416 lines
11 KiB
Go
416 lines
11 KiB
Go
package goglbackend
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import (
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"fmt"
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"math"
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"github.com/tfriedel6/canvas/backend/backendbase"
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"github.com/tfriedel6/canvas/backend/goglbackend/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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buf uint32
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shadowBuf uint32
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alphaTex uint32
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shd unifiedShader
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offscr1 offscreenBuffer
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offscr2 offscreenBuffer
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imageBufTex uint32
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imageBuf []byte
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ptsBuf []float32
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glChan chan func()
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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() (*GLContext, error) {
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ctx := &GLContext{
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ptsBuf: make([]float32, 0, 4096),
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glChan: make(chan func()),
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}
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err := gl.Init()
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if err != nil {
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return nil, err
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}
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gl.GetError() // clear error state
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err = loadShader(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(); err != nil {
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return nil, err
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}
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gl.GenBuffers(1, &ctx.buf)
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if err = glError(); err != nil {
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return nil, err
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}
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gl.GenBuffers(1, &ctx.shadowBuf)
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if err = glError(); err != nil {
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return nil, err
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}
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gl.ActiveTexture(gl.TEXTURE0)
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gl.GenTextures(1, &ctx.alphaTex)
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gl.BindTexture(gl.TEXTURE_2D, ctx.alphaTex)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, alphaTexSize, alphaTexSize, 0, 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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gl.Enable(gl.BLEND)
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gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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gl.Enable(gl.STENCIL_TEST)
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gl.StencilMask(0xFF)
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gl.Clear(gl.STENCIL_BUFFER_BIT)
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gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
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gl.StencilFunc(gl.EQUAL, 0, 0xFF)
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gl.Disable(gl.SCISSOR_TEST)
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return ctx, nil
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}
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// GoGLBackend is a canvas backend using Go-GL
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type GoGLBackend 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 uint32
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w int
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h int
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renderStencilBuf uint32
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frameBuf uint32
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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, but can be nil for a default one. It makes sense
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// to pass one in when using for example an onscreen and an
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// offscreen backend using the same GL context.
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func New(x, y, w, h int, ctx *GLContext) (*GoGLBackend, error) {
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if ctx == nil {
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var err error
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ctx, err = NewGLContext()
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if err != nil {
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return nil, err
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}
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}
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b := &GoGLBackend{
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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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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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gl.Viewport(int32(b.x), int32(b.y), int32(b.w), int32(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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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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gl.Viewport(int32(b.x), int32(b.y), int32(b.w), int32(b.h))
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}
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return b, nil
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}
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// GoGLBackendOffscreen is a canvas backend using an offscreen
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// texture
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type GoGLBackendOffscreen struct {
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GoGLBackend
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TextureID uint32
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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, but can be nil for a default one. It makes
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// sense to pass one in when using for example an onscreen and an
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// offscreen backend using the same GL context.
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func NewOffscreen(w, h int, alpha bool, ctx *GLContext) (*GoGLBackendOffscreen, 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 := &GoGLBackendOffscreen{GoGLBackend: *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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gl.Viewport(0, 0, int32(bo.w), int32(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 *GoGLBackend) 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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gl.Viewport(0, 0, int32(b.w), int32(b.h))
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gl.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 *GoGLBackendOffscreen) SetSize(w, h int) {
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b.GoGLBackend.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 *GoGLBackend) Size() (int, int) {
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return b.w, b.h
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}
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func glError() error {
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glErr := gl.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 *GoGLBackend) Activate() {
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b.activate()
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}
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var activeContext *GoGLBackend
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func (b *GoGLBackend) 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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b.runGLQueue()
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}
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func (b *GoGLBackend) runGLQueue() {
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for {
