(x, y, w, h float64) {
cv.activate()
p0 := cv.tf(vec{x, y})
p1 := cv.tf(vec{x, y + h})
p2 := cv.tf(vec{x + w, y + h})
p3 := cv.tf(vec{x + w, y})
if cv.state.shadowColor.a != 0 {
tris := [24]float32{
0, 0,
float32(cv.fw), 0,
float32(cv.fw), float32(cv.fh),
0, 0,
float32(cv.fw), float32(cv.fh),
0, float32(cv.fh),
float32(p0[0]), float32(p0[1]),
float32(p3[0]), float32(p3[1]),
float32(p2[0]), float32(p2[1]),
float32(p0[0]), float32(p0[1]),
float32(p2[0]), float32(p2[1]),
float32(p1[0]), float32(p1[1]),
}
cv.drawShadow(tris[:])
}
gl.BindBuffer(gl.ARRAY_BUFFER, buf)
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])}
gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
gl.StencilFunc(gl.EQUAL, 0, 0xFF)
vertex := cv.useShader(&cv.state.fill)
gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, 0)
gl.EnableVertexAttribArray(vertex)
gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
gl.DisableVertexAttribArray(vertex)
gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
}
*/
// ClearRect sets the color of the rectangle to transparent black
func (b *GoGLBackend) ClearRect(x, y, w, h int) {
gl.Scissor(int32(x), int32(b.h-y-h), int32(w), int32(h))
@ -88,29 +45,14 @@ func (b *GoGLBackend) Clear(pts [4][2]float64) {
gl.Enable(gl.BLEND)
}
/*
func (b *GoGLBackend) Fill(style *backendbase.Style, pts [4][2]float64) {
gl.BindBuffer(gl.ARRAY_BUFFER, b.buf)
data := [8]float32{
float32(pts[0][0]), float32(pts[0][1]),
float32(pts[1][0]), float32(pts[1][1]),
float32(pts[2][0]), float32(pts[2][1]),
float32(pts[3][0]), float32(pts[3][1])}
gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
gl.StencilFunc(gl.EQUAL, 0, 0xFF)
vertex := b.useShader(style)
gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, nil)
gl.EnableVertexAttribArray(vertex)
gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
gl.DisableVertexAttribArray(vertex)
gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
}
*/
func (b *GoGLBackend) Fill(style *backendbase.Style, pts [][2]float64) {
if style.Blur > 0 {
b.offscr1.alpha = true
b.enableTextureRenderTarget(&b.offscr1)
gl.ClearColor(0, 0, 0, 0)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
}
b.ptsBuf = b.ptsBuf[:0]
b.ptsBuf = append(b.ptsBuf,
0, 0,
@ -169,4 +111,107 @@ func (b *GoGLBackend) Fill(style *backendbase.Style, pts [][2]float64) {
gl.Clear(gl.STENCIL_BUFFER_BIT)
gl.StencilMask(0xFF)
}
if style.Blur > 0 {
b.drawBlurred(style.Blur)
}
}
func (b *GoGLBackend) drawBlurred(blur float64) {
gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
var kernel []float32
var kernelBuf [255]float32
var gs *gaussianShader
if blur < 3 {
gs = &b.gauss15r
kernel = kernelBuf[:15]
} else if blur < 12 {
gs = &b.gauss63r
kernel = kernelBuf[:63]
} else {
gs = &b.gauss127r
kernel = kernelBuf[:127]
}
gaussianKernel(blur, kernel)
b.offscr2.alpha = true
b.enableTextureRenderTarget(&b.offscr2)
gl.ClearColor(0, 0, 0, 0)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
gl.StencilFunc(gl.EQUAL, 0, 0xFF)
gl.BindBuffer(gl.ARRAY_BUFFER, b.shadowBuf)
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}
gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, b.offscr1.tex)
gl.UseProgram(gs.ID)
gl.Uniform1i(gs.Image, 0)
gl.Uniform2f(gs.CanvasSize, float32(b.fw), float32(b.fh))
gl.Uniform2f(gs.KernelScale, 1.0/float32(b.fw), 0.0)
gl.Uniform1fv(gs.Kernel, int32(len(kernel)), &kernel[0])
gl.VertexAttribPointer(gs.Vertex, 2, gl.FLOAT, false, 0, nil)
gl.VertexAttribPointer(gs.TexCoord, 2, gl.FLOAT, false, 0, gl.PtrOffset(8*4))
gl.EnableVertexAttribArray(gs.Vertex)
gl.EnableVertexAttribArray(gs.TexCoord)
gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
gl.DisableVertexAttribArray(gs.Vertex)
gl.DisableVertexAttribArray(gs.TexCoord)
gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
b.disableTextureRenderTarget()
gl.StencilFunc(gl.EQUAL, 0, 0xFF)
gl.BindBuffer(gl.ARRAY_BUFFER, b.shadowBuf)
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}
gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, b.offscr2.tex)
gl.UseProgram(gs.ID)
gl.Uniform1i(gs.Image, 0)
gl.Uniform2f(gs.CanvasSize, float32(b.fw), float32(b.fh))
gl.Uniform2f(gs.KernelScale, 0.0, 1.0/float32(b.fh))
gl.Uniform1fv(gs.Kernel, int32(len(kernel)), &kernel[0])
gl.VertexAttribPointer(gs.Vertex, 2, gl.FLOAT, false, 0, nil)
gl.VertexAttribPointer(gs.TexCoord, 2, gl.FLOAT, false, 0, gl.PtrOffset(8*4))
gl.EnableVertexAttribArray(gs.Vertex)
gl.EnableVertexAttribArray(gs.TexCoord)
gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
gl.DisableVertexAttribArray(gs.Vertex)
gl.DisableVertexAttribArray(gs.TexCoord)
gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
}
func gaussianKernel(stddev float64, target []float32) {
stddevSqr := stddev * stddev
center := float64(len(target) / 2)
factor := 1.0 / math.Sqrt(2*math.Pi*stddevSqr)
for i := range target {
x := float64(i) - center
target[i] = float32(factor * math.Pow(math.E, -x*x/(2*stddevSqr)))
}
// normalizeKernel(target)
}
func normalizeKernel(kernel []float32) {
var sum float32
for _, v := range kernel {
sum += v
}
factor := 1.0 / sum
for i := range kernel {
kernel[i] *= factor
}
}

