canvas/backend/goglbackend/gogl.go
2020-02-20 12:15:15 +01:00

416 lines
11 KiB
Go

package goglbackend
import (
"fmt"
"math"
"github.com/tfriedel6/canvas/backend/backendbase"
"github.com/tfriedel6/canvas/backend/goglbackend/gl"
)
const alphaTexSize = 2048
var zeroes [alphaTexSize]byte
// GLContext is a context that contains all the
// shaders and buffers necessary for rendering
type GLContext struct {
buf uint32
shadowBuf uint32
alphaTex uint32
shd unifiedShader
offscr1 offscreenBuffer
offscr2 offscreenBuffer
imageBufTex uint32
imageBuf []byte
ptsBuf []float32
glChan chan func()
}
// NewGLContext creates all the necessary GL resources,
// like shaders and buffers
func NewGLContext() (*GLContext, error) {
ctx := &GLContext{
ptsBuf: make([]float32, 0, 4096),
glChan: make(chan func()),
}
err := gl.Init()
if err != nil {
return nil, err
}
gl.GetError() // clear error state
err = loadShader(unifiedVS, unifiedFS, &ctx.shd.shaderProgram)
if err != nil {
return nil, err
}
ctx.shd.shaderProgram.mustLoadLocations(&ctx.shd)
if err = glError(); err != nil {
return nil, err
}
gl.GenBuffers(1, &ctx.buf)
if err = glError(); err != nil {
return nil, err
}
gl.GenBuffers(1, &ctx.shadowBuf)
if err = glError(); err != nil {
return nil, err
}
gl.ActiveTexture(gl.TEXTURE0)
gl.GenTextures(1, &ctx.alphaTex)
gl.BindTexture(gl.TEXTURE_2D, ctx.alphaTex)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, alphaTexSize, alphaTexSize, 0, gl.ALPHA, gl.UNSIGNED_BYTE, nil)
// todo should use gl.RED on OpenGL, gl.ALPHA on OpenGL ES
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.Enable(gl.STENCIL_TEST)
gl.StencilMask(0xFF)
gl.Clear(gl.STENCIL_BUFFER_BIT)
gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
gl.StencilFunc(gl.EQUAL, 0, 0xFF)
gl.Disable(gl.SCISSOR_TEST)
return ctx, nil
}
// GoGLBackend is a canvas backend using Go-GL
type GoGLBackend struct {
x, y, w, h int
fx, fy, fw, fh float64
*GLContext
activateFn func()
disableTextureRenderTarget func()
}
type offscreenBuffer struct {
tex uint32
w int
h int
renderStencilBuf uint32
frameBuf uint32
alpha bool
}
// New returns a new canvas backend. x, y, w, h define the target
// rectangle in the window. ctx is a GLContext created with
// NewGLContext, but can be nil for a default one. It makes sense
// to pass one in when using for example an onscreen and an
// offscreen backend using the same GL context.
func New(x, y, w, h int, ctx *GLContext) (*GoGLBackend, error) {
if ctx == nil {
var err error
ctx, err = NewGLContext()
if err != nil {
return nil, err
}
}
b := &GoGLBackend{
w: w,
h: h,
fw: float64(w),
fh: float64(h),
GLContext: ctx,
}
b.activateFn = func() {
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
gl.Viewport(int32(b.x), int32(b.y), int32(b.w), int32(b.h))
// todo reapply clipping since another application may have used the stencil buffer
}
b.disableTextureRenderTarget = func() {
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
gl.Viewport(int32(b.x), int32(b.y), int32(b.w), int32(b.h))
}
return b, nil
}
// GoGLBackendOffscreen is a canvas backend using an offscreen
// texture
type GoGLBackendOffscreen struct {
GoGLBackend
TextureID uint32
offscrBuf offscreenBuffer
offscrImg Image
}
// NewOffscreen returns a new offscreen canvas backend. w, h define
// the size of the offscreen texture. ctx is a GLContext created
// with NewGLContext, but can be nil for a default one. It makes
// sense to pass one in when using for example an onscreen and an
// offscreen backend using the same GL context.