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select {
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case f := <-b.glChan:
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f()
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default:
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return
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}
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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 *GoGLBackendOffscreen) Delete() {
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gl.DeleteTextures(1, &b.offscrBuf.tex)
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gl.DeleteFramebuffers(1, &b.offscrBuf.frameBuf)
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gl.DeleteRenderbuffers(1, &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 *GoGLBackend) CanUseAsImage(b2 backendbase.Backend) bool {
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_, ok := b2.(*GoGLBackendOffscreen)
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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 *GoGLBackend) 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 *GoGLBackendOffscreen) AsImage() backendbase.Image {
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return &b.offscrImg
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}
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func (b *GoGLBackend) useShader(style *backendbase.FillStyle, useAlpha bool, alphaTexSlot int32) (vertexLoc, alphaTexCoordLoc uint32) {
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gl.UseProgram(b.shd.ID)
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gl.Uniform2f(b.shd.CanvasSize, float32(b.fw), float32(b.fh))
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if useAlpha {
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gl.Uniform1i(b.shd.UseAlphaTex, 1)
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gl.Uniform1i(b.shd.AlphaTex, alphaTexSlot)
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} else {
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gl.Uniform1i(b.shd.UseAlphaTex, 0)
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}
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gl.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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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, lg.tex)
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from := vec{style.Gradient.X0, style.Gradient.Y0}
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to := 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.scale(1 / length)
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gl.Uniform2f(b.shd.From, float32(from[0]), float32(from[1]))
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gl.Uniform2f(b.shd.Dir, float32(dir[0]), float32(dir[1]))
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gl.Uniform1f(b.shd.Len, float32(length))
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gl.Uniform1i(b.shd.Gradient, 0)
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gl.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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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, rg.tex)
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from := vec{style.Gradient.X0, style.Gradient.Y0}
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to := vec{style.Gradient.X1, style.Gradient.Y1}
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gl.Uniform2f(b.shd.From, float32(from[0]), float32(from[1]))
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gl.Uniform2f(b.shd.To, float32(to[0]), float32(to[1]))
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gl.Uniform1f(b.shd.RadFrom, float32(style.Gradient.RadFrom))
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gl.Uniform1f(b.shd.RadTo, float32(style.Gradient.RadTo))
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gl.Uniform1i(b.shd.Gradient, 0)
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gl.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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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, img.tex)
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gl.Uniform2f(b.shd.ImageSize, float32(img.w), float32(img.h))
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gl.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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gl.UniformMatrix3fv(b.shd.ImageTransform, 1, false, &f32mat[0])
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switch ipd.Repeat {
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case backendbase.Repeat:
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gl.Uniform2f(b.shd.Repeat, 1, 1)
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case backendbase.RepeatX:
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gl.Uniform2f(b.shd.Repeat, 1, 0)
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case backendbase.RepeatY:
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gl.Uniform2f(b.shd.Repeat, 0, 1)
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case backendbase.NoRepeat:
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gl.Uniform2f(b.shd.Repeat, 0, 0)
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}
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gl.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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gl.Uniform4f(b.shd.Color, cr, cg, cb, ca)
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gl.Uniform1f(b.shd.GlobalAlpha, 1)
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gl.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 *GoGLBackend) enableTextureRenderTarget(offscr *offscreenBuffer) {
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if offscr.w == b.w && offscr.h == b.h {
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gl.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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gl.DeleteTextures(1, &offscr.tex)
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gl.DeleteFramebuffers(1, &offscr.frameBuf)
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gl.DeleteRenderbuffers(1, &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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gl.ActiveTexture(gl.TEXTURE0)
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gl.GenTextures(1, &offscr.tex)
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gl.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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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(b.w), int32(b.h), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
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} else {
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(b.w), int32(b.h), 0, gl.RGB, gl.UNSIGNED_BYTE, nil)
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}
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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gl.GenFramebuffers(1, &offscr.frameBuf)
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gl.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf)
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gl.GenRenderbuffers(1, &offscr.renderStencilBuf)
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gl.BindRenderbuffer(gl.RENDERBUFFER, offscr.renderStencilBuf)
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gl.RenderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, int32(b.w), int32(b.h))
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gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, offscr.renderStencilBuf)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, offscr.tex, 0)
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if err := gl.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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gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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}
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type vec [2]float64
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func (v vec) sub(v2 vec) vec {
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return vec{v[0] - v2[0], v[1] - v2[1]}
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}
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func (v vec) len() float64 {
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return math.Sqrt(v[0]*v[0] + v[1]*v[1])
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}
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func (v vec) scale(f float64) vec {
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return vec{v[0] * f, v[1] * f}
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}
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