moved image data code into backend
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e7d0b1a7ee
commit
fc4d3dbd9e
5 changed files with 116 additions and 99 deletions
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@ -19,6 +19,9 @@ type Backend interface {
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Fill(style *FillStyle, pts [][2]float64)
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Fill(style *FillStyle, pts [][2]float64)
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DrawImage(dimg Image, sx, sy, sw, sh, dx, dy, dw, dh float64, alpha float64)
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DrawImage(dimg Image, sx, sy, sw, sh, dx, dy, dw, dh float64, alpha float64)
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FillImageMask(style *FillStyle, mask *image.Alpha, pts [][2]float64) // pts must have four points
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FillImageMask(style *FillStyle, mask *image.Alpha, pts [][2]float64) // pts must have four points
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GetImageData(x, y, w, h int) *image.RGBA
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PutImageData(img *image.RGBA, x, y int)
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}
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}
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// FillStyle is the color and other details on how to fill
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// FillStyle is the color and other details on how to fill
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@ -20,6 +20,7 @@ type GoGLBackend struct {
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buf uint32
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buf uint32
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shadowBuf uint32
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shadowBuf uint32
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alphaTex uint32
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alphaTex uint32
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sr solidShader
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sr solidShader
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lgr linearGradientShader
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lgr linearGradientShader
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rgr radialGradientShader
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rgr radialGradientShader
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@ -32,11 +33,16 @@ type GoGLBackend struct {
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gauss15r gaussianShader
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gauss15r gaussianShader
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gauss63r gaussianShader
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gauss63r gaussianShader
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gauss127r gaussianShader
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gauss127r gaussianShader
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offscr1 offscreenBuffer
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offscr1 offscreenBuffer
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offscr2 offscreenBuffer
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offscr2 offscreenBuffer
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glChan chan func()
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imageBufTex uint32
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imageBuf []byte
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ptsBuf []float32
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ptsBuf []float32
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glChan chan func()
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}
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}
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type offscreenBuffer struct {
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type offscreenBuffer struct {
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94
backend/gogl/imagedata.go
Normal file
94
backend/gogl/imagedata.go
Normal file
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@ -0,0 +1,94 @@
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package goglbackend
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import (
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"image"
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"image/color"
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"unsafe"
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"github.com/go-gl/gl/v3.2-core/gl"
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)
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// GetImageData returns an RGBA image of the current image
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func (b *GoGLBackend) GetImageData(x, y, w, h int) *image.RGBA {
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// cv.activate()
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if x < 0 {
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w += x
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x = 0
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}
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if y < 0 {
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h += y
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y = 0
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}
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if w > b.w {
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w = b.w
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}
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if h > b.h {
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h = b.h
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}
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if len(b.imageBuf) < w*h*3 {
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b.imageBuf = make([]byte, w*h*3)
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}
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gl.ReadPixels(int32(x), int32(y), int32(w), int32(h), gl.RGB, gl.UNSIGNED_BYTE, gl.Ptr(&b.imageBuf[0]))
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rgba := image.NewRGBA(image.Rect(x, y, x+w, y+h))
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bp := 0
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for cy := y; cy < y+h; cy++ {
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for cx := x; cx < x+w; cx++ {
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rgba.SetRGBA(cx, y+h-1-cy, color.RGBA{R: b.imageBuf[bp], G: b.imageBuf[bp+1], B: b.imageBuf[bp+2], A: 255})
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bp += 3
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}
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}
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return rgba
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}
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// PutImageData puts the given image at the given x/y coordinates
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func (b *GoGLBackend) PutImageData(img *image.RGBA, x, y int) {
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// cv.activate()
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gl.ActiveTexture(gl.TEXTURE0)
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if b.imageBufTex == 0 {
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gl.GenTextures(1, &b.imageBufTex)
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gl.BindTexture(gl.TEXTURE_2D, b.imageBufTex)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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} else {
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gl.BindTexture(gl.TEXTURE_2D, b.imageBufTex)
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}
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w, h := img.Bounds().Dx(), img.Bounds().Dy()
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if img.Stride == img.Bounds().Dx()*4 {
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(w), int32(h), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(&img.Pix[0]))
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} else {
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data := make([]uint8, 0, w*h*4)
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for cy := 0; cy < h; cy++ {
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start := cy * img.Stride
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end := start + w*4
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data = append(data, img.Pix[start:end]...)
