package goglbackend import ( "fmt" "image/color" "math" "github.com/go-gl/gl/v3.2-core/gl" "github.com/tfriedel6/canvas/backend/backendbase" ) const alphaTexSize = 2048 var zeroes [alphaTexSize]byte type GoGLBackend struct { x, y, w, h int fx, fy, fw, fh float64 buf uint32 shadowBuf uint32 alphaTex uint32 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 uint32 imageBuf []byte ptsBuf []float32 offscreen bool offscrBuf offscreenBuffer offscrImg Image glChan chan func() } type offscreenBuffer struct { tex uint32 w int h int renderStencilBuf uint32 frameBuf uint32 alpha bool } func New(x, y, w, h int) (*GoGLBackend, error) { err := gl.Init() if err != nil { return nil, err } gl.GetError() // clear error state b := &GoGLBackend{ w: w, h: h, fw: float64(w), fh: float64(h), ptsBuf: make([]float32, 0, 4096), } err = loadShader(solidVS, solidFS, &b.sr.shaderProgram) if err != nil { return nil, err } b.sr.shaderProgram.mustLoadLocations(&b.sr) if err = glError(); err != nil { return nil, err } err = loadShader(linearGradientVS, linearGradientFS, &b.lgr.shaderProgram) if err != nil { return nil, err } b.lgr.shaderProgram.mustLoadLocations(&b.lgr) if err = glError(); err != nil { return nil, err } err = loadShader(radialGradientVS, radialGradientFS, &b.rgr.shaderProgram) if err != nil { return nil, err } b.rgr.shaderProgram.mustLoadLocations(&b.rgr) if err = glError(); err != nil { return nil, err } err = loadShader(imagePatternVS, imagePatternFS, &b.ipr.shaderProgram) if err != nil { return nil, err } b.ipr.shaderProgram.mustLoadLocations(&b.ipr) if err = glError(); err != nil { return nil, err } err = loadShader(solidAlphaVS, solidAlphaFS, &b.sar.shaderProgram) if err != nil { return nil, err } b.sar.shaderProgram.mustLoadLocations(&b.sar) if err = glError(); err != nil { return nil, err } err = loadShader(linearGradientAlphaVS, linearGradientFS, &b.lgar.shaderProgram) if err != nil { return nil, err } b.lgar.shaderProgram.mustLoadLocations(&b.lgar) if err = glError(); err != nil { return nil, err } err = loadShader(radialGradientAlphaVS, radialGradientAlphaFS, &b.rgar.shaderProgram) if err != nil { return nil, err } b.rgar.shaderProgram.mustLoadLocations(&b.rgar) if err = glError(); err != nil { return nil, err } err = loadShader(imagePatternAlphaVS, imagePatternAlphaFS, &b.ipar.shaderProgram) if err != nil { return nil, err } b.ipar.shaderProgram.mustLoadLocations(&b.ipar) if err = glError(); err != nil { return nil, err } err = loadShader(imageVS, imageFS, &b.ir.shaderProgram) if err != nil { return nil, err } b.ir.shaderProgram.mustLoadLocations(&b.ir) if err = glError(); err != nil { return nil, err } err = loadShader(gaussian15VS, gaussian15FS, &b.gauss15r.shaderProgram) if err != nil { return nil, err } b.gauss15r.shaderProgram.mustLoadLocations(&b.gauss15r) if err = glError(); err != nil { return nil, err } err = loadShader(gaussian63VS, gaussian63FS, &b.gauss63r.shaderProgram) if err != nil { return nil, err } b.gauss63r.shaderProgram.mustLoadLocations(&b.gauss63r) if err = glError(); err != nil { return nil, err } err = loadShader(gaussian127VS, gaussian127FS, &b.gauss127r.shaderProgram) if err != nil { return nil, err } b.gauss127r.shaderProgram.mustLoadLocations(&b.gauss127r) if err = glError(); err != nil { return nil, err } gl.GenBuffers(1, &b.buf) if err = glError(); err != nil { return nil, err } gl.GenBuffers(1, &b.shadowBuf) if err = glError(); err != nil { return nil, err } gl.ActiveTexture(gl.TEXTURE0) gl.GenTextures(1, &b.alphaTex) gl.BindTexture(gl.TEXTURE_2D, b.alphaTex) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, alphaTexSize, alphaTexSize, 0, gl.ALPHA, gl.UNSIGNED_BYTE, nil) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.STENCIL_TEST) gl.StencilMask(0xFF) gl.Clear(gl.STENCIL_BUFFER_BIT) gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) gl.StencilFunc(gl.EQUAL, 0, 0xFF) gl.Disable(gl.SCISSOR_TEST) return b, nil } func NewOffscreen(w, h int, alpha bool) (*GoGLBackend, error) { b, err := New(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 *GoGLBackend) 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 { gl.Viewport(0, 0, int32(b.w), int32(b.h)) gl.Clear(gl.STENCIL_BUFFER_BIT) } } func (b *GoGLBackend) Size() (int, int) { return b.w, b.h } func glError() error { glErr := gl.GetError() if glErr != gl.NO_ERROR { return fmt.Errorf("GL Error: %x", glErr) } return nil } var activeContext *GoGLBackend func (b *GoGLBackend) activate() { if activeContext != b { activeContext = b if b.offscreen { gl.Viewport(0, 0, int32(b.w), int32(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 { gl.Viewport(int32(b.x), int32(b.y), int32(b.w), int32(b.h)) b.disableTextureRenderTarget() } } loop: for { select { case f := <-b.glChan: f() default: break loop } } } func (b *GoGLBackend) DeleteOffscreen() { if !b.offscreen { return } gl.DeleteTextures(1, &b.offscrBuf.tex) gl.DeleteFramebuffers(1, &b.offscrBuf.frameBuf) gl.DeleteRenderbuffers(1, &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 *GoGLBackend) useShader(style *backendbase.FillStyle) (vertexLoc uint32) { if lg := style.LinearGradient; lg != nil { lg := lg.(*LinearGradient) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, lg.tex) gl.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) gl.Uniform2f(b.lgr.CanvasSize, float32(b.fw), float32(b.fh)) gl.Uniform2f(b.lgr.From, float32(from[0]), float32(from[1])) gl.Uniform2f(b.lgr.Dir, float32(dir[0]), float32(dir[1])) gl.Uniform1f(b.lgr.Len, float32(length)) gl.Uniform1i(b.lgr.Gradient, 0) gl.Uniform1f(b.lgr.GlobalAlpha, float32(style.Color.A)/255) return b.lgr.Vertex } if rg := style.RadialGradient; rg != nil { rg := rg.(*RadialGradient) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, rg.tex) gl.UseProgram(b.rgr.ID) from := vec{style.Gradient.X0, style.Gradient.Y0} to := vec{style.Gradient.X1, style.Gradient.Y1} gl.Uniform2f(b.rgr.CanvasSize, float32(b.fw), float32(b.fh)) gl.Uniform2f(b.rgr.From, float32(from[0]), float32(from[1])) gl.Uniform2f(b.rgr.To, float32(to[0]), float32(to[1])) gl.Uniform1f(b.rgr.RadFrom, float32(style.Gradient.RadFrom)) gl.Uniform1f(b.rgr.RadTo, float32(style.Gradient.RadTo)) gl.Uniform1i(b.rgr.Gradient, 0) gl.Uniform1f(b.rgr.GlobalAlpha, float32(style.Color.A)/255) return b.rgr.Vertex } if img := style.Image; img != nil { img := img.(*Image) gl.UseProgram(b.ipr.ID) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, img.tex) gl.Uniform2f(b.ipr.CanvasSize, float32(b.fw), float32(b.fh)) gl.Uniform2f(b.ipr.ImageSize, float32(img.w), float32(img.h)) gl.Uniform1i(b.ipr.Image, 0) gl.Uniform1f(b.ipr.GlobalAlpha, float32(style.Color.A)/255) return b.ipr.Vertex } gl.UseProgram(b.sr.ID) gl.Uniform2f(b.sr.CanvasSize, float32(b.fw), float32(b.fh)) c := colorGoToGL(style.Color) gl.Uniform4f(b.sr.Color, float32(c.r), float32(c.g), float32(c.b), float32(c.a)) gl.Uniform1f(b.sr.GlobalAlpha, 1) return b.sr.Vertex } func (b *GoGLBackend) useAlphaShader(style *backendbase.FillStyle, alphaTexSlot int32) (vertexLoc, alphaTexCoordLoc uint32) { if lg := style.LinearGradient; lg != nil { lg := lg.