package xmobilebackend import ( "fmt" "image/color" "math" "reflect" "unsafe" "github.com/tfriedel6/canvas/backend/backendbase" "golang.org/x/mobile/gl" ) const alphaTexSize = 2048 var zeroes [alphaTexSize]byte type XMobileBackend struct { glctx gl.Context x, y, w, h int fx, fy, fw, fh float64 buf gl.Buffer shadowBuf gl.Buffer alphaTex gl.Texture sr solidShader lgr linearGradientShader rgr radialGradientShader ipr imagePatternShader sar solidAlphaShader rgar radialGradientAlphaShader lgar linearGradientAlphaShader ipar imagePatternAlphaShader ir imageShader gauss15r gaussianShader gauss63r gaussianShader gauss127r gaussianShader offscr1 offscreenBuffer offscr2 offscreenBuffer imageBufTex gl.Texture imageBuf []byte ptsBuf []float32 offscreen bool offscrBuf offscreenBuffer offscrImg Image glChan chan func() } type offscreenBuffer struct { tex gl.Texture w int h int renderStencilBuf gl.Renderbuffer frameBuf gl.Framebuffer alpha bool } func New(glctx gl.Context, x, y, w, h int) (*XMobileBackend, error) { var err error b := &XMobileBackend{ glctx: glctx, w: w, h: h, fw: float64(w), fh: float64(h), ptsBuf: make([]float32, 0, 4096), } b.glctx.GetError() // clear error state err = loadShader(b, solidVS, solidFS, &b.sr.shaderProgram) if err != nil { return nil, err } b.sr.shaderProgram.mustLoadLocations(&b.sr) if err = glError(b); err != nil { return nil, err } err = loadShader(b, linearGradientVS, linearGradientFS, &b.lgr.shaderProgram) if err != nil { return nil, err } b.lgr.shaderProgram.mustLoadLocations(&b.lgr) if err = glError(b); err != nil { return nil, err } err = loadShader(b, radialGradientVS, radialGradientFS, &b.rgr.shaderProgram) if err != nil { return nil, err } b.rgr.shaderProgram.mustLoadLocations(&b.rgr) if err = glError(b); err != nil { return nil, err } err = loadShader(b, imagePatternVS, imagePatternFS, &b.ipr.shaderProgram) if err != nil { return nil, err } b.ipr.shaderProgram.mustLoadLocations(&b.ipr) if err = glError(b); err != nil { return nil, err } err = loadShader(b, solidAlphaVS, solidAlphaFS, &b.sar.shaderProgram) if err != nil { return nil, err } b.sar.shaderProgram.mustLoadLocations(&b.sar) if err = glError(b); err != nil { return nil, err } err = loadShader(b, linearGradientAlphaVS, linearGradientFS, &b.lgar.shaderProgram) if err != nil { return nil, err } b.lgar.shaderProgram.mustLoadLocations(&b.lgar) if err = glError(b); err != nil { return nil, err } err = loadShader(b, radialGradientAlphaVS, radialGradientAlphaFS, &b.rgar.shaderProgram) if err != nil { return nil, err } b.rgar.shaderProgram.mustLoadLocations(&b.rgar) if err = glError(b); err != nil { return nil, err } err = loadShader(b, imagePatternAlphaVS, imagePatternAlphaFS, &b.ipar.shaderProgram) if err != nil { return nil, err } b.ipar.shaderProgram.mustLoadLocations(&b.ipar) if err = glError(b); err != nil { return nil, err } err = loadShader(b, imageVS, imageFS, &b.ir.shaderProgram) if err != nil { return nil, err } b.ir.shaderProgram.mustLoadLocations(&b.ir) if err = glError(b); err != nil { return nil, err } err = loadShader(b, gaussian15VS, gaussian15FS, &b.gauss15r.shaderProgram) if err != nil { return nil, err } b.gauss15r.shaderProgram.mustLoadLocations(&b.gauss15r) if err = glError(b); err != nil { return nil, err } err = loadShader(b, gaussian63VS, gaussian63FS, &b.gauss63r.shaderProgram) if err != nil { return nil, err } b.gauss63r.shaderProgram.mustLoadLocations(&b.gauss63r) if err = glError(b); err != nil { return nil, err } err = loadShader(b, gaussian127VS, gaussian127FS, &b.gauss127r.shaderProgram) if err != nil { return nil, err } b.gauss127r.shaderProgram.mustLoadLocations(&b.gauss127r) if err = glError(b); err != nil { return nil, err } b.buf = b.glctx.CreateBuffer() if err = glError(b); err != nil { return nil, err } b.shadowBuf = b.glctx.CreateBuffer() if err = glError(b); err != nil { return nil, err } b.glctx.ActiveTexture(gl.TEXTURE0) b.alphaTex = b.glctx.CreateTexture() b.glctx.BindTexture(gl.TEXTURE_2D, b.alphaTex) b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) b.glctx.TexImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, alphaTexSize, alphaTexSize, gl.ALPHA, gl.UNSIGNED_BYTE, nil) b.glctx.Enable(gl.BLEND) b.glctx.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) b.glctx.Enable(gl.STENCIL_TEST) b.glctx.StencilMask(0xFF) b.glctx.Clear(gl.STENCIL_BUFFER_BIT) b.glctx.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) b.glctx.StencilFunc(gl.EQUAL, 0, 0xFF) b.glctx.Disable(gl.SCISSOR_TEST) return b, nil } func NewOffscreen(glctx gl.Context, w, h int, alpha bool) (*XMobileBackend, error) { b, err := New(glctx, 0, 0, w, h) if err != nil { return nil, err } b.offscreen = true b.offscrBuf.alpha = alpha return b, nil } // SetBounds updates the bounds of the canvas. This would // usually be called for example when the window is resized func (b *XMobileBackend) SetBounds(x, y, w, h int) { if !b.offscreen { b.x, b.y = x, y b.fx, b.fy = float64(x), float64(y) } b.w, b.h = w, h b.fw, b.fh = float64(w), float64(h) if b == activeContext { b.glctx.Viewport(0, 0, b.w, b.h) b.glctx.Clear(gl.STENCIL_BUFFER_BIT) } } func (b *XMobileBackend) Size() (int, int) { return b.w, b.h } func glError(b *XMobileBackend) error { glErr := b.glctx.GetError() if glErr != gl.NO_ERROR { return fmt.Errorf("GL Error: %x", glErr) } return nil } var activeContext *XMobileBackend func (b *XMobileBackend) activate() { if activeContext != b { activeContext = b if b.offscreen { b.glctx.Viewport(0, 0, b.w, b.h) b.enableTextureRenderTarget(&b.offscrBuf) b.offscrImg.w = b.offscrBuf.w b.offscrImg.h = b.offscrBuf.h b.offscrImg.tex = b.offscrBuf.tex } else { b.glctx.Viewport(b.x, b.y, b.w, b.h) b.disableTextureRenderTarget() } } loop: for { select { case f := <-b.glChan: f() default: break loop } } } func (b *XMobileBackend) DeleteOffscreen() { if !b.offscreen { return } b.glctx.DeleteTexture(b.offscrBuf.tex) b.glctx.DeleteFramebuffer(b.offscrBuf.frameBuf) b.glctx.DeleteRenderbuffer(b.offscrBuf.renderStencilBuf) b.offscreen = false b.activate() } type glColor struct { r, g, b, a float64 } func colorGoToGL(c color.RGBA) glColor { var glc glColor glc.r = float64(c.R) / 255 glc.g = float64(c.G) / 255 glc.b = float64(c.B) / 255 glc.a = float64(c.A) / 255 return glc } func (b *XMobileBackend) useShader(style *backendbase.FillStyle) (vertexLoc gl.Attrib) { if lg := style.LinearGradient; lg != nil { lg := lg.