canvas/shadows.go
2019-02-22 16:39:18 +01:00

247 lines
7 KiB
Go

package canvas
import (
"image"
"math"
"unsafe"
"github.com/tfriedel6/canvas/backend/backendbase"
)
func (cv *Canvas) drawShadow2(pts [][2]float64) {
if cv.state.shadowColor.A == 0 {
return
}
if cv.state.shadowOffsetX == 0 && cv.state.shadowOffsetY == 0 {
return
}
if cv.shadowBuf == nil || cap(cv.shadowBuf) < len(pts) {
cv.shadowBuf = make([][2]float64, 0, len(pts)+1000)
}
cv.shadowBuf = cv.shadowBuf[:0]
for _, pt := range pts {
cv.shadowBuf = append(cv.shadowBuf, [2]float64{
pt[0] + cv.state.shadowOffsetX,
pt[1] + cv.state.shadowOffsetY,
})
}
style := backendbase.FillStyle{Color: cv.state.shadowColor, Blur: cv.state.shadowBlur}
cv.b.Fill(&style, cv.shadowBuf)
}
func (cv *Canvas) drawShadow(tris []float32) {
if len(tris) == 0 || cv.state.shadowColor.A == 0 {
return
}
if cv.state.shadowBlur > 0 {
offscr1.alpha = true
cv.enableTextureRenderTarget(&offscr1)
gli.ClearColor(0, 0, 0, 0)
gli.Clear(gl_COLOR_BUFFER_BIT | gl_STENCIL_BUFFER_BIT)
}
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)
if cv.state.shadowBlur > 0 {
cv.drawBlurredShadow()
}
}
func (cv *Canvas) drawTextShadow(offset image.Point, strWidth, strHeight int, x, y float64) {
if cv.state.shadowColor.A == 0 {
return
}
x += cv.state.shadowOffsetX
y += cv.state.shadowOffsetY
if cv.state.shadowBlur > 0 {
offscr1.alpha = true
cv.enableTextureRenderTarget(&offscr1)
gli.ClearColor(0, 0, 0, 0)
gli.Clear(gl_COLOR_BUFFER_BIT | gl_STENCIL_BUFFER_BIT)
}
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)
if cv.state.shadowBlur > 0 {
cv.drawBlurredShadow()
}
}
func (cv *Canvas) drawBlurredShadow() {
gli.BlendFunc(gl_ONE, gl_ONE_MINUS_SRC_ALPHA)
var kernel []float32
var kernelBuf [255]float32
var gs *gaussianShader
if cv.state.shadowBlur < 3 {
gs = gauss15r
kernel = kernelBuf[:15]
} else if cv.state.shadowBlur < 12 {
gs = gauss63r
kernel = kernelBuf[:63]
} else {
gs = gauss127r
kernel = kernelBuf[:127]
}
gaussianKernel(cv.state.shadowBlur, kernel)
offscr2.alpha = true
cv.enableTextureRenderTarget(&offscr2)
gli.ClearColor(0, 0, 0, 0)
gli.Clear(gl_COLOR_BUFFER_BIT | gl_STENCIL_BUFFER_BIT)
gli.StencilFunc(gl_EQUAL, 0, 0xFF)
gli.BindBuffer(gl_ARRAY_BUFFER, shadowBuf)
data := [16]float32{0, 0, 0, float32(cv.h), float32(cv.w), float32(cv.h), float32(cv.w), 0, 0, 0, 0, 1, 1, 1, 1, 0}
gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, offscr1.tex)
gli.UseProgram(gs.id)
gli.Uniform1i(gs.image, 0)
gli.Uniform2f(gs.canvasSize, float32(cv.fw), float32(cv.fh))
gli.Uniform2f(gs.kernelScale, 1.0/float32(cv.fw), 0.0)
gli.Uniform1fv(gs.kernel, int32(len(kernel)), &kernel[0])
gli.VertexAttribPointer(gs.vertex, 2, gl_FLOAT, false, 0, 0)
gli.VertexAttribPointer(gs.texCoord, 2, gl_FLOAT, false, 0, 8*4)
gli.EnableVertexAttribArray(gs.vertex)
gli.EnableVertexAttribArray(gs.texCoord)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(gs.vertex)
gli.DisableVertexAttribArray(gs.texCoord)
gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
cv.disableTextureRenderTarget()
gli.StencilFunc(gl_EQUAL, 0, 0xFF)
gli.BindBuffer(gl_ARRAY_BUFFER, shadowBuf)
data = [16]float32{0, 0, 0, float32(cv.h), float32(cv.w), float32(cv.h), float32(cv.w), 0, 0, 0, 0, 1, 1, 1, 1, 0}
gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, offscr2.tex)
gli.UseProgram(gs.id)
gli.Uniform1i(gs.image, 0)
gli.Uniform2f(gs.canvasSize, float32(cv.fw), float32(cv.fh))
gli.Uniform2f(gs.kernelScale, 0.0, 1.0/float32(cv.fh))
gli.Uniform1fv(gs.kernel, int32(len(kernel)), &kernel[0])
gli.VertexAttribPointer(gs.vertex, 2, gl_FLOAT, false, 0, 0)
gli.VertexAttribPointer(gs.texCoord, 2, gl_FLOAT, false, 0, 8*4)
gli.EnableVertexAttribArray(gs.vertex)
gli.EnableVertexAttribArray(gs.texCoord)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(gs.vertex)
gli.DisableVertexAttribArray(gs.texCoord)
gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
gli.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
}
}