canvas/backend/xmobilebackend/fill.go
2020-03-22 11:52:35 +01:00

327 lines
10 KiB
Go
Executable file

package xmobilebackend
import (
"image"
"math"
"unsafe"
"github.com/tfriedel6/canvas/backend/backendbase"
"golang.org/x/mobile/gl"
)
func (b *XMobileBackend) Clear(pts [4]backendbase.Vec) {
b.activate()
// first check if the four points are aligned to form a nice rectangle, which can be more easily
// cleared using glScissor and glClear
aligned := pts[0][0] == pts[1][0] && pts[2][0] == pts[3][0] && pts[0][1] == pts[3][1] && pts[1][1] == pts[2][1]
if !aligned {
aligned = pts[0][0] == pts[3][0] && pts[1][0] == pts[2][0] && pts[0][1] == pts[1][1] && pts[2][1] == pts[3][1]
}
if aligned {
minX := math.Floor(math.Min(pts[0][0], pts[2][0]))
maxX := math.Ceil(math.Max(pts[0][0], pts[2][0]))
minY := math.Floor(math.Min(pts[0][1], pts[2][1]))
maxY := math.Ceil(math.Max(pts[0][1], pts[2][1]))
b.clearRect(int(minX), int(minY), int(maxX)-int(minX), int(maxY)-int(minY))
return
}
data := [8]float32{
float32(pts[0][0]), float32(pts[0][1]),
float32(pts[1][0]), float32(pts[1][1]),
float32(pts[2][0]), float32(pts[2][1]),
float32(pts[3][0]), float32(pts[3][1])}
b.glctx.UseProgram(b.shd.ID)
b.glctx.Uniform2f(b.shd.CanvasSize, float32(b.fw), float32(b.fh))
b.glctx.UniformMatrix3fv(b.shd.Matrix, mat3identity[:])
b.glctx.Uniform4f(b.shd.Color, 0, 0, 0, 0)
b.glctx.Uniform1f(b.shd.GlobalAlpha, 1)
b.glctx.Uniform1i(b.shd.UseAlphaTex, 0)
b.glctx.Uniform1i(b.shd.Func, shdFuncSolid)
b.glctx.Disable(gl.BLEND)
b.glctx.BindBuffer(gl.ARRAY_BUFFER, b.buf)
b.glctx.BufferData(gl.ARRAY_BUFFER, byteSlice(unsafe.Pointer(&data[0]), len(data)*4), gl.STREAM_DRAW)
b.glctx.StencilFunc(gl.EQUAL, 0, 0xFF)
b.glctx.VertexAttribPointer(b.shd.Vertex, 2, gl.FLOAT, false, 0, 0)
b.glctx.EnableVertexAttribArray(b.shd.Vertex)
b.glctx.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
b.glctx.DisableVertexAttribArray(b.shd.Vertex)
b.glctx.StencilFunc(gl.ALWAYS, 0, 0xFF)
b.glctx.Enable(gl.BLEND)
}
func (b *XMobileBackend) clearRect(x, y, w, h int) {
b.glctx.Enable(gl.SCISSOR_TEST)
var box [4]int32
b.glctx.GetIntegerv(box[:], gl.SCISSOR_BOX)
b.glctx.Scissor(int32(x), int32(b.h-y-h), int32(w), int32(h))
b.glctx.ClearColor(0, 0, 0, 0)
b.glctx.Clear(gl.COLOR_BUFFER_BIT)
b.glctx.Scissor(box[0], box[1], box[2], box[3])
b.glctx.Disable(gl.SCISSOR_TEST)
}
func extent(pts []backendbase.Vec) (min, max backendbase.Vec) {
max[0] = -math.MaxFloat64
max[1] = -math.MaxFloat64
min[0] = math.MaxFloat64
min[1] = math.MaxFloat64
for _, v := range pts {
min[0] = math.Min(min[0], v[0])
min[1] = math.Min(min[1], v[1])
max[0] = math.Max(max[0], v[0])
max[1] = math.Max(max[1], v[1])
}
return
}
func (b *XMobileBackend) Fill(style *backendbase.FillStyle, pts []backendbase.Vec, tf backendbase.Mat, canOverlap bool) {
b.activate()
if style.Blur > 0 {
b.offscr1.alpha = true
b.enableTextureRenderTarget(&b.offscr1)
b.glctx.ClearColor(0, 0, 0, 0)
b.glctx.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
}
b.ptsBuf = b.ptsBuf[:0]
min, max := extent(pts)
b.ptsBuf = append(b.ptsBuf,
float32(min[0]), float32(min[1]),
float32(min[0]), float32(max[1]),
float32(max[0]), float32(max[1]),
float32(max[0]), float32(min[1]))
for _, pt := range pts {
b.ptsBuf = append(b.ptsBuf, float32(pt[0]), float32(pt[1]))
}
mode := gl.Enum(gl.TRIANGLES)
if len(pts) == 4 {
mode = gl.TRIANGLE_FAN
}
b.glctx.BindBuffer(gl.ARRAY_BUFFER, b.buf)
