package canvas import ( "image" "unsafe" ) func (cv *Canvas) drawShadow(tris []float32) { if len(tris) == 0 || cv.state.shadowColor.a == 0 { return } 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 = 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) } func (cv *Canvas) drawTextShadow(offset image.Point, strWidth, strHeight int, x, y float64) { x += cv.state.shadowOffsetX y += cv.state.shadowOffsetY 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) }