package canvas import ( "image" "math" "unsafe" ) func (cv *Canvas) drawShadow(tris []float32) { if len(tris) == 0 || cv.state.shadowColor.a == 0 { return } 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) } ox, oy := float32(cv.state.shadowOffsetX), float32(cv.state.shadowOffsetY) count := len(tris) for i := 12; i < count; i += 2 { tris[i] += ox tris[i+1] += oy } gli.BindBuffer(gl_ARRAY_BUFFER, shadowBuf) gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW) gli.ColorMask(false, false, false, false) gli.StencilFunc(gl_ALWAYS, 1, 0xFF) gli.StencilOp(gl_REPLACE, gl_REPLACE, gl_REPLACE) gli.StencilMask(0x01) gli.UseProgram(sr.id) gli.Uniform4f(sr.color, 0, 0, 0, 0) gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh)) gli.EnableVertexAttribArray(sr.vertex) gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, 0) gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6)) gli.DisableVertexAttribArray(sr.vertex) gli.ColorMask(true, true, true, true) gli.StencilFunc(gl_EQUAL, 1, 0xFF) var style drawStyle style.color = colorGLToGo(cv.state.shadowColor) vertex := cv.useShader(&style) gli.EnableVertexAttribArray(vertex) gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0) gli.DrawArrays(gl_TRIANGLES, 0, 6) gli.DisableVertexAttribArray(vertex) gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP) gli.StencilFunc(gl_ALWAYS, 0, 0xFF) gli.Clear(gl_STENCIL_BUFFER_BIT) gli.StencilMask(0xFF) if cv.state.shadowBlur > 0 { cv.drawBlurredShadow() } } func (cv *Canvas) drawTextShadow(offset image.Point, strWidth, strHeight int, x, y float64) { 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 = colorGLToGo(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] } 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 } }