// Package canvas provides an API that tries to closely mirror that // of the HTML5 canvas API, using OpenGL to do the rendering. package canvas import ( "fmt" "os" "github.com/golang/freetype/truetype" ) //go:generate go run make_shaders.go //go:generate go fmt // Canvas represents an area on the viewport on which to draw // using a set of functions very similar to the HTML5 canvas type Canvas struct { x, y, w, h int fx, fy, fw, fh float64 path []pathPoint convex bool rect bool state drawState stateStack []drawState offscreen bool offscrBuf offscreenBuffer offscrImg Image } type drawState struct { transform mat fill drawStyle stroke drawStyle font *Font fontSize float64 textAlign textAlign lineAlpha float64 lineWidth float64 lineJoin lineJoin lineEnd lineEnd miterLimitSqr float64 globalAlpha float64 lineDash []float64 lineDashPoint int lineDashOffset float64 scissor scissor clip []pathPoint shadowColor glColor shadowOffsetX float64 shadowOffsetY float64 shadowBlur float64 /* The current transformation matrix. The current clipping region. The current dash list. The current values of the following attributes: strokeStyle, fillStyle, globalAlpha, lineWidth, lineCap, lineJoin, miterLimit, lineDashOffset, shadowOffsetX, shadowOffsetY, shadowBlur, shadowColor, globalCompositeOperation, font, textAlign, textBaseline, direction, imageSmoothingEnabled */ } type drawStyle struct { color glColor radialGradient *RadialGradient linearGradient *LinearGradient image *Image } type scissor struct { on bool tl, br vec } type lineJoin uint8 type lineEnd uint8 // Line join and end constants for SetLineJoin and SetLineEnd const ( Miter = iota Bevel Round Square Butt ) type textAlign uint8 // Text alignment constants for SetTextAlign const ( Left = iota Center Right Start End ) // New creates a new canvas with the given viewport coordinates. // While all functions on the canvas use the top left point as // the origin, since GL uses the bottom left coordinate, the // coordinates given here also use the bottom left as origin func New(x, y, w, h int) *Canvas { if gli == nil { panic("LoadGL must be called before a canvas can be created") } cv := &Canvas{stateStack: make([]drawState, 0, 20)} cv.SetBounds(x, y, w, h) cv.state.lineWidth = 1 cv.state.lineAlpha = 1 cv.state.miterLimitSqr = 100 cv.state.globalAlpha = 1 cv.state.fill.color = glColor{a: 1} cv.state.stroke.color = glColor{a: 1} cv.state.transform = matIdentity() return cv } // NewOffscreen creates a new canvas with the given size. It // does not render directly to the screen but renders to a // texture instead func NewOffscreen(w, h int) *Canvas { cv := New(0, 0, w, h) cv.offscreen = true return cv } // SetSize changes the internal size of the canvas. This would // usually be called for example when the window is resized // // Deprecated: Use SetBounds instead func (cv *Canvas) SetSize(w, h int) { cv.w, cv.h = w, h cv.fw, cv.fh = float64(w), float64(h) activeCanvas = nil } // SetBounds updates the bounds of the canvas. This would // usually be called for example when the window is resized func (cv *Canvas) SetBounds(x, y, w, h int) { if !cv.offscreen { cv.x, cv.y = x, y cv.fx, cv.fy = float64(x), float64(y) } cv.w, cv.h = w, h cv.fw, cv.fh = float64(w), float64(h) activeCanvas = nil } // Width returns the internal width of the canvas func (cv *Canvas) Width() int { return cv.w } // Height returns the