canvas/images.go
2018-01-25 15:50:05 +01:00

188 lines
5.6 KiB
Go

package canvas
import (
"bytes"
"errors"
"image"
"io/ioutil"
"unsafe"
)
type Image struct {
w, h int
tex uint32
}
func LoadImage(src interface{}) (*Image, error) {
switch v := src.(type) {
case *image.RGBA:
return loadImageRGBA(v)
case *image.Gray:
return loadImageGray(v)
case image.Image:
return loadImageConverted(v)
case string:
data, err := ioutil.ReadFile(v)
if err != nil {
return nil, err
}
img, _, err := image.Decode(bytes.NewReader(data))
if err != nil {
return nil, err
}
return LoadImage(img)
case []byte:
img, _, err := image.Decode(bytes.NewReader(v))
if err != nil {
return nil, err
}
return LoadImage(img)
}
return nil, errors.New("Unsupported source type")
}
func loadImageRGBA(src *image.RGBA) (*Image, error) {
img := &Image{w: src.Bounds().Dx(), h: src.Bounds().Dy()}
gli.GenTextures(1, &img.tex)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, img.tex)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR_MIPMAP_LINEAR)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
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)
if err := glError(); err != nil {
return nil, err
}
if src.Stride == img.w*4 {
gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, int32(img.w), int32(img.h), 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&src.Pix[0]))
} else {
data := make([]uint8, 0, img.w*img.h*4)
for y := 0; y < img.h; y++ {
start := y * src.Stride
end := start + img.w*4
data = append(data, src.Pix[start:end]...)
}
gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, int32(img.w), int32(img.h), 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&data[0]))
}
if err := glError(); err != nil {
return nil, err
}
gli.GenerateMipmap(gl_TEXTURE_2D)
if err := glError(); err != nil {
return nil, err
}
return img, nil
}
func loadImageGray(src *image.Gray) (*Image, error) {
img := &Image{w: src.Bounds().Dx(), h: src.Bounds().Dy()}
gli.GenTextures(1, &img.tex)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, img.tex)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR_MIPMAP_LINEAR)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
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)
if err := glError(); err != nil {
return nil, err
}
if src.Stride == img.w {
gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RED, int32(img.w), int32(img.h), 0, gl_RED, gl_UNSIGNED_BYTE, gli.Ptr(&src.Pix[0]))
} else {
data := make([]uint8, 0, img.w*img.h)
for y := 0; y < img.h; y++ {
start := y * src.Stride
end := start + img.w
data = append(data, src.Pix[start:end]...)
}
gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RED, int32(img.w), int32(img.h), 0, gl_RED, gl_UNSIGNED_BYTE, gli.Ptr(&data[0]))
}
if err := glError(); err != nil {
return nil, err
}
gli.GenerateMipmap(gl_TEXTURE_2D)
if err := glError(); err != nil {
return nil, err
}
return img, nil
}
func loadImageConverted(src image.Image) (*Image, error) {
img := &Image{w: src.Bounds().Dx(), h: src.Bounds().Dy()}
gli.GenTextures(1, &img.tex)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, img.tex)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR_MIPMAP_LINEAR)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
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)
if err := glError(); err != nil {
return nil, err
}
data := make([]uint8, 0, img.w*img.h*4)
for y := 0; y < img.h; y++ {
for x := 0; x < img.w; x++ {
ir, ig, ib, ia := src.At(x, y).RGBA()
r, g, b, a := uint8(ir>>8), uint8(ig>>8), uint8(ib>>8), uint8(ia>>8)
data = append(data, r, g, b, a)
}
}
gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, int32(img.w), int32(img.h), 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&data[0]))
if err := glError(); err != nil {
return nil, err
}
gli.GenerateMipmap(gl_TEXTURE_2D)
if err := glError(); err != nil {
return nil, err
}
return img, nil
}
func (img *Image) W() int { return img.w }
func (img *Image) H() int { return img.h }
func (img *Image) Size() (int, int) { return img.w, img.h }
func (cv *Canvas) DrawImage(img *Image, coords ...float32) {
var sx, sy, sw, sh, dx, dy, dw, dh float32
sw, sh = float32(img.w), float32(img.h)
dw, dh = float32(img.w), float32(img.h)
if len(coords) == 2 {
dx, dy = coords[0], coords[1]
} else if len(coords) == 4 {
dx, dy = coords[0], coords[1]
dw, dh = coords[2], coords[3]
} else if len(coords) == 8 {
sx, sy = coords[0], coords[1]
sw, sh = coords[2], coords[3]
dx, dy = coords[4], coords[5]
dw, dh = coords[6], coords[7]
}
dx0, dy0 := cv.ptToGL(dx, dy)
dx1, dy1 := cv.ptToGL(dx+dw, dy+dh)
sx /= float32(img.w)
sy /= float32(img.h)
sw /= float32(img.w)
sh /= float32(img.h)
cv.activate()
gli.UseProgram(tr.id)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, img.tex)
gli.Uniform1i(tr.image, 0)
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
data := [16]float32{dx0, dy0, dx0, dy1, dx1, dy1, dx1, dy0,
sx, sy, sx, sy + sh, sx + sw, sy + sh, sx + sw, sy}
gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
gli.VertexAttribPointer(tr.vertex, 2, gl_FLOAT, false, 0, nil)
gli.VertexAttribPointer(tr.texCoord, 2, gl_FLOAT, false, 0, gli.PtrOffset(8*4))
gli.EnableVertexAttribArray(tr.vertex)
gli.EnableVertexAttribArray(tr.texCoord)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(tr.vertex)
gli.DisableVertexAttribArray(tr.texCoord)
}