402 lines
12 KiB
Go
Executable file
402 lines
12 KiB
Go
Executable file
package xmobilebackend
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import (
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"fmt"
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"reflect"
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"unsafe"
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"github.com/tfriedel6/canvas/backend/backendbase"
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"golang.org/x/mobile/gl"
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)
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const alphaTexSize = 2048
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var zeroes [alphaTexSize]byte
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// GLContext is a context that contains all the
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// shaders and buffers necessary for rendering
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type GLContext struct {
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glctx gl.Context
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buf gl.Buffer
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shadowBuf gl.Buffer
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alphaTex gl.Texture
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shd unifiedShader
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offscr1 offscreenBuffer
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offscr2 offscreenBuffer
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imageBufTex gl.Texture
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imageBuf []byte
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ptsBuf []float32
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}
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// NewGLContext creates all the necessary GL resources,
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// like shaders and buffers
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func NewGLContext(glctx gl.Context) (*GLContext, error) {
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ctx := &GLContext{
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glctx: glctx,
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ptsBuf: make([]float32, 0, 4096),
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}
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var err error
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b := &XMobileBackend{GLContext: ctx}
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b.glctx.GetError() // clear error state
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err = loadShader(b, unifiedVS, unifiedFS, &ctx.shd.shaderProgram)
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if err != nil {
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return nil, err
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}
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ctx.shd.shaderProgram.mustLoadLocations(&ctx.shd)
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if err = glError(b); err != nil {
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return nil, err
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}
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ctx.buf = b.glctx.CreateBuffer()
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if err = glError(b); err != nil {
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return nil, err
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}
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ctx.shadowBuf = b.glctx.CreateBuffer()
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if err = glError(b); err != nil {
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return nil, err
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}
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b.glctx.ActiveTexture(gl.TEXTURE0)
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ctx.alphaTex = b.glctx.CreateTexture()
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b.glctx.BindTexture(gl.TEXTURE_2D, ctx.alphaTex)
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b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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b.glctx.TexImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, alphaTexSize, alphaTexSize, gl.ALPHA, gl.UNSIGNED_BYTE, nil)
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// todo should use gl.RED on OpenGL, gl.ALPHA on OpenGL ES
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b.glctx.Enable(gl.BLEND)
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b.glctx.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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b.glctx.Enable(gl.STENCIL_TEST)
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b.glctx.StencilMask(0xFF)
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b.glctx.Clear(gl.STENCIL_BUFFER_BIT)
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b.glctx.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
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b.glctx.StencilFunc(gl.EQUAL, 0, 0xFF)
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b.glctx.Disable(gl.SCISSOR_TEST)
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return ctx, nil
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}
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// XMobileBackend is a canvas backend using Go-GL
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type XMobileBackend struct {
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x, y, w, h int
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fx, fy, fw, fh float64
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*GLContext
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activateFn func()
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disableTextureRenderTarget func()
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}
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type offscreenBuffer struct {
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tex gl.Texture
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w int
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h int
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renderStencilBuf gl.Renderbuffer
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frameBuf gl.Framebuffer
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alpha bool
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}
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// New returns a new canvas backend. x, y, w, h define the target
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// rectangle in the window. ctx is a GLContext created with
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// NewGLContext
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func New(x, y, w, h int, ctx *GLContext) (*XMobileBackend, error) {
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b := &XMobileBackend{
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w: w,
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h: h,
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fw: float64(w),
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fh: float64(h),
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GLContext: ctx,
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}
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b.activateFn = func() {
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b.glctx.BindFramebuffer(gl.FRAMEBUFFER, gl.Framebuffer{Value: 0})
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b.glctx.Viewport(b.x, b.y, b.w, b.h)
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// todo reapply clipping since another application may have used the stencil buffer
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}
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b.disableTextureRenderTarget = func() {
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b.glctx.BindFramebuffer(gl.FRAMEBUFFER, gl.Framebuffer{Value: 0})
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b.glctx.Viewport(b.x, b.y, b.w, b.h)
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}
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return b, nil
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}
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// XMobileBackendOffscreen is a canvas backend using an offscreen
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// texture
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type XMobileBackendOffscreen struct {
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XMobileBackend
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TextureID gl.Texture
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offscrBuf offscreenBuffer
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offscrImg Image
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}
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// NewOffscreen returns a new offscreen canvas backend. w, h define
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// the size of the offscreen texture. ctx is a GLContext created
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// with NewGLContext
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func NewOffscreen(w, h int, alpha bool, ctx *GLContext) (*XMobileBackendOffscreen, error) {
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b, err := New(0, 0, w, h, ctx)
