text shadow rendering moved to backend

This commit is contained in:
Thomas Friedel 2019-02-21 16:59:42 +01:00
parent 43f040f777
commit e7d0b1a7ee
8 changed files with 29 additions and 233 deletions

View file

@ -18,7 +18,7 @@ type Backend interface {
Clear(pts [4][2]float64)
Fill(style *FillStyle, pts [][2]float64)
DrawImage(dimg Image, sx, sy, sw, sh, dx, dy, dw, dh float64, alpha float64)
FillImageMask(style *FillStyle, mask *image.Alpha, pts [4][2]float64)
FillImageMask(style *FillStyle, mask *image.Alpha, pts [][2]float64) // pts must have four points
}
// FillStyle is the color and other details on how to fill

View file

@ -118,7 +118,7 @@ func (b *GoGLBackend) Fill(style *backendbase.FillStyle, pts [][2]float64) {
}
}
func (b *GoGLBackend) FillImageMask(style *backendbase.FillStyle, mask *image.Alpha, pts [4][2]float64) {
func (b *GoGLBackend) FillImageMask(style *backendbase.FillStyle, mask *image.Alpha, pts [][2]float64) {
w, h := mask.Rect.Dx(), mask.Rect.Dy()
gl.ActiveTexture(gl.TEXTURE1)
@ -128,7 +128,12 @@ func (b *GoGLBackend) FillImageMask(style *backendbase.FillStyle, mask *image.Al
gl.TexSubImage2D(gl.TEXTURE_2D, 0, 0, int32(alphaTexSize-1-y), int32(w), 1, gl.ALPHA, gl.UNSIGNED_BYTE, gl.Ptr(&mask.Pix[off]))
}
// b.drawTextShadow(textOffset, w, h, x, y)
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)
}
gl.StencilFunc(gl.EQUAL, 0, 0xFF)
@ -167,6 +172,10 @@ func (b *GoGLBackend) FillImageMask(style *backendbase.FillStyle, mask *image.Al
}
gl.ActiveTexture(gl.TEXTURE0)
if style.Blur > 0 {
b.drawBlurred(style.Blur)
}
}
func (b *GoGLBackend) drawBlurred(blur float64) {

View file

@ -225,7 +225,7 @@ func glError() error {
// needs to be called if any other GL code changes the viewport
func (b *GoGLBackend) Activate() {
// if b.offscreen {
// gli.Viewport(0, 0, int32(cv.w), int32(cv.h))
// gl.Viewport(0, 0, int32(cv.w), int32(cv.h))
// cv.enableTextureRenderTarget(&cv.offscrBuf)
// cv.offscrImg.w = cv.offscrBuf.w
// cv.offscrImg.h = cv.offscrBuf.h

View file

@ -519,75 +519,6 @@ func (cv *Canvas) backendFillStyle(s *drawStyle, alpha float64) backendbase.Fill
return stl
}
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_2D, 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, float32(cv.fw), float32(cv.fh))
// inv := cv.state.transform.invert().f32()
// gli.UniformMatrix3fv(lgar.invmat, 1, false, &inv[0])
// gli.Uniform2f(lgar.from, float32(from[0]), float32(from[1]))
// gli.Uniform2f(lgar.dir, float32(dir[0]), float32(dir[1]))
// gli.Uniform1f(lgar.len, float32(length))
// gli.Uniform1i(lgar.gradient, 0)
// gli.Uniform1i(lgar.alphaTex, alphaTexSlot)
// gli.Uniform1f(lgar.globalAlpha, float32(cv.state.globalAlpha))
// return lgar.vertex, lgar.alphaTexCoord
}
if rg := style.radialGradient; rg != nil {
rg.load()
// gli.ActiveTexture(gl_TEXTURE0)
// gli.BindTexture(gl_TEXTURE_2D, 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, float32(cv.fw), float32(cv.fh))
// inv := cv.state.transform.invert().f32()
// gli.UniformMatrix3fv(rgar.invmat, 1, false, &inv[0])
// gli.Uniform2f(rgar.from, float32(from[0]), float32(from[1]))
// gli.Uniform2f(rgar.to, float32(to[0]), float32(to[1]))
// gli.Uniform2f(rgar.dir, float32(dir[0]), float32(dir[1]))
// gli.Uniform1f(rgar.radFrom, float32(rg.radFrom))
// gli.Uniform1f(rgar.radTo, float32(rg.radTo))
// gli.Uniform1f(rgar.len, float32(length))
// gli.Uniform1i(rgar.gradient, 0)
// gli.Uniform1i(rgar.alphaTex, alphaTexSlot)
// gli.Uniform1f(rgar.globalAlpha, float32(cv.state.globalAlpha))
// 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, float32(cv.fw), float32(cv.fh))
// inv := cv.state.transform.invert().f32()
// 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)
// gli.Uniform1f(ipar.globalAlpha, float32(cv.state.globalAlpha))
// return ipar.vertex, ipar.alphaTexCoord
// }
gli.UseProgram(sar.id)
gli.Uniform2f(sar.canvasSize, float32(cv.fw), float32(cv.fh))
c := colorGoToGL(style.color)
gli.Uniform4f(sar.color, float32(c.r), float32(c.g), float32(c.b), float32(c.a))
gli.Uniform1i(sar.alphaTex, alphaTexSlot)
gli.Uniform1f(sar.globalAlpha, float32(cv.state.globalAlpha))
return sar.vertex, sar.alphaTexCoord
}
func (cv *Canvas) enableTextureRenderTarget(offscr *offscreenBuffer) {
if offscr.w != cv.w || offscr.h != cv.h {
if offscr.w != 0 && offscr.h != 0 {