(*LinearGradient) b.glctx.ActiveTexture(gl.TEXTURE0) b.glctx.BindTexture(gl.TEXTURE_2D, lg.tex) b.glctx.UseProgram(b.lgr.ID) from := vec{style.Gradient.X0, style.Gradient.Y0} to := vec{style.Gradient.X1, style.Gradient.Y1} dir := to.sub(from) length := dir.len() dir = dir.scale(1 / length) b.glctx.Uniform2f(b.lgr.CanvasSize, float32(b.fw), float32(b.fh)) b.glctx.Uniform2f(b.lgr.From, float32(from[0]), float32(from[1])) b.glctx.Uniform2f(b.lgr.Dir, float32(dir[0]), float32(dir[1])) b.glctx.Uniform1f(b.lgr.Len, float32(length)) b.glctx.Uniform1i(b.lgr.Gradient, 0) b.glctx.Uniform1f(b.lgr.GlobalAlpha, float32(style.Color.A)/255) return b.lgr.Vertex } if rg := style.RadialGradient; rg != nil { rg := rg.(*RadialGradient) b.glctx.ActiveTexture(gl.TEXTURE0) b.glctx.BindTexture(gl.TEXTURE_2D, rg.tex) b.glctx.UseProgram(b.rgr.ID) from := vec{style.Gradient.X0, style.Gradient.Y0} to := vec{style.Gradient.X1, style.Gradient.Y1} b.glctx.Uniform2f(b.rgr.CanvasSize, float32(b.fw), float32(b.fh)) b.glctx.Uniform2f(b.rgr.From, float32(from[0]), float32(from[1])) b.glctx.Uniform2f(b.rgr.To, float32(to[0]), float32(to[1])) b.glctx.Uniform1f(b.rgr.RadFrom, float32(style.Gradient.RadFrom)) b.glctx.Uniform1f(b.rgr.RadTo, float32(style.Gradient.RadTo)) b.glctx.Uniform1i(b.rgr.Gradient, 0) b.glctx.Uniform1f(b.rgr.GlobalAlpha, float32(style.Color.A)/255) return b.rgr.Vertex } if img := style.Image; img != nil { img := img.(*Image) b.glctx.UseProgram(b.ipr.ID) b.glctx.ActiveTexture(gl.TEXTURE0) b.glctx.BindTexture(gl.TEXTURE_2D, img.tex) b.glctx.Uniform2f(b.ipr.CanvasSize, float32(b.fw), float32(b.fh)) b.glctx.Uniform2f(b.ipr.ImageSize, float32(img.w), float32(img.h)) b.glctx.Uniform1i(b.ipr.Image, 0) b.glctx.Uniform1f(b.ipr.GlobalAlpha, float32(style.Color.A)/255) return b.ipr.Vertex } b.glctx.UseProgram(b.sr.ID) b.glctx.Uniform2f(b.sr.CanvasSize, float32(b.fw), float32(b.fh)) c := colorGoToGL(style.Color) b.glctx.Uniform4f(b.sr.Color, float32(c.r), float32(c.g), float32(c.b), float32(c.a)) b.glctx.Uniform1f(b.sr.GlobalAlpha, 1) return b.sr.Vertex } func (b *XMobileBackend) useAlphaShader(style *backendbase.FillStyle, alphaTexSlot int) (vertexLoc, alphaTexCoordLoc gl.Attrib) { if lg := style.LinearGradient; lg != nil { lg := lg.(*LinearGradient) b.glctx.ActiveTexture(gl.TEXTURE0) b.glctx.BindTexture(gl.TEXTURE_2D, lg.tex) b.glctx.UseProgram(b.lgar.ID) from := vec{style.Gradient.X0, style.Gradient.Y0} to := vec{style.Gradient.X1, style.Gradient.Y1} dir := to.sub(from) length := dir.len() dir = dir.scale(1 / length) b.glctx.Uniform2f(b.lgar.CanvasSize, float32(b.fw), float32(b.fh)) b.glctx.Uniform2f(b.lgar.From, float32(from[0]), float32(from[1])) b.glctx.Uniform2f(b.lgar.Dir, float32(dir[0]), float32(dir[1])) b.glctx.Uniform1f(b.lgar.Len, float32(length)) b.glctx.Uniform1i(b.lgar.Gradient, 0) b.glctx.Uniform1i(b.lgar.AlphaTex, alphaTexSlot) b.glctx.Uniform1f(b.lgar.GlobalAlpha, float32(style.Color.A)/255) return b.lgar.Vertex, b.lgar.AlphaTexCoord } if rg := style.RadialGradient; rg != nil { rg := rg.(*RadialGradient) b.glctx.ActiveTexture(gl.TEXTURE0) b.glctx.BindTexture(gl.TEXTURE_2D, rg.tex) b.glctx.UseProgram(b.rgar.ID) from := vec{style.Gradient.X0, style.Gradient.Y0} to := vec{style.Gradient.X1, style.Gradient.Y1} b.glctx.Uniform2f(b.rgar.CanvasSize, float32(b.fw), float32(b.fh)) b.glctx.Uniform2f(b.rgar.From, float32(from[0]), float32(from[1])) b.glctx.Uniform2f(b.rgar.To, float32(to[0]), float32(to[1])) b.glctx.Uniform1f(b.rgar.RadFrom, float32(style.Gradient.RadFrom)) b.glctx.Uniform1f(b.rgar.RadTo, float32(style.Gradient.RadTo)) b.glctx.Uniform1i(b.rgar.Gradient, 0) b.glctx.Uniform1i(b.rgar.AlphaTex, alphaTexSlot) b.glctx.Uniform1f(b.rgar.GlobalAlpha, float32(style.Color.A)/255) return b.rgar.Vertex, b.rgar.AlphaTexCoord } if img := style.Image; img != nil { img := img.