func NewOffscreen(w, h int, alpha bool, ctx *GLContext) (*GoGLBackendOffscreen, error) {
b, err := New(0, 0, w, h, ctx)
if err != nil {
return nil, err
}
bo := &GoGLBackendOffscreen{GoGLBackend: *b}
bo.offscrBuf.alpha = alpha
bo.offscrImg.flip = true
bo.activateFn = func() {
bo.enableTextureRenderTarget(&bo.offscrBuf)
gl.Viewport(0, 0, int32(bo.w), int32(bo.h))
bo.offscrImg.w = bo.offscrBuf.w
bo.offscrImg.h = bo.offscrBuf.h
bo.offscrImg.tex = bo.offscrBuf.tex
bo.TextureID = bo.offscrBuf.tex
}
bo.disableTextureRenderTarget = func() {
bo.enableTextureRenderTarget(&bo.offscrBuf)
}
return bo, nil
}
// SetBounds updates the bounds of the canvas. This would
// usually be called for example when the window is resized
func (b *GoGLBackend) SetBounds(x, y, w, h int) {
b.x, b.y = x, y
b.fx, b.fy = float64(x), float64(y)
b.w, b.h = w, h
b.fw, b.fh = float64(w), float64(h)
if b == activeContext {
gl.Viewport(0, 0, int32(b.w), int32(b.h))
gl.Clear(gl.STENCIL_BUFFER_BIT)
}
}
// SetSize updates the size of the offscreen texture
func (b *GoGLBackendOffscreen) SetSize(w, h int) {
b.GoGLBackend.SetBounds(0, 0, w, h)
b.offscrImg.w = b.offscrBuf.w
b.offscrImg.h = b.offscrBuf.h
}
// Size returns the size of the window or offscreen
// texture
func (b *GoGLBackend) Size() (int, int) {
return b.w, b.h
}
func glError() error {
glErr := gl.GetError()
if glErr != gl.NO_ERROR {
return fmt.Errorf("GL Error: %x", glErr)
}
return nil
}
// Activate only needs to be called if there is other
// code also using the GL state
func (b *GoGLBackend) Activate() {
b.activate()
}
var activeContext *GoGLBackend
func (b *GoGLBackend) activate() {
if activeContext != b {
activeContext = b
b.activateFn()
}
b.runGLQueue()
}
func (b *GoGLBackend) runGLQueue() {
for {
select {
case f := <-b.glChan:
f()
default:
return
}
}
}
// Delete deletes the offscreen texture. After calling this
// the backend can no longer be used
func (b *GoGLBackendOffscreen) Delete() {
gl.DeleteTextures(1, &b.offscrBuf.tex)
gl.DeleteFramebuffers(1, &b.offscrBuf.frameBuf)
gl.DeleteRenderbuffers(1, &b.offscrBuf.renderStencilBuf)
}
// CanUseAsImage returns true if the given backend can be
// directly used by this backend to avoid a conversion.
// Used internally
func (b *GoGLBackend) CanUseAsImage(b2 backendbase.Backend) bool {
_, ok := b2.(*GoGLBackendOffscreen)
return ok
}
// AsImage returns nil, since this backend cannot be directly
// used as an image. Used internally
func (b *GoGLBackend) AsImage() backendbase.Image {
return nil
}
// AsImage returns an implementation of the Image interface
// that can be used to render this offscreen texture
// directly. Used internally
func (b *GoGLBackendOffscreen) AsImage() backendbase.Image {
return &b.offscrImg
}
func (b *GoGLBackend) useShader(style *backendbase.FillStyle, useAlpha bool, alphaTexSlot int32) (vertexLoc, alphaTexCoordLoc uint32) {
gl.UseProgram(b.shd.ID)
gl.Uniform2f(b.shd.CanvasSize, float32(b.fw), float32(b.fh))
if useAlpha {
gl.Uniform1i(b.shd.UseAlphaTex, 1)
gl.Uniform1i(b.shd.AlphaTex, alphaTexSlot)
} else {
gl.Uniform1i(b.shd.UseAlphaTex, 0)
}
gl.Uniform1f(b.shd.GlobalAlpha, float32(style.Color.A)/255)
if lg := style.LinearGradient; lg != nil {
lg := lg.(*LinearGradient)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, lg.tex)
from := vec{style.Gradient.X0, style.Gradient.Y0}
to := vec{style.Gradient.X1, style.Gradient.Y1}
dir := to.sub(from)
length := dir.len()
dir = dir.scale(1 / length)
gl.Uniform2f(b.shd.From, float32(from[0]), float32(from[1]))
gl.Uniform2f(b.shd.Dir, float32(dir[0]), float32(dir[1]))
