shaders are now in their own file; text fill now uses font rendering more directly and supports fill styles

This commit is contained in:
Thomas Friedel 2018-02-26 15:40:48 +01:00
parent d509a6f86d
commit da6538b1e3
7 changed files with 996 additions and 308 deletions

271
canvas.go
View file

@ -2,13 +2,15 @@ package canvas
import (
"fmt"
"image"
"unsafe"
"github.com/golang/freetype/truetype"
"github.com/tfriedel6/lm"
)
//go:generate go run make_shaders.go
//go:generate go fmt
// Canvas represents an area on the viewport on which to draw
// using a set of functions very similar to the HTML5 canvas
type Canvas struct {
@ -17,10 +19,6 @@ type Canvas struct {
polyPath []pathPoint
linePath []pathPoint
text struct {
target *image.RGBA
tex uint32
}
state drawState
stateStack []drawState
@ -133,14 +131,21 @@ loop:
}
}
const bufferTextureSize = 2048
var (
gli GL
buf uint32
alphaTex uint32
sr *solidShader
tr *textureShader
lgr *linearGradientShader
rgr *radialGradientShader
ipr *imagePatternShader
sar *solidAlphaShader
rgar *radialGradientAlphaShader
lgar *linearGradientAlphaShader
ipar *imagePatternAlphaShader
ir *imageShader
glChan = make(chan func())
)
@ -158,15 +163,6 @@ func LoadGL(glimpl GL) (err error) {
return
}
tr, err = loadTextureShader()
if err != nil {
return
}
err = glError()
if err != nil {
return
}
lgr, err = loadLinearGradientShader()
if err != nil {
return
@ -194,12 +190,66 @@ func LoadGL(glimpl GL) (err error) {
return
}
sar, err = loadSolidAlphaShader()
if err != nil {
return
}
err = glError()
if err != nil {
return
}
lgar, err = loadLinearGradientAlphaShader()
if err != nil {
return
}
err = glError()
if err != nil {
return
}
rgar, err = loadRadialGradientAlphaShader()
if err != nil {
return
}
err = glError()
if err != nil {
return
}
ipar, err = loadImagePatternAlphaShader()
if err != nil {
return
}
err = glError()
if err != nil {
return
}
ir, err = loadImageShader()
if err != nil {
return
}
err = glError()
if err != nil {
return
}
gli.GenBuffers(1, &buf)
err = glError()
if err != nil {
return
}
gli.ActiveTexture(gl_TEXTURE0)
gli.GenTextures(1, &alphaTex)
gli.BindTexture(gl_TEXTURE_2D, alphaTex)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_NEAREST)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_NEAREST)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE)
gli.TexImage2D(gl_TEXTURE_2D, 0, gl_ALPHA, bufferTextureSize, bufferTextureSize, 0, gl_ALPHA, gl_UNSIGNED_BYTE, nil)
gli.Enable(gl_BLEND)
gli.BlendFunc(gl_SRC_ALPHA, gl_ONE_MINUS_SRC_ALPHA)
gli.Enable(gl_STENCIL_TEST)
@ -208,132 +258,6 @@ func LoadGL(glimpl GL) (err error) {
return
}
//go:generate go run make_shaders.go
//go:generate go fmt
var solidVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
void main() {
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var solidFS = `
#ifdef GL_ES
precision mediump float;
#endif
uniform vec4 color;
void main() {
gl_FragColor = color;
}`
var textureVS = `
attribute vec2 vertex, texCoord;
uniform vec2 canvasSize;
varying vec2 v_texCoord;
void main() {
v_texCoord = texCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var textureFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
uniform sampler2D image;
void main() {
gl_FragColor = texture2D(image, v_texCoord);
}`
var linearGradientVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
varying vec2 v_cp;
void main() {
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var linearGradientFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform mat3 invmat;
uniform sampler1D gradient;
uniform vec2 from, dir;
uniform float len;
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
vec2 v = untf.xy - from;
float r = dot(v, dir) / len;
r = clamp(r, 0.0, 1.0);
gl_FragColor = texture1D(gradient, r);
}`
var radialGradientVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
varying vec2 v_cp;
void main() {
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var radialGradientFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform mat3 invmat;
uniform sampler1D gradient;
uniform vec2 from, to, dir;
uniform float radFrom, radTo;
uniform float len;
bool isNaN(float v) {
return v < 0.0 || 0.0 < v || v == 0.0 ? false : true;
}
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
float o_a = 0.5 * sqrt(
pow(-2.0*from.x*from.x+2.0*from.x*to.x+2.0*from.x*untf.x-2.0*to.x*untf.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*untf.y-2.0*to.y*untf.y+2.0*radFrom*radFrom-2.0*radFrom*radTo, 2.0)
-4.0*(from.x*from.x-2.0*from.x*untf.x+untf.x*untf.x+from.y*from.y-2.0*from.y*untf.y+untf.y*untf.y-radFrom*radFrom)
*(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 o_b = (from.x*from.x-from.x*to.x-from.x*untf.x+to.x*untf.x+from.y*from.y-from.y*to.y-from.y*untf.y+to.y*untf.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);
}`
var imagePatternVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
varying vec2 v_cp;
void main() {
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var imagePatternFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform vec2 imageSize;
uniform mat3 invmat;
uniform sampler2D image;
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
gl_FragColor = texture2D(image, mod(untf.xy / imageSize, 1.0));
//gl_FragColor = vec4(v_cp * 0.1, 0.0, 1.0);
}`
func glError() error {
glErr := gli.GetError()
if glErr != gl_NO_ERROR {
@ -439,6 +363,71 @@ func (cv *Canvas) useShader(style *drawStyle) (vertexLoc uint32) {
return sr.vertex
}
func (cv *Canvas) useAlphaShader(style *drawStyle, alphaTexSlot int32) (vertexLoc, alphaTexCoordLoc uint32) {
if lg := style.linearGradient; lg != nil {
lg.load()
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_1D, lg.tex)
gli.UseProgram(lgar.id)
from := cv.tf(lg.from)
to := cv.tf(lg.to)
dir := to.Sub(from)
length := dir.Len()
dir = dir.DivF(length)
gli.Uniform2f(lgar.canvasSize, cv.fw, cv.fh)
inv := cv.state.transform.Invert()
gli.UniformMatrix3fv(lgar.invmat, 1, false, &inv[0])
gli.Uniform2f(lgar.from, from[0], from[1])
gli.Uniform2f(lgar.dir, dir[0], dir[1])
gli.Uniform1f(lgar.len, length)
gli.Uniform1i(lgar.gradient, 0)
gli.Uniform1i(lgar.alphaTex, alphaTexSlot)
return lgar.vertex, lgar.alphaTexCoord
}
if rg := style.radialGradient; rg != nil {
rg.load()
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_1D, rg.tex)
gli.UseProgram(rgar.id)
from := cv.tf(rg.from)
to := cv.tf(rg.to)
dir := to.Sub(from)
length := dir.Len()
dir = dir.DivF(length)
gli.Uniform2f(rgar.canvasSize, cv.fw, cv.fh)
inv := cv.state.transform.Invert()
gli.UniformMatrix3fv(rgar.invmat, 1, false, &inv[0])
gli.Uniform2f(rgar.from, from[0], from[1])
gli.Uniform2f(rgar.to, to[0], to[1])
gli.Uniform2f(rgar.dir, dir[0], dir[1])
gli.Uniform1f(rgar.radFrom, rg.radFrom)
gli.Uniform1f(rgar.radTo, rg.radTo)
gli.Uniform1f(rgar.len, length)
gli.Uniform1i(rgar.gradient, 0)
gli.Uniform1i(rgar.alphaTex, alphaTexSlot)
return rgar.vertex, rgar.alphaTexCoord
}
if img := style.image; img != nil {
gli.UseProgram(ipar.id)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, img.tex)
gli.Uniform2f(ipar.canvasSize, cv.fw, cv.fh)
inv := cv.state.transform.Invert()
gli.UniformMatrix3fv(ipar.invmat, 1, false, &inv[0])
gli.Uniform2f(ipar.imageSize, float32(img.w), float32(img.h))
gli.Uniform1i(ipar.image, 0)
gli.Uniform1i(ipar.alphaTex, alphaTexSlot)
return ipar.vertex, ipar.alphaTexCoord
}
gli.UseProgram(sar.id)
gli.Uniform2f(sar.canvasSize, cv.fw, cv.fh)
c := style.color
gli.Uniform4f(sar.color, c.r, c.g, c.b, c.a)
gli.Uniform1i(sar.alphaTex, alphaTexSlot)
return sar.vertex, sar.alphaTexCoord
}
// SetLineWidth sets the line width for any line drawing calls
func (cv *Canvas) SetLineWidth(width float32) {
cv.state.lineWidth = width