internal height of the canvas func (cv *Canvas) Height() int { return cv.h } // Size returns the internal width and height of the canvas func (cv *Canvas) Size() (int, int) { return cv.w, cv.h } func (cv *Canvas) tf(v vec) vec { v, _ = v.mulMat(cv.state.transform) return v } // Activate makes the canvas active and sets the viewport. Only needs // to be called if any other GL code changes the viewport func (cv *Canvas) Activate() { if cv.offscreen { gli.Viewport(0, 0, int32(cv.w), int32(cv.h)) cv.enableTextureRenderTarget(&cv.offscrBuf) cv.offscrImg.w = cv.offscrBuf.w cv.offscrImg.h = cv.offscrBuf.h cv.offscrImg.tex = cv.offscrBuf.tex } else { gli.Viewport(int32(cv.x), int32(cv.y), int32(cv.w), int32(cv.h)) cv.disableTextureRenderTarget() } cv.applyScissor() gli.Clear(gl_STENCIL_BUFFER_BIT) } var activeCanvas *Canvas func (cv *Canvas) activate() { if activeCanvas != cv { activeCanvas = cv cv.Activate() } loop: for { select { case f := <-glChan: f() default: break loop } } } const alphaTexSize = 2048 var ( gli GL 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 glChan = make(chan func()) ) type offscreenBuffer struct { tex uint32 w int h int renderStencilBuf uint32 frameBuf uint32 alpha bool } type gaussianShader struct { id uint32 vertex uint32 texCoord uint32 canvasSize int32 kernelScale int32 image int32 kernel int32 } // LoadGL needs to be called once per GL context to load the GL assets // that canvas needs. The parameter is an implementation of the GL interface // in this package that should make this package neutral to GL implementations. // The goglimpl subpackage contains an implementation based on Go-GL v3.2 func LoadGL(glimpl GL) (err error) { gli = glimpl gli.GetError() // clear error state sr, err = loadSolidShader() if err != nil { return } err = glError() if err != nil { return } lgr, err = loadLinearGradientShader() if err != nil { return } err = glError() if err != nil { return } rgr, err = loadRadialGradientShader() if err != nil { return } err = glError() if err != nil { return } ipr, err = loadImagePatternShader() if err != nil { return } err = glError() if err != nil { return } sar, err = loadSolidAlphaShader() if err != nil { return } err = glError() if err != nil { return } lgar, err = loadLinearGradientAlphaShader() if err != nil { return } err = glError() if err != nil { return } rgar, err = loadRadialGradientAlphaShader() if err != nil { return } err = glError() if err != nil { return } ipar, err = loadImagePatternAlphaShader() if err != nil { return } err = glError() if err != nil { return } ir, err = loadImageShader() if err != nil { return } err = glError() if err != nil { return } gauss15s, err := loadGaussian15Shader() if err != nil { return } err = glError() if err != nil { return } gauss15r = (*gaussianShader)(gauss15s) gauss63s, err := loadGaussian63Shader() if err != nil { return } err = glError() if err != nil { return } gauss63r = (*gaussianShader)(gauss63s) gauss127s, err := loadGaussian127Shader() if err != nil { return } err = glError() if err != nil { return } gauss127r = (*gaussianShader)(gauss127s) gli.GenBuffers(1, &buf) err = glError() if err != nil { return } gli.GenBuffers(1, &shadowBuf) err = glError() if err != nil { return } gli.ActiveTexture(gl_TEXTURE0) gli.GenTextures(1, &alphaTex) gli.BindTexture(gl_TEXTURE_2D, alphaTex) gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_NEAREST) gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_NEAREST) gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE) gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE) gli.TexImage2D(gl_TEXTURE_2D, 0, gl_ALPHA, alphaTexSize, alphaTexSize, 0, gl_ALPHA, gl_UNSIGNED_BYTE, nil) gli.Enable(gl_BLEND) gli.BlendFunc(gl_SRC_ALPHA, gl_ONE_MINUS_SRC_ALPHA) gli.Enable(gl_STENCIL_TEST) gli.StencilMask(0xFF) gli.Clear(gl_STENCIL_BUFFER_BIT) gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP) gli.StencilFunc(gl_EQUAL, 0, 0xFF) gli.Enable(gl_SCISSOR_TEST) return } func glError() error { glErr := gli.GetError() if glErr != gl_NO_ERROR { return fmt.Errorf("GL Error: %x", glErr) } return nil } // SetFillStyle sets the color, gradient, or image for any fill calls. To set a // color, there are several acceptable formats: 3 or 4 int values for RGB(A) in // the range 0-255, 3 or 4 float values for RGB(A) in the range 0-1, hex strings // in the format "#AABBCC", "#AABBCCDD", "#ABC", or "#ABCD" func (cv *Canvas) SetFillStyle(value ...interface{}) { cv.state.fill = parseStyle(value...) } // SetStrokeStyle sets the color, gradient, or image for any line drawing calls. // To set a color, there are several acceptable formats: 3 or 4 int values for // RGB(A) in the range 0-255, 3 or 4 float values for RGB(A) in the range 0-1, // hex strings in the format "#AABBCC", "#AABBCCDD", "#ABC", or "#ABCD" func (cv *Canvas) SetStrokeStyle(value ...interface{}) { cv.state.stroke = parseStyle(value...) } func parseStyle(value ...interface{}) drawStyle { var style drawStyle if len(value) == 1 { switch v := value[0].(type) { case *LinearGradient: style.linearGradient = v return style case *RadialGradient: style.radialGradient = v return style } } c, ok := parseColor(value...) if ok { style.color = c } else if len(value) == 1 { switch v := value[0].(type) { case *Image, string: style.image = getImage(v) } } return style } func (s *drawStyle) isOpaque() bool { if lg := s.linearGradient; lg != nil { return lg.opaque } if rg := s.radialGradient; rg != nil { return rg.opaque } if img := s.image; img != nil { return img.opaque } return s.color.a >= 1 } func (cv *Canvas) useShader(style *drawStyle) (vertexLoc uint32) { if lg := style.linearGradient; lg != nil { lg.load() gli.ActiveTexture(gl_TEXTURE0) gli.BindTexture(gl_TEXTURE_2D, lg.tex) gli.UseProgram(lgr.id) from := cv.tf(lg.from) to := cv.tf(lg.to) dir := to.sub(from) length := dir.len() dir = dir.divf(length) gli.Uniform2f(lgr.canvasSize, float32(cv.fw), float32(cv.fh)) inv := cv.state.transform.invert().f32() gli.UniformMatrix3fv(lgr.invmat, 1, false, &inv[0]) gli.Uniform2f(lgr.from, float32(from[0]), float32(from[1])) gli.Uniform2f(lgr.dir, float32(dir[0]), float32(dir[1])) gli.Uniform1f(lgr.len, float32(length)) gli.Uniform1i(lgr.gradient, 0) gli.Uniform1f(lgr.globalAlpha, float32(cv.state.globalAlpha)) return lgr.vertex } if rg := style.radialGradient; rg != nil { rg.load() gli.ActiveTexture(gl_TEXTURE0) gli.BindTexture(gl_TEXTURE_2D, rg.tex) gli.UseProgram(rgr.id) from := cv.tf(rg.from) to := cv.tf(rg.to) dir := to.sub(from) length := dir.len() dir = dir.divf(length) gli.Uniform2f(rgr.canvasSize, float32(cv.fw), float32(cv.fh)) inv := cv.state.transform.invert().f32() gli.UniformMatrix3fv(rgr.invmat, 