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}
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(w), int32(h), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(&data[0]))
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}
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dx, dy := float32(x), float32(y)
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dw, dh := float32(w), float32(h)
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gl.BindBuffer(gl.ARRAY_BUFFER, b.buf)
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data := [16]float32{dx, dy, dx + dw, dy, dx + dw, dy + dh, dx, dy + dh,
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0, 0, 1, 0, 1, 1, 0, 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.UseProgram(b.ir.ID)
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gl.Uniform1i(b.ir.Image, 0)
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gl.Uniform2f(b.ir.CanvasSize, float32(b.fw), float32(b.fh))
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gl.Uniform1f(b.ir.GlobalAlpha, 1)
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gl.VertexAttribPointer(b.ir.Vertex, 2, gl.FLOAT, false, 0, nil)
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gl.VertexAttribPointer(b.ir.TexCoord, 2, gl.FLOAT, false, 0, gl.PtrOffset(8*4))
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gl.EnableVertexAttribArray(b.ir.Vertex)
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gl.EnableVertexAttribArray(b.ir.TexCoord)
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gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
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gl.DisableVertexAttribArray(b.ir.Vertex)
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gl.DisableVertexAttribArray(b.ir.TexCoord)
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}
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96
imagedata.go
96
imagedata.go
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@ -1,96 +0,0 @@
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package canvas
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import (
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"image"
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"image/color"
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"unsafe"
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)
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var imageBufTex uint32
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var imageBuf []byte
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// GetImageData returns an RGBA image of the currently displayed image. The
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// alpha channel is always opaque
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func (cv *Canvas) GetImageData(x, y, w, h int) *image.RGBA {
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cv.activate()
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if x < 0 {
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w += x
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x = 0
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}
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if y < 0 {
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h += y
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y = 0
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}
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if w > cv.w {
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w = cv.w
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}
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if h > cv.h {
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h = cv.h
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}
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if len(imageBuf) < w*h*3 {
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imageBuf = make([]byte, w*h*3)
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}
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gli.ReadPixels(int32(x), int32(y), int32(w), int32(h), gl_RGB, gl_UNSIGNED_BYTE, gli.Ptr(&imageBuf[0]))
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rgba := image.NewRGBA(image.Rect(x, y, x+w, y+h))
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bp := 0
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for cy := y; cy < y+h; cy++ {
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for cx := x; cx < x+w; cx++ {
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rgba.SetRGBA(cx, y+h-1-cy, color.RGBA{R: imageBuf[bp], G: imageBuf[bp+1], B: imageBuf[bp+2], A: 255})
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bp += 3
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}
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}
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return rgba
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}
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// PutImageData puts the given image at the given x/y coordinates
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func (cv *Canvas) PutImageData(img *image.RGBA, x, y int) {
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cv.activate()
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gli.ActiveTexture(gl_TEXTURE0)
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if imageBufTex == 0 {
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gli.GenTextures(1, &imageBufTex)
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gli.BindTexture(gl_TEXTURE_2D, imageBufTex)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE)
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} else {
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gli.BindTexture(gl_TEXTURE_2D, imageBufTex)
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}
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w, h := img.Bounds().Dx(), img.Bounds().Dy()
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if img.Stride == img.Bounds().Dx()*4 {
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gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, int32(w), int32(h), 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&img.Pix[0]))
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} else {
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data := make([]uint8, 0, w*h*4)
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for cy := 0; cy < h; cy++ {
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start := cy * img.Stride
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end := start + w*4
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data = append(data, img.Pix[start:end]...)
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}
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gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, int32(w), int32(h), 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&data[0]))
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}
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dx, dy := float32(x), float32(y)
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dw, dh := float32(w), float32(h)
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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data := [16]float32{dx, dy, dx + dw, dy, dx + dw, dy + dh, dx, dy + dh,
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0, 0, 1, 0, 1, 1, 0, 1}
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gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
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gli.UseProgram(ir.id)
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gli.Uniform1i(ir.image, 0)
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gli.Uniform2f(ir.canvasSize, float32(cv.fw), float32(cv.fh))
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gli.Uniform1f(ir.globalAlpha, 1)
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gli.VertexAttribPointer(ir.vertex, 2, gl_FLOAT, false, 0, 0)
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gli.VertexAttribPointer(ir.texCoord, 2, gl_FLOAT, false, 0, 8*4)
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gli.EnableVertexAttribArray(ir.vertex)
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gli.EnableVertexAttribArray(ir.texCoord)
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gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
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gli.DisableVertexAttribArray(ir.vertex)
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gli.DisableVertexAttribArray(ir.texCoord)
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}
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10
images.go
10
images.go
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@ -172,3 +172,13 @@ func (cv *Canvas) DrawImage(image interface{}, coords ...float64) {
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cv.b.DrawImage(img.img, sx, sy, sw, sh, dx, dy, dw, dh, cv.state.globalAlpha)
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cv.b.DrawImage(img.img, sx, sy, sw, sh, dx, dy, dw, dh, cv.state.globalAlpha)
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}
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}
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// GetImageData returns an RGBA image of the current image
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func (cv *Canvas) GetImageData(x, y, w, h int) *image.RGBA {
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return cv.b.GetImageData(x, y, w, h)
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}
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// PutImageData puts the given image at the given x/y coordinates
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func (cv *Canvas) PutImageData(img *image.RGBA, x, y int) {
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cv.b.PutImageData(img, x, y)
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}
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