canvas/backend/xmobile/fill.go
Thomas Friedel 7d0fc7ceb8 regenerated
2019-04-24 12:35:11 +02:00

308 lines
9.2 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][2]float64) {
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.sr.ID)
b.glctx.Uniform2f(b.sr.CanvasSize, float32(b.fw), float32(b.fh))
b.glctx.Uniform4f(b.sr.Color, 0, 0, 0, 0)
b.glctx.Uniform1f(b.sr.GlobalAlpha, 1)
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.sr.Vertex, 2, gl.FLOAT, false, 0, 0)
b.glctx.EnableVertexAttribArray(b.sr.Vertex)
b.glctx.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
b.glctx.DisableVertexAttribArray(b.sr.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 (b *XMobileBackend) Fill(style *backendbase.FillStyle, pts [][2]float64) {
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]
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 := 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 style.Color.A >= 255 {
vertex := b.useShader(style)
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.sr.ID)
b.glctx.Uniform4f(b.sr.Color, 0, 0, 0, 0)
b.glctx.Uniform2f(b.sr.CanvasSize, float32(b.fw), float32(b.fh))
b.glctx.Uniform1f(b.sr.GlobalAlpha, 1)
b.glctx.EnableVertexAttribArray(b.sr.Vertex)
b.glctx.VertexAttribPointer(b.sr.Vertex, 2, gl.FLOAT, false, 0, 0)
b.glctx.DrawArrays(mode, 4, len(pts))
b.glctx.DisableVertexAttribArray(b.sr.Vertex)
b.glctx.ColorMask(true, true, true, true)
b.glctx.StencilFunc(gl.EQUAL, 1, 0xFF)
vertex := b.useShader(style)
b.glctx.EnableVertexAttribArray(vertex)
b.glctx.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, 0)
b.ptsBuf = append(b.ptsBuf[:0], 0, 0, float32(b.fw), 0, float32(b.fw), float32(b.fh), 0, float32(b.fh))
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)
}
}
func (b *XMobileBackend) FillImageMask(style *backendbase.FillStyle, mask *image.Alpha, pts [][2]float64) {
b.activate()
w, h := mask.Rect.Dx(), mask.Rect.Dy()
b.glctx.ActiveTexture(gl.TEXTURE1)
b.glctx.BindTexture(gl.TEXTURE_2D, b.alphaTex)
for y := 0; y < h; y++ {
off := y * mask.Stride
b.glctx.TexSubImage2D(gl.TEXTURE_2D, 0, 0, alphaTexSize-1-y, w, 1, gl.ALPHA, gl.UNSIGNED_BYTE, mask.Pix[off:])
}
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.useAlphaShader(style, 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, 1, 0, float32(1-th), float32(tw), float32(1-th), float32(tw), 1)
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)
for y := 0; y < h; y++ {
b.glctx.TexSubImage2D(gl.TEXTURE_2D, 0, 0, alphaTexSize-1-y, w, 1, gl.ALPHA, gl.UNSIGNED_BYTE, zeroes[0:])
}
b.glctx.ActiveTexture(gl.TEXTURE0)
if style.Blur > 0 {
b.drawBlurred(style.Blur)
}
}
func (b *XMobileBackend) drawBlurred(blur float64) {
b.glctx.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)
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.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}
b.glctx.BufferData(gl.ARRAY_BUFFER, byteSlice(unsafe.Pointer(&data[0]), len(data)*4), gl.STREAM_DRAW)
b.glctx.ActiveTexture(gl.TEXTURE0)
b.glctx.BindTexture(gl.TEXTURE_2D, b.offscr1.tex)
b.glctx.UseProgram(gs.ID)
b.glctx.Uniform1i(gs.Image, 0)
b.glctx.Uniform2f(gs.CanvasSize, float32(b.fw), float32(b.fh))
b.glctx.Uniform2f(gs.KernelScale, 1.0/float32(b.fw), 0.0)
b.glctx.Uniform1fv(gs.Kernel, kernel)
b.glctx.VertexAttribPointer(gs.Vertex, 2, gl.FLOAT, false, 0, 0)
b.glctx.VertexAttribPointer(gs.TexCoord, 2, gl.FLOAT, false, 0, 8*4)
b.glctx.EnableVertexAttribArray(gs.Vertex)
b.glctx.EnableVertexAttribArray(gs.TexCoord)
b.glctx.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
b.glctx.DisableVertexAttribArray(gs.Vertex)
b.glctx.DisableVertexAttribArray(gs.TexCoord)
b.glctx.StencilFunc(gl.ALWAYS, 0, 0xFF)
b.disableTextureRenderTarget()
b.glctx.StencilFunc(gl.EQUAL, 0, 0xFF)
b.glctx.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}
b.glctx.BufferData(gl.ARRAY_BUFFER, byteSlice(unsafe.Pointer(&data[0]), len(data)*4), gl.STREAM_DRAW)
b.glctx.ActiveTexture(gl.TEXTURE0)
b.glctx.BindTexture(gl.TEXTURE_2D, b.offscr2.tex)
b.glctx.UseProgram(gs.ID)
b.glctx.Uniform1i(gs.Image, 0)
b.glctx.Uniform2f(gs.CanvasSize, float32(b.fw), float32(b.fh))
b.glctx.Uniform2f(gs.KernelScale, 0.0, 1.0/float32(b.fh))
b.glctx.Uniform1fv(gs.Kernel, kernel)
b.glctx.VertexAttribPointer(gs.Vertex, 2, gl.FLOAT, false, 0, 0)
b.glctx.VertexAttribPointer(gs.TexCoord, 2, gl.FLOAT, false, 0, 8*4)
b.glctx.EnableVertexAttribArray(gs.Vertex)
b.glctx.EnableVertexAttribArray(gs.TexCoord)
b.glctx.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
b.glctx.DisableVertexAttribArray(gs.Vertex)
b.glctx.DisableVertexAttribArray(gs.TexCoord)
b.glctx.StencilFunc(gl.ALWAYS, 0, 0xFF)
b.glctx.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
}
}