View file

@ -79,14 +79,14 @@ func (cv *Canvas) PutImageData(img *image.RGBA, x, y int) {
0, 0, 1, 0, 1, 1, 0, 1}
gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
gli.UseProgram(tr.id)
gli.Uniform1i(tr.image, 0)
gli.Uniform2f(tr.canvasSize, cv.fw, cv.fh)
gli.VertexAttribPointer(tr.vertex, 2, gl_FLOAT, false, 0, nil)
gli.VertexAttribPointer(tr.texCoord, 2, gl_FLOAT, false, 0, gli.PtrOffset(8*4))
gli.EnableVertexAttribArray(tr.vertex)
gli.EnableVertexAttribArray(tr.texCoord)
gli.UseProgram(ir.id)
gli.Uniform1i(ir.image, 0)
gli.Uniform2f(ir.canvasSize, cv.fw, cv.fh)
gli.VertexAttribPointer(ir.vertex, 2, gl_FLOAT, false, 0, nil)
gli.VertexAttribPointer(ir.texCoord, 2, gl_FLOAT, false, 0, gli.PtrOffset(8*4))
gli.EnableVertexAttribArray(ir.vertex)
gli.EnableVertexAttribArray(ir.texCoord)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(tr.vertex)
gli.DisableVertexAttribArray(tr.texCoord)
gli.DisableVertexAttribArray(ir.vertex)
gli.DisableVertexAttribArray(ir.texCoord)
}