b.glctx.BufferData(gl.ARRAY_BUFFER, byteSlice(unsafe.Pointer(&b.ptsBuf[0]), len(b.ptsBuf)*4), gl.STREAM_DRAW)
if !canOverlap || style.Color.A >= 255 {
vertex, _ := b.useShader(style, mat3(tf), false, 0)
b.glctx.StencilFunc(gl.EQUAL, 0, 0xFF)
b.glctx.EnableVertexAttribArray(vertex)
b.glctx.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, 0)
b.glctx.DrawArrays(mode, 4, len(pts))
b.glctx.DisableVertexAttribArray(vertex)
b.glctx.StencilFunc(gl.ALWAYS, 0, 0xFF)
} else {
b.glctx.ColorMask(false, false, false, false)
b.glctx.StencilFunc(gl.ALWAYS, 1, 0xFF)
b.glctx.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE)
b.glctx.StencilMask(0x01)
b.glctx.UseProgram(b.shd.ID)
b.glctx.Uniform4f(b.shd.Color, 0, 0, 0, 0)
b.glctx.Uniform2f(b.shd.CanvasSize, float32(b.fw), float32(b.fh))
m3 := mat3(tf)
b.glctx.UniformMatrix3fv(b.shd.Matrix, m3[:])
b.glctx.Uniform1f(b.shd.GlobalAlpha, 1)
b.glctx.Uniform1i(b.shd.UseAlphaTex, 0)
b.glctx.Uniform1i(b.shd.Func, shdFuncSolid)
b.glctx.EnableVertexAttribArray(b.shd.Vertex)
b.glctx.VertexAttribPointer(b.shd.Vertex, 2, gl.FLOAT, false, 0, 0)
b.glctx.DrawArrays(mode, 4, len(pts))
b.glctx.DisableVertexAttribArray(b.shd.Vertex)
b.glctx.ColorMask(true, true, true, true)
b.glctx.StencilFunc(gl.EQUAL, 1, 0xFF)
vertex, _ := b.useShader(style, mat3identity, false, 0)
b.glctx.EnableVertexAttribArray(vertex)
b.glctx.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, 0)
b.glctx.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
b.glctx.DisableVertexAttribArray(vertex)
b.glctx.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
b.glctx.StencilFunc(gl.ALWAYS, 0, 0xFF)
b.glctx.Clear(gl.STENCIL_BUFFER_BIT)
b.glctx.StencilMask(0xFF)
}
if style.Blur > 0 {
b.drawBlurred(style.Blur, min, max)
}
}
func (b *XMobileBackend) FillImageMask(style *backendbase.FillStyle, mask *image.Alpha, pts [4]backendbase.Vec) {
b.activate()
w, h := mask.Rect.Dx(), mask.Rect.Dy()
b.glctx.ActiveTexture(gl.TEXTURE1)
b.glctx.BindTexture(gl.TEXTURE_2D, b.alphaTex)
b.glctx.TexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, mask.Stride, h, gl.ALPHA, gl.UNSIGNED_BYTE, mask.Pix[0:])
if w < alphaTexSize {
b.glctx.TexSubImage2D(gl.TEXTURE_2D, 0, w, 0, 1, h, gl.ALPHA, gl.UNSIGNED_BYTE, zeroes[0:])
}
if h < alphaTexSize {
b.glctx.TexSubImage2D(gl.TEXTURE_2D, 0, 0, h, w, 1, gl.ALPHA, gl.UNSIGNED_BYTE, zeroes[0:])
}
if style.Blur > 0 {
b.offscr1.alpha = true
b.enableTextureRenderTarget(&b.offscr1)
b.glctx.ClearColor(0, 0, 0, 0)
b.glctx.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
}
b.glctx.StencilFunc(gl.EQUAL, 0, 0xFF)
b.glctx.BindBuffer(gl.ARRAY_BUFFER, b.buf)
vertex, alphaTexCoord := b.useShader(style, mat3identity, true, 1)
b.glctx.EnableVertexAttribArray(vertex)
b.glctx.EnableVertexAttribArray(alphaTexCoord)
tw := float64(w) / alphaTexSize
th := float64(h) / alphaTexSize
var buf [16]float32
data := buf[:0]
for _, pt := range pts {
data = append(data, float32(pt[0]), float32(pt[1]))
}
data = append(data, 0, 0, 0, float32(th), float32(tw), float32(th), float32(tw), 0)
b.glctx.BufferData(gl.ARRAY_BUFFER, byteSlice(unsafe.Pointer(&data[0]), len(data)*4), gl.STREAM_DRAW)
b.glctx.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, 0)
b.glctx.VertexAttribPointer(alphaTexCoord, 2, gl.FLOAT, false, 0, 8*4)
b.glctx.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
b.glctx.DisableVertexAttribArray(vertex)
