canvas/backend/gogl/fill.go
2019-02-22 16:39:18 +01:00

217 lines
6.1 KiB
Go

package goglbackend
import (
"math"
"unsafe"
"github.com/go-gl/gl/v3.2-core/gl"
"github.com/tfriedel6/canvas/backend/backendbase"
)
// ClearRect sets the color of the rectangle to transparent black
func (b *GoGLBackend) ClearRect(x, y, w, h int) {
gl.Scissor(int32(x), int32(b.h-y-h), int32(w), int32(h))
gl.ClearColor(0, 0, 0, 0)
gl.Clear(gl.COLOR_BUFFER_BIT)
// cv.applyScissor()
}
func (b *GoGLBackend) Clear(pts [4][2]float64) {
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])}
gl.UseProgram(b.sr.ID)
gl.Uniform2f(b.sr.CanvasSize, float32(b.fw), float32(b.fh))
gl.Uniform4f(b.sr.Color, 0, 0, 0, 0)
gl.Uniform1f(b.sr.GlobalAlpha, 1)
gl.Disable(gl.BLEND)
gl.BindBuffer(gl.ARRAY_BUFFER, b.buf)
gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
gl.StencilFunc(gl.EQUAL, 0, 0xFF)
gl.VertexAttribPointer(b.sr.Vertex, 2, gl.FLOAT, false, 0, nil)
gl.EnableVertexAttribArray(b.sr.Vertex)
gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
gl.DisableVertexAttribArray(b.sr.Vertex)
gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
gl.Enable(gl.BLEND)
}
func (b *GoGLBackend) Fill(style *backendbase.FillStyle, pts [][2]float64) {
if style.Blur > 0 {
b.offscr1.alpha = true
b.enableTextureRenderTarget(&b.offscr1)
gl.ClearColor(0, 0, 0, 0)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
}
b.ptsBuf = b.ptsBuf[:0]
b.ptsBuf = append(b.ptsBuf,
0, 0,
0, float32(b.fh),
float32(b.fw), float32(b.fh),
float32(b.fw), 0)
for _, pt := range pts {
b.ptsBuf = append(b.ptsBuf, float32(pt[0]), float32(pt[1]))
}
mode := uint32(gl.TRIANGLES)
if len(pts) == 4 {
mode = gl.TRIANGLE_FAN
}
gl.BindBuffer(gl.ARRAY_BUFFER, b.buf)
gl.BufferData(gl.ARRAY_BUFFER, len(b.ptsBuf)*4, unsafe.Pointer(&b.ptsBuf[0]), gl.STREAM_DRAW)
if style.Color.A >= 255 {
vertex := b.useShader(style)
gl.EnableVertexAttribArray(vertex)
gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, nil)
gl.DrawArrays(mode, 4, int32(len(pts)))
gl.DisableVertexAttribArray(vertex)
} else {
gl.ColorMask(false, false, false, false)
gl.StencilFunc(gl.ALWAYS, 1, 0xFF)
gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE)
gl.StencilMask(0x01)
gl.UseProgram(b.sr.ID)
gl.Uniform4f(b.sr.Color, 0, 0, 0, 0)
gl.Uniform2f(b.sr.CanvasSize, float32(b.fw), float32(b.fh))
gl.EnableVertexAttribArray(b.sr.Vertex)
gl.VertexAttribPointer(b.sr.Vertex, 2, gl.FLOAT, false, 0, nil)
gl.DrawArrays(mode, 4, int32(len(pts)))
gl.DisableVertexAttribArray(b.sr.Vertex)
gl.ColorMask(true, true, true, true)
gl.StencilFunc(gl.EQUAL, 1, 0xFF)
vertex := b.useShader(style)
gl.EnableVertexAttribArray(vertex)
gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, nil)
b.ptsBuf = append(b.ptsBuf[:0], 0, 0, float32(b.fw), 0, float32(b.fw), float32(b.fh), 0, float32(b.fh))
gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
gl.DisableVertexAttribArray(vertex)
gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