View file

@ -233,14 +233,14 @@ func (cv *Canvas) DrawImage(image interface{}, coords ...float32) {
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, img.tex)
gli.UseProgram(tr.id)
gli.Uniform1i(tr.image, 0)
gli.Uniform2f(tr.canvasSize, cv.fw, cv.fh)
gli.VertexAttribPointer(tr.vertex, 2, gl_FLOAT, false, 0, nil)
gli.VertexAttribPointer(tr.texCoord, 2, gl_FLOAT, false, 0, gli.PtrOffset(8*4))
gli.EnableVertexAttribArray(tr.vertex)
gli.EnableVertexAttribArray(tr.texCoord)
gli.UseProgram(ir.id)
gli.Uniform1i(ir.image, 0)
gli.Uniform2f(ir.canvasSize, cv.fw, cv.fh)
gli.VertexAttribPointer(ir.vertex, 2, gl_FLOAT, false, 0, nil)
gli.VertexAttribPointer(ir.texCoord, 2, gl_FLOAT, false, 0, gli.PtrOffset(8*4))
gli.EnableVertexAttribArray(ir.vertex)
gli.EnableVertexAttribArray(ir.texCoord)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(tr.vertex)
gli.DisableVertexAttribArray(tr.texCoord)
gli.DisableVertexAttribArray(ir.vertex)
gli.DisableVertexAttribArray(ir.texCoord)
}