b.glctx.DisableVertexAttribArray(alphaTexCoord)
b.glctx.ActiveTexture(gl.TEXTURE1)
b.glctx.BindTexture(gl.TEXTURE_2D, b.alphaTex)
b.glctx.StencilFunc(gl.ALWAYS, 0, 0xFF)
b.glctx.ActiveTexture(gl.TEXTURE0)
if style.Blur > 0 {
min, max := extent(pts[:])
b.drawBlurred(style.Blur, min, max)
}
}
func (b *XMobileBackend) drawBlurred(size float64, min, max backendbase.Vec) {
b.offscr1.alpha = true
b.offscr2.alpha = true
// calculate box blur size
fsize := math.Max(1, math.Floor(size))
sizea := int(fsize)
sizeb := sizea
sizec := sizea
if size-fsize > 0.333333333 {
sizeb++
}
if size-fsize > 0.666666666 {
sizec++
}
min[0] -= fsize * 3
min[1] -= fsize * 3
max[0] += fsize * 3
max[1] += fsize * 3
min[0] = math.Max(0.0, math.Min(b.fw, min[0]))
min[1] = math.Max(0.0, math.Min(b.fh, min[1]))
max[0] = math.Max(0.0, math.Min(b.fw, max[0]))
max[1] = math.Max(0.0, math.Min(b.fh, max[1]))
b.glctx.BindBuffer(gl.ARRAY_BUFFER, b.shadowBuf)
data := [16]float32{
float32(min[0]), float32(min[1]),
float32(min[0]), float32(max[1]),
float32(max[0]), float32(max[1]),
float32(max[0]), float32(min[1]),
float32(min[0] / b.fw), 1 - float32(min[1]/b.fh),
float32(min[0] / b.fw), 1 - float32(max[1]/b.fh),
float32(max[0] / b.fw), 1 - float32(max[1]/b.fh),
float32(max[0] / b.fw), 1 - float32(min[1]/b.fh),
}
b.glctx.BufferData(gl.ARRAY_BUFFER, byteSlice(unsafe.Pointer(&data[0]), len(data)*4), gl.STREAM_DRAW)
b.glctx.UseProgram(b.shd.ID)
b.glctx.Uniform1i(b.shd.Image, 0)
b.glctx.Uniform2f(b.shd.CanvasSize, float32(b.fw), float32(b.fh))
b.glctx.UniformMatrix3fv(b.shd.Matrix, mat3identity[:])
b.glctx.Uniform1i(b.shd.UseAlphaTex, 0)
b.glctx.Uniform1i(b.shd.Func, shdFuncBoxBlur)
b.glctx.VertexAttribPointer(b.shd.Vertex, 2, gl.FLOAT, false, 0, 0)
b.glctx.VertexAttribPointer(b.shd.TexCoord, 2, gl.FLOAT, false, 0, 8*4)
b.glctx.EnableVertexAttribArray(b.shd.Vertex)
b.glctx.EnableVertexAttribArray(b.shd.TexCoord)
b.glctx.Disable(gl.BLEND)
b.glctx.ActiveTexture(gl.TEXTURE0)
b.glctx.ClearColor(0, 0, 0, 0)
b.enableTextureRenderTarget(&b.offscr2)
b.glctx.BindTexture(gl.TEXTURE_2D, b.offscr1.tex)
b.glctx.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
b.box3(sizea, 0, false)
b.enableTextureRenderTarget(&b.offscr1)
b.glctx.BindTexture(gl.TEXTURE_2D, b.offscr2.tex)
b.box3(sizeb, -0.5, false)
b.enableTextureRenderTarget(&b.offscr2)
b.glctx.BindTexture(gl.TEXTURE_2D, b.offscr1.tex)
b.box3(sizec, 0, false)
b.enableTextureRenderTarget(&b.offscr1)
b.glctx.BindTexture(gl.TEXTURE_2D, b.offscr2.tex)
b.box3(sizea, 0, true)
b.enableTextureRenderTarget(&b.offscr2)
b.glctx.BindTexture(gl.TEXTURE_2D, b.offscr1.tex)
b.box3(sizeb, -0.5, true)
b.glctx.Enable(gl.BLEND)
b.glctx.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
b.disableTextureRenderTarget()
b.glctx.BindTexture(gl.TEXTURE_2D, b.offscr2.tex)
b.box3(sizec, 0, true)
b.glctx.DisableVertexAttribArray(b.shd.Vertex)
b.glctx.DisableVertexAttribArray(b.shd.TexCoord)
b.glctx.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
}
func (b *XMobileBackend) box3(size int, offset float32, vertical bool) {
b.glctx.Uniform1i(b.shd.BoxSize, size)
if vertical {
b.glctx.Uniform1i(b.shd.BoxVertical, 1)
b.glctx.Uniform1f(b.shd.BoxScale, 1/float32(b.fh))
} else {
b.glctx.Uniform1i(b.shd.BoxVertical, 0)
b.glctx.Uniform1f(b.shd.BoxScale, 1/float32(b.fw))
}
b.glctx.Uniform1f(b.shd.BoxOffset, offset)
b.glctx.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
}