1, false, &inv[0]) gli.Uniform2f(rgr.from, float32(from[0]), float32(from[1])) gli.Uniform2f(rgr.to, float32(to[0]), float32(to[1])) gli.Uniform2f(rgr.dir, float32(dir[0]), float32(dir[1])) gli.Uniform1f(rgr.radFrom, float32(rg.radFrom)) gli.Uniform1f(rgr.radTo, float32(rg.radTo)) gli.Uniform1f(rgr.len, float32(length)) gli.Uniform1i(rgr.gradient, 0) gli.Uniform1f(rgr.globalAlpha, float32(cv.state.globalAlpha)) return rgr.vertex } if img := style.image; img != nil { gli.UseProgram(ipr.id) gli.ActiveTexture(gl_TEXTURE0) gli.BindTexture(gl_TEXTURE_2D, img.tex) gli.Uniform2f(ipr.canvasSize, float32(cv.fw), float32(cv.fh)) inv := cv.state.transform.invert().f32() gli.UniformMatrix3fv(ipr.invmat, 1, false, &inv[0]) gli.Uniform2f(ipr.imageSize, float32(img.w), float32(img.h)) gli.Uniform1i(ipr.image, 0) gli.Uniform1f(ipr.globalAlpha, float32(cv.state.globalAlpha)) return ipr.vertex } gli.UseProgram(sr.id) gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh)) c := style.color gli.Uniform4f(sr.color, float32(c.r), float32(c.g), float32(c.b), float32(c.a)) gli.Uniform1f(sr.globalAlpha, float32(cv.state.globalAlpha)) return sr.vertex } func (cv *Canvas) useAlphaShader(style *drawStyle, alphaTexSlot int32) (vertexLoc, alphaTexCoordLoc uint32) { if lg := style.linearGradient; lg != nil { lg.load() gli.ActiveTexture(gl_TEXTURE0) gli.BindTexture(gl_TEXTURE_2D, lg.tex) gli.UseProgram(lgar.id) from := cv.tf(lg.from) to := cv.tf(lg.to) dir := to.sub(from) length := dir.len() dir = dir.divf(length) gli.Uniform2f(lgar.canvasSize, float32(cv.fw), float32(cv.fh)) inv := cv.state.transform.invert().f32() gli.UniformMatrix3fv(lgar.invmat, 1, false, &inv[0]) gli.Uniform2f(lgar.from, float32(from[0]), float32(from[1])) gli.Uniform2f(lgar.dir, float32(dir[0]), float32(dir[1])) gli.Uniform1f(lgar.len, float32(length)) gli.Uniform1i(lgar.gradient, 0) gli.Uniform1i(lgar.alphaTex, alphaTexSlot) gli.Uniform1f(lgar.globalAlpha, float32(cv.state.globalAlpha)) return lgar.vertex, lgar.alphaTexCoord } if rg := style.radialGradient; rg != nil { rg.load() gli.ActiveTexture(gl_TEXTURE0) gli.BindTexture(gl_TEXTURE_2D, rg.tex) gli.UseProgram(rgar.id) from := cv.tf(rg.from) to := cv.tf(rg.to) dir := to.sub(from) length := dir.len() dir = dir.divf(length) gli.Uniform2f(rgar.canvasSize, float32(cv.fw), float32(cv.fh)) inv := cv.state.transform.invert().f32() gli.UniformMatrix3fv(rgar.invmat, 1, false, &inv[0]) gli.Uniform2f(rgar.from, float32(from[0]), float32(from[1])) gli.Uniform2f(rgar.to, float32(to[0]), float32(to[1])) gli.Uniform2f(rgar.dir, float32(dir[0]), float32(dir[1])) gli.Uniform1f(rgar.radFrom, float32(rg.radFrom)) gli.Uniform1f(rgar.radTo, float32(rg.radTo)) gli.Uniform1f(rgar.len, float32(length)) gli.Uniform1i(rgar.gradient, 0) gli.Uniform1i(rgar.alphaTex, alphaTexSlot) gli.Uniform1f(rgar.globalAlpha, float32(cv.state.globalAlpha)) return rgar.vertex, rgar.alphaTexCoord } if img := style.image; img != nil { gli.UseProgram(ipar.id) gli.ActiveTexture(gl_TEXTURE0) gli.BindTexture(gl_TEXTURE_2D, img.tex) gli.Uniform2f(ipar.canvasSize, float32(cv.fw), float32(cv.fh)) inv := cv.state.transform.invert().f32() gli.UniformMatrix3fv(ipar.invmat, 1, false, &inv[0]) gli.Uniform2f(ipar.imageSize, float32(img.w), float32(img.h)) gli.Uniform1i(ipar.image, 0) gli.Uniform1i(ipar.alphaTex, alphaTexSlot) gli.Uniform1f(ipar.globalAlpha, float32(cv.state.globalAlpha)) return ipar.vertex, ipar.alphaTexCoord } gli.UseProgram(sar.id) gli.Uniform2f(sar.canvasSize, float32(cv.fw), float32(cv.fh)) c := style.color gli.Uniform4f(sar.color, float32(c.r), float32(c.g), float32(c.b), float32(c.a)) gli.Uniform1i(sar.alphaTex, alphaTexSlot) gli.Uniform1f(sar.globalAlpha, float32(cv.state.globalAlpha)) return sar.vertex, sar.alphaTexCoord } func (cv *Canvas) enableTextureRenderTarget(offscr *offscreenBuffer) { if offscr.w != cv.w || offscr.h != cv.h { if offscr.w != 0 && offscr.h != 0 { gli.DeleteTextures(1, &offscr.tex) gli.DeleteFramebuffers(1, &offscr.frameBuf) gli.DeleteRenderbuffers(1, &offscr.renderStencilBuf) } offscr.w = cv.w offscr.h = cv.h gli.ActiveTexture(gl_TEXTURE0) gli.GenTextures(1, &offscr.tex) gli.BindTexture(gl_TEXTURE_2D, offscr.tex) // todo do non-power-of-two textures work everywhere? if offscr.alpha { gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, int32(cv.w), int32(cv.h), 0, gl_RGBA, gl_UNSIGNED_BYTE, nil) } else { gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGB, int32(cv.w), int32(cv.h), 0, gl_RGB, gl_UNSIGNED_BYTE, nil) } gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_NEAREST) gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_NEAREST) gli.GenFramebuffers(1, &offscr.frameBuf) gli.BindFramebuffer(gl_FRAMEBUFFER, offscr.frameBuf) gli.GenRenderbuffers(1, &offscr.renderStencilBuf) gli.BindRenderbuffer(gl_RENDERBUFFER, offscr.renderStencilBuf) gli.RenderbufferStorage(gl_RENDERBUFFER, gl_DEPTH24_STENCIL8, int32(cv.w), int32(cv.h)) gli.FramebufferRenderbuffer(gl_FRAMEBUFFER, gl_DEPTH_STENCIL_ATTACHMENT, gl_RENDERBUFFER, offscr.renderStencilBuf) gli.FramebufferTexture(gl_FRAMEBUFFER, gl_COLOR_ATTACHMENT0, offscr.tex, 0) if err := gli.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)) } gli.Clear(gl_COLOR_BUFFER_BIT | gl_STENCIL_BUFFER_BIT) } else { gli.BindFramebuffer(gl_FRAMEBUFFER, offscr.frameBuf) } } func (cv *Canvas) disableTextureRenderTarget() { if cv.offscreen { cv.enableTextureRenderTarget(&cv.offscrBuf) } else { gli.BindFramebuffer(gl_FRAMEBUFFER, 0) } } // SetLineWidth sets the line width for any line drawing calls func (cv *Canvas) SetLineWidth(width float64) { if width < 0 { cv.state.lineWidth = 1 cv.state.lineAlpha = 0 } else if width < 1 { cv.state.lineWidth = 1 cv.state.lineAlpha = width } else { cv.state.lineWidth = width cv.state.lineAlpha = 1 } } // SetFont sets the font and font size. The font parameter can be a font loaded // with the LoadFont function, a filename for a font to load (which will be // cached), or nil, in which case the first loaded font will be used func (cv *Canvas) SetFont(src interface{}, size float64) { if src == nil { cv.state.font = defaultFont } else { switch v := src.(type) { case *Font: cv.state.font = v case *truetype.Font: cv.state.font = &Font{font: v} case string: if f, ok := fonts[v]; ok { cv.state.font = f } else { f, err := LoadFont(v) if err != nil { fmt.Fprintf(os.Stderr, "Error loading font %s: %v\n", v, err) fonts[v] = nil } else { fonts[v] = f cv.state.font = f } } } } cv.state.fontSize = size } // SetTextAlign sets the text align for any text drawing calls. // The value can be Left, Center, Right, Start, or End func (cv *Canvas) SetTextAlign(align textAlign) { cv.state.textAlign = align } // SetLineJoin sets the style of line joints for rendering a path with Stroke. // The value can be Miter, Bevel, or Round func (cv *Canvas) SetLineJoin(join lineJoin) { cv.state.lineJoin = join } // SetLineEnd sets the style of line endings