View file

@ -6,19 +6,22 @@ import (
"strings"
)
type textureShader struct {
type linearGradientShader struct {
id uint32
vertex uint32
texCoord uint32
canvasSize int32
image int32
invmat int32
gradient int32
from int32
dir int32
len int32
}
func loadTextureShader() (*textureShader, error) {
func loadLinearGradientShader() (*linearGradientShader, error) {
var vs, fs, program uint32
{
csource, freeFunc := gli.Strs(textureVS + "\x00")
csource, freeFunc := gli.Strs(linearGradientVS + "\x00")
defer freeFunc()
vs = gli.CreateShader(gl_VERTEX_SHADER)
@ -30,22 +33,22 @@ func loadTextureShader() (*textureShader, error) {
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)
fmt.Printf("VERTEX_SHADER compilation log for linearGradientVS:\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")
return nil, errors.New("Error compiling GL_VERTEX_SHADER shader part for linearGradientVS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error compiling shader part for linearGradientVS, glError: " + fmt.Sprint(glErr))
}
}
{
csource, freeFunc := gli.Strs(textureFS + "\x00")
csource, freeFunc := gli.Strs(linearGradientFS + "\x00")
defer freeFunc()
fs = gli.CreateShader(gl_FRAGMENT_SHADER)
@ -57,17 +60,17 @@ func loadTextureShader() (*textureShader, error) {
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)
fmt.Printf("FRAGMENT_SHADER compilation log for linearGradientFS:\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")
return nil, errors.New("Error compiling GL_FRAGMENT_SHADER shader part for linearGradientFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error compiling shader part for linearGradientFS, glError: " + fmt.Sprint(glErr))
}
}
@ -82,7 +85,7 @@ func loadTextureShader() (*textureShader, error) {
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)
fmt.Printf("Shader link log for linearGradientFS:\n\n%s\n", shLog)
}
var status int32
@ -90,35 +93,44 @@ func loadTextureShader() (*textureShader, error) {
if status != gl_TRUE {
gli.DeleteShader(vs)
gli.DeleteShader(fs)
return nil, errors.New("error linking shader")
return nil, errors.New("error linking shader for linearGradientFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error linking shader for linearGradientFS, glError: " + fmt.Sprint(glErr))
}
}
result := &textureShader{}
result := &linearGradientShader{}
result.id = program
result.vertex = uint32(gli.GetAttribLocation(program, gli.Str("vertex\x00")))
result.texCoord = uint32(gli.GetAttribLocation(program, gli.Str("texCoord\x00")))
result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00"))
result.image = gli.GetUniformLocation(program, gli.Str("image\x00"))
result.invmat = gli.GetUniformLocation(program, gli.Str("invmat\x00"))
result.gradient = gli.GetUniformLocation(program, gli.Str("gradient\x00"))
result.from = gli.GetUniformLocation(program, gli.Str("from\x00"))
result.dir = gli.GetUniformLocation(program, gli.Str("dir\x00"))
result.len = gli.GetUniformLocation(program, gli.Str("len\x00"))
return result, nil
}
type solidShader struct {
type linearGradientAlphaShader struct {
id uint32
vertex uint32
alphaTexCoord uint32
canvasSize int32
color int32
invmat int32
gradient int32
from int32
dir int32
len int32
alphaTex int32
}
func loadSolidShader() (*solidShader, error) {
func loadLinearGradientAlphaShader() (*linearGradientAlphaShader, error) {
var vs, fs, program uint32
{
csource, freeFunc := gli.Strs(solidVS + "\x00")
csource, freeFunc := gli.Strs(linearGradientAlphaVS + "\x00")
defer freeFunc()
vs = gli.CreateShader(gl_VERTEX_SHADER)
@ -130,22 +142,22 @@ func loadSolidShader() (*solidShader, error) {
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)
fmt.Printf("VERTEX_SHADER compilation log for linearGradientAlphaVS:\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")
return nil, errors.New("Error compiling GL_VERTEX_SHADER shader part for linearGradientAlphaVS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error compiling shader part for linearGradientAlphaVS, glError: " + fmt.Sprint(glErr))
}
}
{
csource, freeFunc := gli.Strs(solidFS + "\x00")
csource, freeFunc := gli.Strs(linearGradientAlphaFS + "\x00")
defer freeFunc()
fs = gli.CreateShader(gl_FRAGMENT_SHADER)
@ -157,17 +169,17 @@ func loadSolidShader() (*solidShader, error) {
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)
fmt.Printf("FRAGMENT_SHADER compilation log for linearGradientAlphaFS:\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")
return nil, errors.New("Error compiling GL_FRAGMENT_SHADER shader part for linearGradientAlphaFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error compiling shader part for linearGradientAlphaFS, glError: " + fmt.Sprint(glErr))
}
}
@ -182,7 +194,7 @@ func loadSolidShader() (*solidShader, error) {
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)
fmt.Printf("Shader link log for linearGradientAlphaFS:\n\n%s\n", shLog)
}
var status int32
@ -190,18 +202,131 @@ func loadSolidShader() (*solidShader, error) {
if status != gl_TRUE {
gli.DeleteShader(vs)
gli.DeleteShader(fs)
return nil, errors.New("error linking shader")
return nil, errors.New("error linking shader for linearGradientAlphaFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error linking shader for linearGradientAlphaFS, glError: " + fmt.Sprint(glErr))
}
}
result := &solidShader{}
result := &linearGradientAlphaShader{}
result.id = program
result.vertex = uint32(gli.GetAttribLocation(program, gli.Str("vertex\x00")))
result.alphaTexCoord = uint32(gli.GetAttribLocation(program, gli.Str("alphaTexCoord\x00")))
result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00"))
result.color = gli.GetUniformLocation(program, gli.Str("color\x00"))
result.invmat = gli.GetUniformLocation(program, gli.Str("invmat\x00"))
result.gradient = gli.GetUniformLocation(program, gli.Str("gradient\x00"))
result.from = gli.GetUniformLocation(program, gli.Str("from\x00"))
result.dir = gli.GetUniformLocation(program, gli.Str("dir\x00"))
result.len = gli.GetUniformLocation(program, gli.Str("len\x00"))
result.alphaTex = gli.GetUniformLocation(program, gli.Str("alphaTex\x00"))
return result, nil
}
type imagePatternAlphaShader struct {
id uint32
vertex uint32
alphaTexCoord uint32
canvasSize int32
imageSize int32
invmat int32
image int32
alphaTex int32
}
func loadImagePatternAlphaShader() (*imagePatternAlphaShader, error) {
var vs, fs, program uint32
{
csource, freeFunc := gli.Strs(imagePatternAlphaVS + "\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 for imagePatternAlphaVS:\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 for imagePatternAlphaVS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part for imagePatternAlphaVS, glError: " + fmt.Sprint(glErr))
}
}
{
csource, freeFunc := gli.Strs(imagePatternAlphaFS + "\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 for imagePatternAlphaFS:\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 for imagePatternAlphaFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part for imagePatternAlphaFS, 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 for imagePatternAlphaFS:\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 for imagePatternAlphaFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader for imagePatternAlphaFS, glError: " + fmt.Sprint(glErr))
}
}
result := &imagePatternAlphaShader{}
result.id = program
result.vertex = uint32(gli.GetAttribLocation(program, gli.Str("vertex\x00")))
result.alphaTexCoord = uint32(gli.GetAttribLocation(program, gli.Str("alphaTexCoord\x00")))
result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00"))
result.imageSize = gli.GetUniformLocation(program, gli.Str("imageSize\x00"))
result.invmat = gli.GetUniformLocation(program, gli.Str("invmat\x00"))
result.image = gli.GetUniformLocation(program, gli.Str("image\x00"))
result.alphaTex = gli.GetUniformLocation(program, gli.Str("alphaTex\x00"))
return result, nil
}
@ -231,17 +356,17 @@ func loadImagePatternShader() (*imagePatternShader, error) {
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)
fmt.Printf("VERTEX_SHADER compilation log for imagePatternVS:\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")
return nil, errors.New("Error compiling GL_VERTEX_SHADER shader part for imagePatternVS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error compiling shader part for imagePatternVS, glError: " + fmt.Sprint(glErr))
}
}
@ -258,17 +383,17 @@ func loadImagePatternShader() (*imagePatternShader, error) {
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)
fmt.Printf("FRAGMENT_SHADER compilation log for imagePatternFS:\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")
return nil, errors.New("Error compiling GL_FRAGMENT_SHADER shader part for imagePatternFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error compiling shader part for imagePatternFS, glError: " + fmt.Sprint(glErr))
}
}