gl.Clear(gl.STENCIL_BUFFER_BIT)
gl.StencilMask(0xFF)
}
if style.Blur > 0 {
b.drawBlurred(style.Blur)
}
}
func (b *GoGLBackend) drawBlurred(blur float64) {
gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
var kernel []float32
var kernelBuf [255]float32
var gs *gaussianShader
if blur < 3 {
gs = &b.gauss15r
kernel = kernelBuf[:15]
} else if blur < 12 {
gs = &b.gauss63r
kernel = kernelBuf[:63]
} else {
gs = &b.gauss127r
kernel = kernelBuf[:127]
}
gaussianKernel(blur, kernel)
b.offscr2.alpha = true
b.enableTextureRenderTarget(&b.offscr2)
gl.ClearColor(0, 0, 0, 0)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
gl.StencilFunc(gl.EQUAL, 0, 0xFF)
gl.BindBuffer(gl.ARRAY_BUFFER, b.shadowBuf)
data := [16]float32{0, 0, 0, float32(b.h), float32(b.w), float32(b.h), float32(b.w), 0, 0, 0, 0, 1, 1, 1, 1, 0}
gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, b.offscr1.tex)
gl.UseProgram(gs.ID)
gl.Uniform1i(gs.Image, 0)
gl.Uniform2f(gs.CanvasSize, float32(b.fw), float32(b.fh))
gl.Uniform2f(gs.KernelScale, 1.0/float32(b.fw), 0.0)
gl.Uniform1fv(gs.Kernel, int32(len(kernel)), &kernel[0])
gl.VertexAttribPointer(gs.Vertex, 2, gl.FLOAT, false, 0, nil)
gl.VertexAttribPointer(gs.TexCoord, 2, gl.FLOAT, false, 0, gl.PtrOffset(8*4))
gl.EnableVertexAttribArray(gs.Vertex)
gl.EnableVertexAttribArray(gs.TexCoord)
gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
gl.DisableVertexAttribArray(gs.Vertex)
gl.DisableVertexAttribArray(gs.TexCoord)
gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
b.disableTextureRenderTarget()
gl.StencilFunc(gl.EQUAL, 0, 0xFF)
gl.BindBuffer(gl.ARRAY_BUFFER, b.shadowBuf)
data = [16]float32{0, 0, 0, float32(b.h), float32(b.w), float32(b.h), float32(b.w), 0, 0, 0, 0, 1, 1, 1, 1, 0}
gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, b.offscr2.tex)
gl.UseProgram(gs.ID)
gl.Uniform1i(gs.Image, 0)
gl.Uniform2f(gs.CanvasSize, float32(b.fw), float32(b.fh))
gl.Uniform2f(gs.KernelScale, 0.0, 1.0/float32(b.fh))
gl.Uniform1fv(gs.Kernel, int32(len(kernel)), &kernel[0])
gl.VertexAttribPointer(gs.Vertex, 2, gl.FLOAT, false, 0, nil)
gl.VertexAttribPointer(gs.TexCoord, 2, gl.FLOAT, false, 0, gl.PtrOffset(8*4))
gl.EnableVertexAttribArray(gs.Vertex)
gl.EnableVertexAttribArray(gs.TexCoord)
gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
gl.DisableVertexAttribArray(gs.Vertex)
gl.DisableVertexAttribArray(gs.TexCoord)
gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
}
func gaussianKernel(stddev float64, target []float32) {
stddevSqr := stddev * stddev
center := float64(len(target) / 2)
factor := 1.0 / math.Sqrt(2*math.Pi*stddevSqr)
for i := range target {
x := float64(i) - center
target[i] = float32(factor * math.Pow(math.E, -x*x/(2*stddevSqr)))
}
// normalizeKernel(target)
}
func normalizeKernel(kernel []float32) {
var sum float32
for _, v := range kernel {
sum += v
}
factor := 1.0 / sum
for i := range kernel {
kernel[i] *= factor
}
}