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if err != nil {
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return nil, err
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}
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bo := &XMobileBackendOffscreen{XMobileBackend: *b}
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bo.offscrBuf.alpha = alpha
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bo.offscrImg.flip = true
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bo.activateFn = func() {
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bo.enableTextureRenderTarget(&bo.offscrBuf)
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b.glctx.Viewport(0, 0, bo.w, bo.h)
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bo.offscrImg.w = bo.offscrBuf.w
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bo.offscrImg.h = bo.offscrBuf.h
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bo.offscrImg.tex = bo.offscrBuf.tex
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bo.TextureID = bo.offscrBuf.tex
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}
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bo.disableTextureRenderTarget = func() {
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bo.enableTextureRenderTarget(&bo.offscrBuf)
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}
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return bo, nil
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}
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// SetBounds updates the bounds of the canvas. This would
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// usually be called for example when the window is resized
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func (b *XMobileBackend) SetBounds(x, y, w, h int) {
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b.x, b.y = x, y
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b.fx, b.fy = float64(x), float64(y)
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b.w, b.h = w, h
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b.fw, b.fh = float64(w), float64(h)
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if b == activeContext {
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b.glctx.Viewport(0, 0, b.w, b.h)
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b.glctx.Clear(gl.STENCIL_BUFFER_BIT)
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}
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}
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// SetSize updates the size of the offscreen texture
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func (b *XMobileBackendOffscreen) SetSize(w, h int) {
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b.XMobileBackend.SetBounds(0, 0, w, h)
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b.offscrImg.w = b.offscrBuf.w
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b.offscrImg.h = b.offscrBuf.h
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}
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// Size returns the size of the window or offscreen
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// texture
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func (b *XMobileBackend) Size() (int, int) {
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return b.w, b.h
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}
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func glError(b *XMobileBackend) error {
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glErr := b.glctx.GetError()
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if glErr != gl.NO_ERROR {
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return fmt.Errorf("GL Error: %x", glErr)
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}
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return nil
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}
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// Activate only needs to be called if there is other
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// code also using the GL state
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func (b *XMobileBackend) Activate() {
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b.activate()
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}
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var activeContext *XMobileBackend
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func (b *XMobileBackend) activate() {
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if activeContext != b {
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activeContext = b
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b.activateFn()
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}
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}
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// Delete deletes the offscreen texture. After calling this
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// the backend can no longer be used
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func (b *XMobileBackendOffscreen) Delete() {
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b.glctx.DeleteTexture(b.offscrBuf.tex)
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b.glctx.DeleteFramebuffer(b.offscrBuf.frameBuf)
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b.glctx.DeleteRenderbuffer(b.offscrBuf.renderStencilBuf)
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}
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// CanUseAsImage returns true if the given backend can be
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// directly used by this backend to avoid a conversion.
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// Used internally
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func (b *XMobileBackend) CanUseAsImage(b2 backendbase.Backend) bool {
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_, ok := b2.(*XMobileBackendOffscreen)
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return ok
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}
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// AsImage returns nil, since this backend cannot be directly
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// used as an image. Used internally
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func (b *XMobileBackend) AsImage() backendbase.Image {
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return nil
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}
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// AsImage returns an implementation of the Image interface
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// that can be used to render this offscreen texture
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// directly. Used internally
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func (b *XMobileBackendOffscreen) AsImage() backendbase.Image {
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return &b.offscrImg
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}
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func (b *XMobileBackend) useShader(style *backendbase.FillStyle, tf [9]float32, useAlpha bool, alphaTexSlot int) (vertexLoc, alphaTexCoordLoc gl.Attrib) {
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b.glctx.UseProgram(b.shd.ID)
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b.glctx.Uniform2f(b.shd.CanvasSize, float32(b.fw), float32(b.fh))
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b.glctx.UniformMatrix3fv(b.shd.Matrix, tf[:])
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if useAlpha {
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b.glctx.Uniform1i(b.shd.UseAlphaTex, 1)
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b.glctx.Uniform1i(b.shd.AlphaTex, alphaTexSlot)
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} else {
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b.glctx.Uniform1i(b.shd.UseAlphaTex, 0)
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}
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b.glctx.Uniform1f(b.shd.GlobalAlpha, float32(style.Color.A)/255)
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if lg := style.LinearGradient; lg != nil {
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lg := lg.(*LinearGradient)
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b.glctx.ActiveTexture(gl.TEXTURE0)
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b.glctx.BindTexture(gl.TEXTURE_2D, lg.tex)
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from := backendbase.Vec{style.Gradient.X0, style.Gradient.Y0}
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to := backendbase.Vec{style.Gradient.X1, style.Gradient.Y1}
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dir := to.Sub(from)
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length := dir.Len()
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dir = dir.Mulf(1 / length)
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b.glctx.Uniform2f(b.shd.From, float32(from[0]), float32(from[1]))
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b.glctx.Uniform2f(b.shd.Dir, float32(dir[0]), float32(dir[1]))
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b.glctx.Uniform1f(b.shd.Len, float32(length))
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b.glctx.Uniform1i(b.shd.Gradient, 0)
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b.glctx.Uniform1i(b.shd.Func, shdFuncLinearGradient)