@ -283,7 +408,7 @@ func loadImagePatternShader() (*imagePatternShader, error) {
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)
fmt.Printf("Shader link log for imagePatternFS:\n\n%s\n", shLog)
}
var status int32
@ -291,10 +416,10 @@ func loadImagePatternShader() (*imagePatternShader, error) {
if status != gl_TRUE {
gli.DeleteShader(vs)
gli.DeleteShader(fs)
return nil, errors.New("error linking shader")
return nil, errors.New("error linking shader for imagePatternFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error linking shader for imagePatternFS, glError: " + fmt.Sprint(glErr))
}
}
@ -309,22 +434,20 @@ func loadImagePatternShader() (*imagePatternShader, error) {
return result, nil
}
type linearGradientShader struct {
type solidAlphaShader struct {
id uint32
vertex uint32
alphaTexCoord uint32
canvasSize int32
invmat int32
gradient int32
from int32
dir int32
len int32
color int32
alphaTex int32
}
func loadLinearGradientShader() (*linearGradientShader, error) {
func loadSolidAlphaShader() (*solidAlphaShader, error) {
var vs, fs, program uint32
{
csource, freeFunc := gli.Strs(linearGradientVS + "\x00")
csource, freeFunc := gli.Strs(solidAlphaVS + "\x00")
defer freeFunc()
vs = gli.CreateShader(gl_VERTEX_SHADER)
@ -336,22 +459,22 @@ func loadLinearGradientShader() (*linearGradientShader, error) {
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)
fmt.Printf("VERTEX_SHADER compilation log for solidAlphaVS:\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")
return nil, errors.New("Error compiling GL_VERTEX_SHADER shader part for solidAlphaVS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error compiling shader part for solidAlphaVS, glError: " + fmt.Sprint(glErr))
}
}
{
csource, freeFunc := gli.Strs(linearGradientFS + "\x00")
csource, freeFunc := gli.Strs(solidAlphaFS + "\x00")
defer freeFunc()
fs = gli.CreateShader(gl_FRAGMENT_SHADER)
@ -363,17 +486,17 @@ func loadLinearGradientShader() (*linearGradientShader, error) {
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)
fmt.Printf("FRAGMENT_SHADER compilation log for solidAlphaFS:\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")
return nil, errors.New("Error compiling GL_FRAGMENT_SHADER shader part for solidAlphaFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error compiling shader part for solidAlphaFS, glError: " + fmt.Sprint(glErr))
}
}
@ -388,7 +511,7 @@ func loadLinearGradientShader() (*linearGradientShader, error) {
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)
fmt.Printf("Shader link log for solidAlphaFS:\n\n%s\n", shLog)
}
var status int32
@ -396,22 +519,337 @@ func loadLinearGradientShader() (*linearGradientShader, error) {
if status != gl_TRUE {
gli.DeleteShader(vs)
gli.DeleteShader(fs)
return nil, errors.New("error linking shader")
return nil, errors.New("error linking shader for solidAlphaFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error linking shader for solidAlphaFS, glError: " + fmt.Sprint(glErr))
}
}
result := &linearGradientShader{}
result := &solidAlphaShader{}
result.id = program
result.vertex = uint32(gli.GetAttribLocation(program, gli.Str("vertex\x00")))
result.alphaTexCoord = uint32(gli.GetAttribLocation(program, gli.Str("alphaTexCoord\x00")))
result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00"))
result.color = gli.GetUniformLocation(program, gli.Str("color\x00"))
result.alphaTex = gli.GetUniformLocation(program, gli.Str("alphaTex\x00"))
return result, nil
}
type radialGradientAlphaShader struct {
id uint32
vertex uint32
alphaTexCoord uint32
canvasSize int32
invmat int32
gradient int32
from int32
to int32
dir int32
radFrom int32
radTo int32
len int32
alphaTex int32
}
func loadRadialGradientAlphaShader() (*radialGradientAlphaShader, error) {
var vs, fs, program uint32
{
csource, freeFunc := gli.Strs(radialGradientAlphaVS + "\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 for radialGradientAlphaVS:\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 for radialGradientAlphaVS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part for radialGradientAlphaVS, glError: " + fmt.Sprint(glErr))
}
}
{
csource, freeFunc := gli.Strs(radialGradientAlphaFS + "\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 for radialGradientAlphaFS:\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 for radialGradientAlphaFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part for radialGradientAlphaFS, 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 for radialGradientAlphaFS:\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 for radialGradientAlphaFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader for radialGradientAlphaFS, glError: " + fmt.Sprint(glErr))
}
}
result := &radialGradientAlphaShader{}
result.id = program
result.vertex = uint32(gli.GetAttribLocation(program, gli.Str("vertex\x00")))
result.alphaTexCoord = uint32(gli.GetAttribLocation(program, gli.Str("alphaTexCoord\x00")))
result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00"))
result.invmat = gli.GetUniformLocation(program, gli.Str("invmat\x00"))
result.gradient = gli.GetUniformLocation(program, gli.Str("gradient\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.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.alphaTex = gli.GetUniformLocation(program, gli.Str("alphaTex\x00"))
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 for solidVS:\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 for solidVS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part for solidVS, 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 for solidFS:\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 for solidFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part for solidFS, 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 for solidFS:\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 for solidFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader for solidFS, 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 imageShader struct {
id uint32
vertex uint32
texCoord uint32
canvasSize int32
image int32
}
func loadImageShader() (*imageShader, error) {
var vs, fs, program uint32
{
csource, freeFunc := gli.Strs(imageVS + "\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 for imageVS:\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 for imageVS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part for imageVS, glError: " + fmt.Sprint(glErr))
}
}
{
csource, freeFunc := gli.Strs(imageFS + "\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 for imageFS:\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 for imageFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part for imageFS, 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 for imageFS:\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 for imageFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader for imageFS, glError: " + fmt.Sprint(glErr))
}
}
result := &imageShader{}
result.id = program
result.vertex = uint32(gli.GetAttribLocation(program, gli.Str("vertex\x00")))
result.texCoord = uint32(gli.GetAttribLocation(program, gli.Str("texCoord\x00")))
result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00"))
result.image = gli.GetUniformLocation(program, gli.Str("image\x00"))
return result, nil
}
@ -446,17 +884,17 @@ func loadRadialGradientShader() (*radialGradientShader, error) {
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)
fmt.Printf("VERTEX_SHADER compilation log for radialGradientVS:\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")
return nil, errors.New("Error compiling GL_VERTEX_SHADER shader part for radialGradientVS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error compiling shader part for radialGradientVS, glError: " + fmt.Sprint(glErr))
}
}
@ -473,17 +911,17 @@ func loadRadialGradientShader() (*radialGradientShader, error) {
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)
fmt.Printf("FRAGMENT_SHADER compilation log for radialGradientFS:\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")
return nil, errors.New("Error compiling GL_FRAGMENT_SHADER shader part for radialGradientFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error compiling shader part for radialGradientFS, glError: " + fmt.Sprint(glErr))
}
}
@ -498,7 +936,7 @@ func loadRadialGradientShader() (*radialGradientShader, error) {
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)
fmt.Printf("Shader link log for radialGradientFS:\n\n%s\n", shLog)
}
var status int32
@ -506,10 +944,10 @@ func loadRadialGradientShader() (*radialGradientShader, error) {
if status != gl_TRUE {
gli.DeleteShader(vs)
gli.DeleteShader(fs)
return nil, errors.New("error linking shader")
return nil, errors.New("error linking shader for radialGradientFS")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error linking shader for radialGradientFS, glError: " + fmt.Sprint(glErr))
}
}