View file

@ -365,3 +365,54 @@ func (b *GoGLBackend) useAlphaShader(style *backendbase.Style, alphaTexSlot int3
gl.Uniform1f(b.sar.GlobalAlpha, float32(style.GlobalAlpha))
return b.sar.Vertex, b.sar.AlphaTexCoord
}
func (b *GoGLBackend) enableTextureRenderTarget(offscr *offscreenBuffer) {
if offscr.w != b.w || offscr.h != b.h {
if offscr.w != 0 && offscr.h != 0 {
gl.DeleteTextures(1, &offscr.tex)
gl.DeleteFramebuffers(1, &offscr.frameBuf)
gl.DeleteRenderbuffers(1, &offscr.renderStencilBuf)
}
offscr.w = b.w
offscr.h = b.h
gl.ActiveTexture(gl.TEXTURE0)
gl.GenTextures(1, &offscr.tex)
gl.BindTexture(gl.TEXTURE_2D, offscr.tex)
// todo do non-power-of-two textures work everywhere?
if offscr.alpha {
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(b.w), int32(b.h), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
} else {
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(b.w), int32(b.h), 0, gl.RGB, gl.UNSIGNED_BYTE, nil)
}
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.GenFramebuffers(1, &offscr.frameBuf)
gl.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf)
gl.GenRenderbuffers(1, &offscr.renderStencilBuf)
gl.BindRenderbuffer(gl.RENDERBUFFER, offscr.renderStencilBuf)
gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH24_STENCIL8, int32(b.w), int32(b.h))
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, offscr.renderStencilBuf)
gl.FramebufferTexture(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, offscr.tex, 0)
if err := gl.CheckFramebufferStatus(gl.FRAMEBUFFER); err != gl.FRAMEBUFFER_COMPLETE {
// todo this should maybe not panic
panic(fmt.Sprintf("Failed to set up framebuffer for offscreen texture: %x", err))
}
gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
} else {
gl.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf)
}
}
func (b *GoGLBackend) disableTextureRenderTarget() {
// if b.offscreen {
// b.enableTextureRenderTarget(&b.offscrBuf)
// } else {
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
// }
}

View file

@ -502,15 +502,6 @@ func (cv *Canvas) backendStyle(s *drawStyle, alpha float64) backendbase.Style {
}
}
func (cv *Canvas) backendShadow() backendbase.Shadow {
return backendbase.Shadow{
Color: cv.state.shadowColor,
OffsetX: cv.state.shadowOffsetX,
OffsetY: cv.state.shadowOffsetY,
Blur: cv.state.shadowBlur,
}
}
func (cv *Canvas) useShader(style *drawStyle) (vertexLoc uint32) {
if lg := style.linearGradient; lg != nil {
lg.load()

View file

@ -28,11 +28,8 @@ func (cv *Canvas) drawShadow2(pts [][2]float64) {
})
}
shadow := cv.backendShadow()
if cv.state.shadowBlur == 0 {
style := backendbase.Style{Color: shadow.Color, GlobalAlpha: 1}
style := backendbase.Style{Color: cv.state.shadowColor, GlobalAlpha: 1, Blur: cv.state.shadowBlur}
cv.b.Fill(&style, cv.shadowBuf)
}
}
func (cv *Canvas) drawShadow(tris []float32) {