canvas/images.go

246 lines
6.6 KiB
Go

package canvas
import (
"bytes"
"errors"
"image"
"io/ioutil"
"runtime"
"unsafe"
"github.com/tfriedel6/lm"
)
type Image struct {
w, h int
tex uint32
deleted bool
}
var images = make(map[string]*Image)
func LoadImage(src interface{}, name string) (*Image, error) {
var img *Image
var err error
switch v := src.(type) {
case *image.RGBA:
img, err = loadImageRGBA(v)
if err != nil {
return nil, err
}
case *image.Gray:
img, err = loadImageGray(v)
if err != nil {
return nil, err
}
case image.Image:
img, err = loadImageConverted(v)
if err != nil {
return nil, err
}
case string:
data, err := ioutil.ReadFile(v)
if err != nil {
return nil, err
}
srcImg, _, err := image.Decode(bytes.NewReader(data))
if err != nil {
return nil, err
}
return LoadImage(srcImg, name)
case []byte:
srcImg, _, err := image.Decode(bytes.NewReader(v))
if err != nil {
return nil, err
}
return LoadImage(srcImg, name)
default:
return nil, errors.New("Unsupported source type")
}
if name != "" {
images[name] = img
}
runtime.SetFinalizer(img, func(img *Image) {
glChan <- func() {
gli.DeleteTextures(1, &img.tex)
}
})
return img, nil
}
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 (img *Image) Delete() {
gli.DeleteTextures(1, &img.tex)
img.deleted = true
}
func (cv *Canvas) DrawImage(image interface{}, coords ...float32) {
var img *Image
switch v := image.(type) {
case *Image:
img = v
case string:
if i, ok := images[v]; ok {
img = i
} else {
i, err := LoadImage(v, v)
if err == nil {
img = i
}
}
}
if img == nil {
return
}
if img.deleted {
return
}
cv.activate()
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]
}
sx /= float32(img.w)
sy /= float32(img.h)
sw /= float32(img.w)
sh /= float32(img.h)
p0 := cv.tf(lm.Vec2{dx, dy})
p1 := cv.tf(lm.Vec2{dx, dy + dh})
p2 := cv.tf(lm.Vec2{dx + dw, dy + dh})
p3 := cv.tf(lm.Vec2{dx + dw, dy})
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
data := [16]float32{p0[0], p0[1], p1[0], p1[1], p2[0], p2[1], p3[0], p3[1],
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.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, img.tex)
gli.UseProgram(ir.id)
gli.Uniform1i(ir.image, 0)
gli.Uniform2f(ir.canvasSize, cv.fw, cv.fh)
gli.VertexAttribPointer(ir.vertex, 2, gl_FLOAT, false, 0, nil)
gli.VertexAttribPointer(ir.texCoord, 2, gl_FLOAT, false, 0, gli.PtrOffset(8*4))
gli.EnableVertexAttribArray(ir.vertex)
gli.EnableVertexAttribArray(ir.texCoord)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(ir.vertex)
gli.DisableVertexAttribArray(ir.texCoord)
}