View file

@ -212,17 +212,17 @@ const compilePart = `
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetShaderInfoLog(SHADER_VAR, logLength, nil, gli.Str(shLog))
fmt.Printf("SHADER_TYPE compilation log:\n\n%s\n", shLog)
fmt.Printf("SHADER_TYPE compilation log for SHADER_SRC:\n\n%s\n", shLog)
}
var status int32
gli.GetShaderiv(SHADER_VAR, gl_COMPILE_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(SHADER_VAR)
return nil, errors.New("Error compiling GL_SHADER_TYPE shader part")
return nil, errors.New("Error compiling GL_SHADER_TYPE shader part for SHADER_SRC")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error compiling shader part for SHADER_SRC, glError: " + fmt.Sprint(glErr))
}
}
`
@ -238,7 +238,7 @@ const linkPart = `
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)
fmt.Printf("Shader link log for SHADER_SRC:\n\n%s\n", shLog)
}
var status int32
@ -246,10 +246,10 @@ const linkPart = `
if status != gl_TRUE {
gli.DeleteShader(vs)
gli.DeleteShader(fs)
return nil, errors.New("error linking shader")
return nil, errors.New("error linking shader for SHADER_SRC")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader, glError: " + fmt.Sprint(glErr))
return nil, errors.New("error linking shader for SHADER_SRC, glError: " + fmt.Sprint(glErr))
}
}
`
@ -297,7 +297,8 @@ func buildCode(buf *bytes.Buffer, baseName string, inputs []ShaderInput) {
part = strings.Replace(part, "SHADER_VAR", "fs", -1)
fmt.Fprint(buf, part)
fmt.Fprint(buf, linkPart)
part = strings.Replace(linkPart, "SHADER_SRC", fsName, -1)
fmt.Fprint(buf, part)
fmt.Fprint(buf, "\n")
fmt.Fprintf(buf, "\tresult := &%s{}\n", shaderName)