for rendering a path with Stroke // The value can be Butt, Square, or Round func (cv *Canvas) SetLineEnd(end lineEnd) { cv.state.lineEnd = end } // SetLineDash sets the line dash style func (cv *Canvas) SetLineDash(dash []float64) { l := len(dash) if l%2 == 0 { d2 := make([]float64, l) copy(d2, dash) cv.state.lineDash = d2 } else { d2 := make([]float64, l*2) copy(d2[:l], dash) copy(d2[l:], dash) cv.state.lineDash = d2 } cv.state.lineDashPoint = 0 cv.state.lineDashOffset = 0 } func (cv *Canvas) SetLineDashOffset(offset float64) { cv.state.lineDashOffset = offset } // GetLineDash gets the line dash style func (cv *Canvas) GetLineDash() []float64 { result := make([]float64, len(cv.state.lineDash)) copy(result, cv.state.lineDash) return result } // SetMiterLimit sets the limit for how far a miter line join can be extend. // The fallback is a bevel join func (cv *Canvas) SetMiterLimit(limit float64) { cv.state.miterLimitSqr = limit * limit } // SetGlobalAlpha sets the global alpha value func (cv *Canvas) SetGlobalAlpha(alpha float64) { cv.state.globalAlpha = alpha } // Save saves the current draw state to a stack func (cv *Canvas) Save() { cv.stateStack = append(cv.stateStack, cv.state) } // Restore restores the last draw state from the stack if available func (cv *Canvas) Restore() { l := len(cv.stateStack) if l <= 0 { return } cv.state.scissor = scissor{} cv.applyScissor() gli.StencilMask(0xFF) gli.Clear(gl_STENCIL_BUFFER_BIT) for _, st := range cv.stateStack { if len(st.clip) > 0 { cv.clip(st.clip) } } cv.state = cv.stateStack[l-1] cv.stateStack = cv.stateStack[:l-1] cv.applyScissor() } // Scale updates the current transformation with a scaling by the given values func (cv *Canvas) Scale(x, y float64) { cv.state.transform = matScale(vec{x, y}).mul(cv.state.transform) } // Translate updates the current transformation with a translation by the given values func (cv *Canvas) Translate(x, y float64) { cv.state.transform = matTranslate(vec{x, y}).mul(cv.state.transform) } // Rotate updates the current transformation with a rotation by the given angle func (cv *Canvas) Rotate(angle float64) { cv.state.transform = matRotate(angle).mul(cv.state.transform) } // Transform updates the current transformation with the given matrix func (cv *Canvas) Transform(a, b, c, d, e, f float64) { cv.state.transform = mat{a, b, 0, c, d, 0, e, f, 1}.mul(cv.state.transform) } // SetTransform replaces the current transformation with the given matrix func (cv *Canvas) SetTransform(a, b, c, d, e, f float64) { cv.state.transform = mat{a, b, 0, c, d, 0, e, f, 1} } // SetShadowColor sets the color of the shadow. If it is fully transparent (default) // then no shadow is drawn func (cv *Canvas) SetShadowColor(color ...interface{}) { if c, ok := parseColor(color...); ok { cv.state.shadowColor = c } } // SetShadowOffsetX sets the x offset of the shadow func (cv *Canvas) SetShadowOffsetX(offset float64) { cv.state.shadowOffsetX = offset } // SetShadowOffsetY sets the y offset of the shadow func (cv *Canvas) SetShadowOffsetY(offset float64) { cv.state.shadowOffsetY = offset } // SetShadowOffset sets the offset of the shadow func (cv *Canvas) SetShadowOffset(x, y float64) { cv.state.shadowOffsetX = x cv.state.shadowOffsetY = y } // SetShadowBlur sets the gaussian blur radius of the shadow // (0 for no blur) func (cv *Canvas) SetShadowBlur(r float64) { cv.state.shadowBlur = r }