(*LinearGradient) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, lg.tex) gl.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) gl.Uniform2f(b.lgar.CanvasSize, float32(b.fw), float32(b.fh)) gl.Uniform2f(b.lgar.From, float32(from[0]), float32(from[1])) gl.Uniform2f(b.lgar.Dir, float32(dir[0]), float32(dir[1])) gl.Uniform1f(b.lgar.Len, float32(length)) gl.Uniform1i(b.lgar.Gradient, 0) gl.Uniform1i(b.lgar.AlphaTex, alphaTexSlot) gl.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) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, rg.tex) gl.UseProgram(b.rgar.ID) from := vec{style.Gradient.X0, style.Gradient.Y0} to := vec{style.Gradient.X1, style.Gradient.Y1} gl.Uniform2f(b.rgar.CanvasSize, float32(b.fw), float32(b.fh)) gl.Uniform2f(b.rgar.From, float32(from[0]), float32(from[1])) gl.Uniform2f(b.rgar.To, float32(to[0]), float32(to[1])) gl.Uniform1f(b.rgar.RadFrom, float32(style.Gradient.RadFrom)) gl.Uniform1f(b.rgar.RadTo, float32(style.Gradient.RadTo)) gl.Uniform1i(b.rgar.Gradient, 0) gl.Uniform1i(b.rgar.AlphaTex, alphaTexSlot) gl.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) gl.UseProgram(b.ipar.ID) gl.ActiveTexture(gl.TEXTURE0) gl.BindTexture(gl.TEXTURE_2D, img.tex) gl.Uniform2f(b.ipar.CanvasSize, float32(b.fw), float32(b.fh)) gl.Uniform2f(b.ipar.ImageSize, float32(img.w), float32(img.h)) gl.Uniform1i(b.ipar.Image, 0) gl.Uniform1i(b.ipar.AlphaTex, alphaTexSlot) gl.Uniform1f(b.ipar.GlobalAlpha, float32(style.Color.A)/255) return b.ipar.Vertex, b.ipar.AlphaTexCoord } gl.UseProgram(b.sar.ID) gl.Uniform2f(b.sar.CanvasSize, float32(b.fw), float32(b.fh)) c := colorGoToGL(style.Color) gl.Uniform4f(b.sar.Color, float32(c.r), float32(c.g), float32(c.b), float32(c.a)) gl.Uniform1i(b.sar.AlphaTex, alphaTexSlot) gl.Uniform1f(b.sar.GlobalAlpha, 1) return b.sar.Vertex, b.sar.AlphaTexCoord } func (b *GoGLBackend) enableTextureRenderTarget(offscr *offscreenBuffer) { if offscr.w != b.w || offscr.h != b.h { if offscr.w != 0 && offscr.h != 0 { gl.DeleteTextures(1, &offscr.tex) gl.DeleteFramebuffers(1, &offscr.frameBuf) gl.DeleteRenderbuffers(1, &offscr.renderStencilBuf) } offscr.w = b.w offscr.h = b.h gl.ActiveTexture(gl.TEXTURE0) gl.GenTextures(1, &offscr.tex) gl.BindTexture(gl.TEXTURE_2D, offscr.tex) // todo do non-power-of-two textures work everywhere? if offscr.alpha { gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(b.w), int32(b.h), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil) } else { gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(b.w), int32(b.h), 0, gl.RGB, gl.UNSIGNED_BYTE, nil) } gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) gl.GenFramebuffers(1, &offscr.frameBuf) gl.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf) gl.GenRenderbuffers(1, &offscr.renderStencilBuf) gl.BindRenderbuffer(gl.RENDERBUFFER, offscr.renderStencilBuf) gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH24_STENCIL8, int32(b.w), int32(b.h)) gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, offscr.renderStencilBuf) gl.FramebufferTexture(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, offscr.tex, 0) if err := gl.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)) } gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) } else { gl.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf) } } func (b *GoGLBackend) disableTextureRenderTarget() { if b.offscreen { b.enableTextureRenderTarget(&b.offscrBuf) } else { gl.BindFramebuffer(gl.FRAMEBUFFER, 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} }