257
shaders.go Normal file
View file

@ -0,0 +1,257 @@
package canvas
var imageVS = `
attribute vec2 vertex, texCoord;
uniform vec2 canvasSize;
varying vec2 v_texCoord;
void main() {
v_texCoord = texCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var imageFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
uniform sampler2D image;
void main() {
gl_FragColor = texture2D(image, v_texCoord);
}`
var solidVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
void main() {
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var solidFS = `
#ifdef GL_ES
precision mediump float;
#endif
uniform vec4 color;
void main() {
gl_FragColor = color;
}`
var linearGradientVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
varying vec2 v_cp;
void main() {
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var linearGradientFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform mat3 invmat;
uniform sampler1D gradient;
uniform vec2 from, dir;
uniform float len;
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
vec2 v = untf.xy - from;
float r = dot(v, dir) / len;
r = clamp(r, 0.0, 1.0);
gl_FragColor = texture1D(gradient, r);
}`
var radialGradientVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
varying vec2 v_cp;
void main() {
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var radialGradientFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform mat3 invmat;
uniform sampler1D gradient;
uniform vec2 from, to, dir;
uniform float radFrom, radTo;
uniform float len;
bool isNaN(float v) {
return v < 0.0 || 0.0 < v || v == 0.0 ? false : true;
}
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
float o_a = 0.5 * sqrt(
pow(-2.0*from.x*from.x+2.0*from.x*to.x+2.0*from.x*untf.x-2.0*to.x*untf.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*untf.y-2.0*to.y*untf.y+2.0*radFrom*radFrom-2.0*radFrom*radTo, 2.0)
-4.0*(from.x*from.x-2.0*from.x*untf.x+untf.x*untf.x+from.y*from.y-2.0*from.y*untf.y+untf.y*untf.y-radFrom*radFrom)
*(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 o_b = (from.x*from.x-from.x*to.x-from.x*untf.x+to.x*untf.x+from.y*from.y-from.y*to.y-from.y*untf.y+to.y*untf.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);
}`
var imagePatternVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
varying vec2 v_cp;
void main() {
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var imagePatternFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform vec2 imageSize;
uniform mat3 invmat;
uniform sampler2D image;
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
gl_FragColor = texture2D(image, mod(untf.xy / imageSize, 1.0));
}`
var solidAlphaVS = `
attribute vec2 vertex, alphaTexCoord;
uniform vec2 canvasSize;
varying vec2 v_atc;
void main() {
v_atc = alphaTexCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var solidAlphaFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_atc;
uniform vec4 color;
uniform sampler2D alphaTex;
void main() {
vec4 col = color;
col.a *= texture2D(alphaTex, v_atc).a;
gl_FragColor = col;
}`
var linearGradientAlphaVS = `
attribute vec2 vertex, alphaTexCoord;
uniform vec2 canvasSize;
varying vec2 v_cp;
varying vec2 v_atc;
void main() {
v_cp = vertex;
v_atc = alphaTexCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var linearGradientAlphaFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
varying vec2 v_atc;
varying vec2 v_texCoord;
uniform mat3 invmat;
uniform sampler1D gradient;
uniform vec2 from, dir;
uniform float len;
uniform sampler2D alphaTex;
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
vec2 v = untf.xy - from;
float r = dot(v, dir) / len;
r = clamp(r, 0.0, 1.0);
vec4 col = texture1D(gradient, r);
col.a *= texture2D(alphaTex, v_atc).a;
gl_FragColor = col;
}`
var radialGradientAlphaVS = `
attribute vec2 vertex, alphaTexCoord;
uniform vec2 canvasSize;
varying vec2 v_cp;
varying vec2 v_atc;
void main() {
v_cp = vertex;
v_atc = alphaTexCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var radialGradientAlphaFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
varying vec2 v_atc;
uniform mat3 invmat;
uniform sampler1D gradient;
uniform vec2 from, to, dir;
uniform float radFrom, radTo;
uniform float len;
uniform sampler2D alphaTex;
bool isNaN(float v) {
return v < 0.0 || 0.0 < v || v == 0.0 ? false : true;
}
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
float o_a = 0.5 * sqrt(
pow(-2.0*from.x*from.x+2.0*from.x*to.x+2.0*from.x*untf.x-2.0*to.x*untf.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*untf.y-2.0*to.y*untf.y+2.0*radFrom*radFrom-2.0*radFrom*radTo, 2.0)
-4.0*(from.x*from.x-2.0*from.x*untf.x+untf.x*untf.x+from.y*from.y-2.0*from.y*untf.y+untf.y*untf.y-radFrom*radFrom)
*(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 o_b = (from.x*from.x-from.x*to.x-from.x*untf.x+to.x*untf.x+from.y*from.y-from.y*to.y-from.y*untf.y+to.y*untf.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);
vec4 col = texture1D(gradient, o);
col.a *= texture2D(alphaTex, v_atc).a;
gl_FragColor = col;
}`
var imagePatternAlphaVS = `
attribute vec2 vertex, alphaTexCoord;
uniform vec2 canvasSize;
varying vec2 v_cp;
varying vec2 v_atc;
void main() {
v_cp = vertex;
v_atc = alphaTexCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var imagePatternAlphaFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
varying vec2 v_atc;
uniform vec2 imageSize;
uniform mat3 invmat;
uniform sampler2D image;
uniform sampler2D alphaTex;
void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
vec4 col = texture2D(image, mod(untf.xy / imageSize, 1.0));
col.a *= texture2D(alphaTex, v_atc).a;
gl_FragColor = col;
}`