View file

@ -168,7 +168,7 @@ func (cv *Canvas) DrawImage(image interface{}, coords ...float64) {
data[2] = cv.tf(vec{dx + dw, dy + dh})
data[3] = cv.tf(vec{dx + dw, dy})
cv.drawShadow2(data[:])
cv.drawShadow2(data[:], nil)
cv.b.DrawImage(img.img, sx, sy, sw, sh, dx, dy, dw, dh, cv.state.globalAlpha)
}

View file

@ -156,7 +156,7 @@ func (cv *Canvas) strokePath(path *Path2D) {
start = false
}
cv.drawShadow2(tris)
cv.drawShadow2(tris, nil)
stl := cv.backendFillStyle(&cv.state.stroke, 1)
cv.b.Fill(&stl, tris)
@ -350,7 +350,7 @@ func (cv *Canvas) FillPath(path *Path2D) {
return
}
cv.drawShadow2(tris)
cv.drawShadow2(tris, nil)
stl := cv.backendFillStyle(&cv.state.fill, 1)
cv.b.Fill(&stl, tris)
@ -526,7 +526,7 @@ func (cv *Canvas) FillRect(x, y, w, h float64) {
data := [4][2]float64{{p0[0], p0[1]}, {p1[0], p1[1]}, {p2[0], p2[1]}, {p3[0], p3[1]}}
cv.drawShadow2(data[:])
cv.drawShadow2(data[:], nil)
stl := cv.backendFillStyle(&cv.state.fill, 1)
cv.b.Fill(&stl, data[:])