gl.Uniform1f(b.shd.Len, float32(length))
gl.Uniform1i(b.shd.Gradient, 0)
gl.Uniform1i(b.shd.Func, shdFuncLinearGradient)
return b.shd.Vertex, b.shd.TexCoord
}
if rg := style.RadialGradient; rg != nil {
rg := rg.(*RadialGradient)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, rg.tex)
from := vec{style.Gradient.X0, style.Gradient.Y0}
to := vec{style.Gradient.X1, style.Gradient.Y1}
gl.Uniform2f(b.shd.From, float32(from[0]), float32(from[1]))
gl.Uniform2f(b.shd.To, float32(to[0]), float32(to[1]))
gl.Uniform1f(b.shd.RadFrom, float32(style.Gradient.RadFrom))
gl.Uniform1f(b.shd.RadTo, float32(style.Gradient.RadTo))
gl.Uniform1i(b.shd.Gradient, 0)
gl.Uniform1i(b.shd.Func, shdFuncRadialGradient)
return b.shd.Vertex, b.shd.TexCoord
}
if ip := style.ImagePattern; ip != nil {
ipd := ip.(*ImagePattern).data
img := ipd.Image.(*Image)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, img.tex)
gl.Uniform2f(b.shd.ImageSize, float32(img.w), float32(img.h))
gl.Uniform1i(b.shd.Image, 0)
var f32mat [9]float32
for i, v := range ipd.Transform {
f32mat[i] = float32(v)
}
gl.UniformMatrix3fv(b.shd.ImageTransform, 1, false, &f32mat[0])
switch ipd.Repeat {
case backendbase.Repeat:
gl.Uniform2f(b.shd.Repeat, 1, 1)
case backendbase.RepeatX:
gl.Uniform2f(b.shd.Repeat, 1, 0)
case backendbase.RepeatY:
gl.Uniform2f(b.shd.Repeat, 0, 1)
case backendbase.NoRepeat:
gl.Uniform2f(b.shd.Repeat, 0, 0)
}
gl.Uniform1i(b.shd.Func, shdFuncImagePattern)
return b.shd.Vertex, b.shd.TexCoord
}
cr := float32(style.Color.R) / 255
cg := float32(style.Color.G) / 255
cb := float32(style.Color.B) / 255
ca := float32(style.Color.A) / 255
gl.Uniform4f(b.shd.Color, cr, cg, cb, ca)
gl.Uniform1f(b.shd.GlobalAlpha, 1)
gl.Uniform1i(b.shd.Func, shdFuncSolid)
return b.shd.Vertex, b.shd.TexCoord
}
func (b *GoGLBackend) enableTextureRenderTarget(offscr *offscreenBuffer) {
if offscr.w == b.w && offscr.h == b.h {
gl.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf)
return
}
if b.w == 0 || b.h == 0 {
return
}
if offscr.w != 0 && offscr.h != 0 {
gl.DeleteTextures(1, &offscr.tex)
gl.DeleteFramebuffers(1, &offscr.frameBuf)
gl.DeleteRenderbuffers(1, &offscr.renderStencilBuf)
}
offscr.w = b.w
offscr.h = b.h
gl.ActiveTexture(gl.TEXTURE0)
gl.GenTextures(1, &offscr.tex)
gl.BindTexture(gl.TEXTURE_2D, offscr.tex)
// todo do non-power-of-two textures work everywhere?
if offscr.alpha {
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(b.w), int32(b.h), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
} else {
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(b.w), int32(b.h), 0, gl.RGB, gl.UNSIGNED_BYTE, nil)
}
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.GenFramebuffers(1, &offscr.frameBuf)
gl.BindFramebuffer(gl.FRAMEBUFFER, offscr.frameBuf)
gl.GenRenderbuffers(1, &offscr.renderStencilBuf)
gl.BindRenderbuffer(gl.RENDERBUFFER, offscr.renderStencilBuf)
gl.RenderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, int32(b.w), int32(b.h))
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, offscr.renderStencilBuf)
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, offscr.tex, 0)
if err := gl.CheckFramebufferStatus(gl.FRAMEBUFFER); err != gl.FRAMEBUFFER_COMPLETE {
// todo this should maybe not panic
panic(fmt.Sprintf("Failed to set up framebuffer for offscreen texture: %x", err))
}
gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
}
type vec [2]float64
func (v vec) sub(v2 vec) vec {
return vec{v[0] - v2[0], v[1] - v2[1]}
}
func (v vec) len() float64 {
return math.Sqrt(v[0]*v[0] + v[1]*v[1])
}
func (v vec) scale(f float64) vec {
return vec{v[0] * f, v[1] * f}
}