113
text.go
View file

@ -2,13 +2,13 @@ package canvas
import (
"errors"
"image"
"io/ioutil"
"unsafe"
"github.com/golang/freetype"
"github.com/golang/freetype/truetype"
"github.com/tfriedel6/lm"
"golang.org/x/image/font"
"golang.org/x/image/math/fixed"
)
@ -53,66 +53,69 @@ func LoadFont(src interface{}, name string) (*Font, error) {
func (cv *Canvas) FillText(str string, x, y float32) {
cv.activate()
if cv.text.target == nil || cv.text.target.Bounds().Dx() != cv.w || cv.text.target.Bounds().Dy() != cv.h {
if cv.text.tex != 0 {
gli.DeleteTextures(1, &cv.text.tex)
}
cv.text.target = image.NewRGBA(image.Rect(0, 0, cv.w, cv.h))
gli.GenTextures(1, &cv.text.tex)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, cv.text.tex)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_NEAREST)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_NEAREST)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE)
gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, int32(cv.w), int32(cv.h), 0, gl_RGBA, gl_UNSIGNED_BYTE, nil)
}
fontRenderingContext.setFont(cv.state.font.font)
fontRenderingContext.setFontSize(float64(cv.state.fontSize))
fontRenderingContext.setSrc(image.NewUniform(colorGLToGo(cv.state.fill.color)))
fontRenderingContext.setDst(cv.text.target)
fontRenderingContext.setClip(cv.text.target.Bounds())
_, bounds, _ := fontRenderingContext.drawString(str, fixed.Point26_6{X: fixed.Int26_6(x*64 + 0.5), Y: fixed.Int26_6(y*64 + 0.5)})
subImg := cv.text.target.SubImage(bounds).(*image.RGBA)
gli.BlendFunc(gl_ONE, gl_ONE_MINUS_SRC_ALPHA)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, cv.text.tex)
for y, w, h := 0, bounds.Dx(), bounds.Dy(); y < h; y++ {
off := y * subImg.Stride
pix := subImg.Pix
gli.TexSubImage2D(gl_TEXTURE_2D, 0, 0, int32(cv.h-1-y), int32(w), 1, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&pix[off]))
for b := w * 4; b > 0; b-- {
pix[off] = 0
off++
}
}
frc := fontRenderingContext
frc.setFont(cv.state.font.font)
frc.setFontSize(float64(cv.state.fontSize))
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
p0 := cv.tf(lm.Vec2{float32(bounds.Min.X), float32(bounds.Min.Y)})
p1 := cv.tf(lm.Vec2{float32(bounds.Min.X), float32(bounds.Max.Y)})
p2 := cv.tf(lm.Vec2{float32(bounds.Max.X), float32(bounds.Max.Y)})
p3 := cv.tf(lm.Vec2{float32(bounds.Max.X), float32(bounds.Min.Y)})
tw := float32(bounds.Max.X-bounds.Min.X) / cv.fw
th := float32(bounds.Max.Y-bounds.Min.Y) / cv.fh
vertex, alphaTexCoord := cv.useAlphaShader(&cv.state.fill, 1)
gli.ActiveTexture(gl_TEXTURE1)
gli.BindTexture(gl_TEXTURE_2D, alphaTex)
gli.EnableVertexAttribArray(vertex)
gli.EnableVertexAttribArray(alphaTexCoord)
fnt := cv.state.font.font
prev, hasPrev := truetype.Index(0), false
for _, rn := range str {
idx := fnt.Index(rn)
if idx == 0 {
prev = 0
hasPrev = false
continue
}
if hasPrev {
kern := fnt.Kern(frc.scale, prev, idx)
if frc.hinting != font.HintingNone {
kern = (kern + 32) &^ 63
}
x += float32(kern) / 64
}
advance, mask, offset, err := frc.glyph(idx, fixed.Point26_6{})
if err != nil {
prev = 0
hasPrev = false
continue
}
bounds := mask.Bounds().Add(offset)
for y, w, h := 0, bounds.Dx(), bounds.Dy(); y < h; y++ {
off := y * mask.Stride
gli.TexSubImage2D(gl_TEXTURE_2D, 0, 0, int32(bufferTextureSize-1-y), int32(w), 1, gl_ALPHA, gl_UNSIGNED_BYTE, gli.Ptr(&mask.Pix[off]))
}
p0 := cv.tf(lm.Vec2{float32(bounds.Min.X) + x, float32(bounds.Min.Y) + y})
p1 := cv.tf(lm.Vec2{float32(bounds.Min.X) + x, float32(bounds.Max.Y) + y})
p2 := cv.tf(lm.Vec2{float32(bounds.Max.X) + x, float32(bounds.Max.Y) + y})
p3 := cv.tf(lm.Vec2{float32(bounds.Max.X) + x, float32(bounds.Min.Y) + y})
tw := float32(bounds.Dx()) / bufferTextureSize
th := float32(bounds.Dy()) / bufferTextureSize
data := [16]float32{p0[0], p0[1], p1[0], p1[1], p2[0], p2[1], p3[0], p3[1],
0, 1, 0, 1 - th, tw, 1 - th, tw, 1}
gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
gli.UseProgram(tr.id)
gli.Uniform2f(tr.canvasSize, cv.fw, cv.fh)
gli.Uniform1i(tr.image, 0)
gli.VertexAttribPointer(tr.vertex, 2, gl_FLOAT, false, 0, nil)
gli.VertexAttribPointer(tr.texCoord, 2, gl_FLOAT, false, 0, gli.PtrOffset(8*4))
gli.EnableVertexAttribArray(tr.vertex)
gli.EnableVertexAttribArray(tr.texCoord)
gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, nil)
gli.VertexAttribPointer(alphaTexCoord, 2, gl_FLOAT, false, 0, gli.PtrOffset(8*4))
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(tr.vertex)
gli.DisableVertexAttribArray(tr.texCoord)
gli.BlendFunc(gl_SRC_ALPHA, gl_ONE_MINUS_SRC_ALPHA)
x += float32(advance) / 64
}
gli.DisableVertexAttribArray(vertex)
gli.DisableVertexAttribArray(alphaTexCoord)
gli.ActiveTexture(gl_TEXTURE0)
}