View file

@ -2,13 +2,11 @@ package canvas
import (
"image"
"math"
"unsafe"
"github.com/tfriedel6/canvas/backend/backendbase"
)
func (cv *Canvas) drawShadow2(pts [][2]float64) {
func (cv *Canvas) drawShadow2(pts [][2]float64, mask *image.Alpha) {
if cv.state.shadowColor.A == 0 {
return
}
@ -29,158 +27,12 @@ func (cv *Canvas) drawShadow2(pts [][2]float64) {
}
style := backendbase.FillStyle{Color: cv.state.shadowColor, Blur: cv.state.shadowBlur}
cv.b.Fill(&style, cv.shadowBuf)
}
func (cv *Canvas) drawTextShadow(offset image.Point, strWidth, strHeight int, x, y float64) {
if cv.state.shadowColor.A == 0 {
return
if mask != nil {
if len(cv.shadowBuf) != 4 {
panic("invalid number of points to fill with mask, must be 4")
}
x += cv.state.shadowOffsetX
y += cv.state.shadowOffsetY
if cv.state.shadowBlur > 0 {
offscr1.alpha = true
cv.enableTextureRenderTarget(&offscr1)
gli.ClearColor(0, 0, 0, 0)
gli.Clear(gl_COLOR_BUFFER_BIT | gl_STENCIL_BUFFER_BIT)
}
gli.StencilFunc(gl_EQUAL, 0, 0xFF)
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
var style drawStyle
style.color = cv.state.shadowColor
vertex, alphaTexCoord := cv.useAlphaShader(&style, 1)
gli.EnableVertexAttribArray(vertex)
gli.EnableVertexAttribArray(alphaTexCoord)
p0 := cv.tf(vec{float64(offset.X) + x, float64(offset.Y) + y})
p1 := cv.tf(vec{float64(offset.X) + x, float64(offset.Y+strHeight) + y})
p2 := cv.tf(vec{float64(offset.X+strWidth) + x, float64(offset.Y+strHeight) + y})
p3 := cv.tf(vec{float64(offset.X+strWidth) + x, float64(offset.Y) + y})
tw := float64(strWidth) / alphaTexSize
th := float64(strHeight) / alphaTexSize
data := [16]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]),
0, 1, 0, float32(1 - th), float32(tw), float32(1 - th), float32(tw), 1}
gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
gli.VertexAttribPointer(alphaTexCoord, 2, gl_FLOAT, false, 0, 8*4)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(vertex)
gli.DisableVertexAttribArray(alphaTexCoord)
gli.ActiveTexture(gl_TEXTURE0)
gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
if cv.state.shadowBlur > 0 {
cv.drawBlurredShadow()
}
}
func (cv *Canvas) drawBlurredShadow() {
gli.BlendFunc(gl_ONE, gl_ONE_MINUS_SRC_ALPHA)
var kernel []float32
var kernelBuf [255]float32
var gs *gaussianShader
if cv.state.shadowBlur < 3 {
gs = gauss15r
kernel = kernelBuf[:15]
} else if cv.state.shadowBlur < 12 {
gs = gauss63r
kernel = kernelBuf[:63]
cv.b.FillImageMask(&style, mask, cv.shadowBuf)
} else {
gs = gauss127r
kernel = kernelBuf[:127]
}
gaussianKernel(cv.state.shadowBlur, kernel)
offscr2.alpha = true
cv.enableTextureRenderTarget(&offscr2)
gli.ClearColor(0, 0, 0, 0)
gli.Clear(gl_COLOR_BUFFER_BIT | gl_STENCIL_BUFFER_BIT)
gli.StencilFunc(gl_EQUAL, 0, 0xFF)
gli.BindBuffer(gl_ARRAY_BUFFER, shadowBuf)
data := [16]float32{0, 0, 0, float32(cv.h), float32(cv.w), float32(cv.h), float32(cv.w), 0, 0, 0, 0, 1, 1, 1, 1, 0}
gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, offscr1.tex)
gli.UseProgram(gs.id)
gli.Uniform1i(gs.image, 0)
gli.Uniform2f(gs.canvasSize, float32(cv.fw), float32(cv.fh))
gli.Uniform2f(gs.kernelScale, 1.0/float32(cv.fw), 0.0)
gli.Uniform1fv(gs.kernel, int32(len(kernel)), &kernel[0])
gli.VertexAttribPointer(gs.vertex, 2, gl_FLOAT, false, 0, 0)
gli.VertexAttribPointer(gs.texCoord, 2, gl_FLOAT, false, 0, 8*4)
gli.EnableVertexAttribArray(gs.vertex)
gli.EnableVertexAttribArray(gs.texCoord)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(gs.vertex)
gli.DisableVertexAttribArray(gs.texCoord)
gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
cv.disableTextureRenderTarget()
gli.StencilFunc(gl_EQUAL, 0, 0xFF)
gli.BindBuffer(gl_ARRAY_BUFFER, shadowBuf)
data = [16]float32{0, 0, 0, float32(cv.h), float32(cv.w), float32(cv.h), float32(cv.w), 0, 0, 0, 0, 1, 1, 1, 1, 0}
gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, offscr2.tex)
gli.UseProgram(gs.id)
gli.Uniform1i(gs.image, 0)
gli.Uniform2f(gs.canvasSize, float32(cv.fw), float32(cv.fh))
gli.Uniform2f(gs.kernelScale, 0.0, 1.0/float32(cv.fh))
gli.Uniform1fv(gs.kernel, int32(len(kernel)), &kernel[0])
gli.VertexAttribPointer(gs.vertex, 2, gl_FLOAT, false, 0, 0)
gli.VertexAttribPointer(gs.texCoord, 2, gl_FLOAT, false, 0, 8*4)
gli.EnableVertexAttribArray(gs.vertex)
gli.EnableVertexAttribArray(gs.texCoord)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(gs.vertex)
gli.DisableVertexAttribArray(gs.texCoord)
gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
gli.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
cv.b.Fill(&style, cv.shadowBuf)
}
}

View file

@ -215,8 +215,12 @@ func (cv *Canvas) FillText(str string, x, y float64) {
pts[2] = cv.tf(vec{float64(textOffset.X+strWidth) + x, float64(textOffset.Y+strHeight) + y + yOff})
pts[3] = cv.tf(vec{float64(textOffset.X+strWidth) + x, float64(textOffset.Y) + y + yOff})
mask := textImage.SubImage(image.Rect(0, 0, strWidth, strHeight)).(*image.Alpha)
cv.drawShadow2(pts[:], mask)
stl := cv.backendFillStyle(&cv.state.fill, 1)
cv.b.FillImageMask(&stl, textImage.SubImage(image.Rect(0, 0, strWidth, strHeight)).(*image.Alpha), pts)
cv.b.FillImageMask(&stl, mask, pts[:])
}
// StrokeText draws the given string at the given coordinates