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return b.shd.Vertex, b.shd.TexCoord
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}
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if rg := style.RadialGradient; rg != nil {
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rg := rg.(*RadialGradient)
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b.glctx.ActiveTexture(gl.TEXTURE0)
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b.glctx.BindTexture(gl.TEXTURE_2D, rg.tex)
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b.glctx.Uniform2f(b.shd.From, float32(style.Gradient.X0), float32(style.Gradient.Y0))
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b.glctx.Uniform2f(b.shd.To, float32(style.Gradient.X1), float32(style.Gradient.Y1))
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b.glctx.Uniform1f(b.shd.RadFrom, float32(style.Gradient.RadFrom))
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b.glctx.Uniform1f(b.shd.RadTo, float32(style.Gradient.RadTo))
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b.glctx.Uniform1i(b.shd.Gradient, 0)
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b.glctx.Uniform1i(b.shd.Func, shdFuncRadialGradient)
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return b.shd.Vertex, b.shd.TexCoord
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}
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if ip := style.ImagePattern; ip != nil {
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ipd := ip.(*ImagePattern).data
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img := ipd.Image.(*Image)
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b.glctx.ActiveTexture(gl.TEXTURE0)
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b.glctx.BindTexture(gl.TEXTURE_2D, img.tex)
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b.glctx.Uniform2f(b.shd.ImageSize, float32(img.w), float32(img.h))
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b.glctx.Uniform1i(b.shd.Image, 0)
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var f32mat [9]float32
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for i, v := range ipd.Transform {
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f32mat[i] = float32(v)
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}
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b.glctx.UniformMatrix3fv(b.shd.ImageTransform, f32mat[:])
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switch ipd.Repeat {
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case backendbase.Repeat:
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b.glctx.Uniform2f(b.shd.Repeat, 1, 1)
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case backendbase.RepeatX:
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b.glctx.Uniform2f(b.shd.Repeat, 1, 0)
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case backendbase.RepeatY:
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b.glctx.Uniform2f(b.shd.Repeat, 0, 1)
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case backendbase.NoRepeat:
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b.glctx.Uniform2f(b.shd.Repeat, 0, 0)
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}
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b.glctx.Uniform1i(b.shd.Func, shdFuncImagePattern)
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return b.shd.Vertex, b.shd.TexCoord
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}
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cr := float32(style.Color.R) / 255
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cg := float32(style.Color.G) / 255
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cb := float32(style.Color.B) / 255
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ca := float32(style.Color.A) / 255
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b.glctx.Uniform4f(b.shd.Color, cr, cg, cb, ca)
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b.glctx.Uniform1f(b.shd.GlobalAlpha, 1)
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b.glctx.Uniform1i(b.shd.Func, shdFuncSolid)
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return b.shd.Vertex, b.shd.TexCoord
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}
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func (b *XMobileBackend) enableTextureRenderTarget(offscr *offscreenBuffer) {
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if offscr.w == b.w && offscr.h == b.h {
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b.glctx.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf)
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return
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}
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if b.w == 0 || b.h == 0 {
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return
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}
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if offscr.w != 0 && offscr.h != 0 {
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b.glctx.DeleteTexture(offscr.tex)
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b.glctx.DeleteFramebuffer(offscr.frameBuf)
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b.glctx.DeleteRenderbuffer(offscr.renderStencilBuf)
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}
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offscr.w = b.w
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offscr.h = b.h
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b.glctx.ActiveTexture(gl.TEXTURE0)
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offscr.tex = b.glctx.CreateTexture()
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b.glctx.BindTexture(gl.TEXTURE_2D, offscr.tex)
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// todo do non-power-of-two textures work everywhere?
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if offscr.alpha {
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b.glctx.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, b.w, b.h, gl.RGBA, gl.UNSIGNED_BYTE, nil)
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} else {
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b.glctx.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, b.w, b.h, gl.RGB, gl.UNSIGNED_BYTE, nil)
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}
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b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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offscr.frameBuf = b.glctx.CreateFramebuffer()
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b.glctx.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf)
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offscr.renderStencilBuf = b.glctx.CreateRenderbuffer()
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b.glctx.BindRenderbuffer(gl.RENDERBUFFER, offscr.renderStencilBuf)
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b.glctx.RenderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, b.w, b.h)
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b.glctx.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, offscr.renderStencilBuf)
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b.glctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, offscr.tex, 0)
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if err := b.glctx.CheckFramebufferStatus(gl.FRAMEBUFFER); err != gl.FRAMEBUFFER_COMPLETE {
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// todo this should maybe not panic
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panic(fmt.Sprintf("Failed to set up framebuffer for offscreen texture: %x", err))
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}
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b.glctx.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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}
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func mat3(m backendbase.Mat) (m3 [9]float32) {
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m3[0] = float32(m[0])
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m3[1] = float32(m[1])
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m3[2] = 0
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m3[3] = float32(m[2])
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m3[4] = float32(m[3])
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m3[5] = 0
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m3[6] = float32(m[4])
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m3[7] = float32(m[5])
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m3[8] = 1
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return
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}
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var mat3identity = [9]float32{1, 0, 0, 0, 1, 0, 0, 0, 1}
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func byteSlice(ptr unsafe.Pointer, size int) []byte {
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var buf []byte
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sh := (*reflect.SliceHeader)(unsafe.Pointer(&buf))
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sh.Cap = size
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sh.Len = size
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sh.Data = uintptr(ptr)
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return buf
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}
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