(*Image) b.glctx.UseProgram(b.ipar.ID) b.glctx.ActiveTexture(gl.TEXTURE0) b.glctx.BindTexture(gl.TEXTURE_2D, img.tex) b.glctx.Uniform2f(b.ipar.CanvasSize, float32(b.fw), float32(b.fh)) b.glctx.Uniform2f(b.ipar.ImageSize, float32(img.w), float32(img.h)) b.glctx.Uniform1i(b.ipar.Image, 0) b.glctx.Uniform1i(b.ipar.AlphaTex, alphaTexSlot) b.glctx.Uniform1f(b.ipar.GlobalAlpha, float32(style.Color.A)/255) return b.ipar.Vertex, b.ipar.AlphaTexCoord } b.glctx.UseProgram(b.sar.ID) b.glctx.Uniform2f(b.sar.CanvasSize, float32(b.fw), float32(b.fh)) c := colorGoToGL(style.Color) b.glctx.Uniform4f(b.sar.Color, float32(c.r), float32(c.g), float32(c.b), float32(c.a)) b.glctx.Uniform1i(b.sar.AlphaTex, alphaTexSlot) b.glctx.Uniform1f(b.sar.GlobalAlpha, 1) return b.sar.Vertex, b.sar.AlphaTexCoord } func (b *XMobileBackend) enableTextureRenderTarget(offscr *offscreenBuffer) { if offscr.w != b.w || offscr.h != b.h { if offscr.w != 0 && offscr.h != 0 { b.glctx.DeleteTexture(offscr.tex) b.glctx.DeleteFramebuffer(offscr.frameBuf) b.glctx.DeleteRenderbuffer(offscr.renderStencilBuf) } offscr.w = b.w offscr.h = b.h b.glctx.ActiveTexture(gl.TEXTURE0) offscr.tex = b.glctx.CreateTexture() b.glctx.BindTexture(gl.TEXTURE_2D, offscr.tex) // todo do non-power-of-two textures work everywhere? if offscr.alpha { b.glctx.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, b.w, b.h, gl.RGBA, gl.UNSIGNED_BYTE, nil) } else { b.glctx.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, b.w, b.h, gl.RGB, gl.UNSIGNED_BYTE, nil) } b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) offscr.frameBuf = b.glctx.CreateFramebuffer() b.glctx.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf) offscr.renderStencilBuf = b.glctx.CreateRenderbuffer() b.glctx.BindRenderbuffer(gl.RENDERBUFFER, offscr.renderStencilBuf) b.glctx.RenderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, b.w, b.h) b.glctx.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, offscr.renderStencilBuf) b.glctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, offscr.tex, 0) if err := b.glctx.CheckFramebufferStatus(gl.FRAMEBUFFER); err != gl.FRAMEBUFFER_COMPLETE { // todo this should maybe not panic panic(fmt.Sprintf("Failed to set up framebuffer for offscreen texture: %x", err)) } b.glctx.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) } else { b.glctx.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf) } } func (b *XMobileBackend) disableTextureRenderTarget() { if b.offscreen { b.enableTextureRenderTarget(&b.offscrBuf) } else { b.glctx.BindFramebuffer(gl.FRAMEBUFFER, gl.Framebuffer{Value: 0}) } } type vec [2]float64 func (v1 vec) sub(v2 vec) vec { return vec{v1[0] - v2[0], v1[1] - v2[1]} } func (v vec) len() float64 { return math.Sqrt(v[0]*v[0] + v[1]*v[1]) } func (v vec) scale(f float64) vec { return vec{v[0] * f, v[1] * f} } func byteSlice(ptr unsafe.Pointer, size int) []byte { var buf []byte sh := (*reflect.SliceHeader)(unsafe.Pointer(&buf)) sh.Cap = size sh.Len = size sh.Data = uintptr(ptr) return buf }