canvas/backend/goglbackend/imagedata.go
2020-03-22 11:52:35 +01:00

102 lines
2.9 KiB
Go

package goglbackend
import (
"image"
"image/color"
"unsafe"
"github.com/tfriedel6/canvas/backend/goglbackend/gl"
)
// GetImageData returns an RGBA image of the current image
func (b *GoGLBackend) GetImageData(x, y, w, h int) *image.RGBA {
b.activate()
if x < 0 {
w += x
x = 0
}
if y < 0 {
h += y
y = 0
}
if w > b.w {
w = b.w
}
if h > b.h {
h = b.h
}
var vp [4]int32
gl.GetIntegerv(gl.VIEWPORT, &vp[0])
size := int(vp[2] * vp[3] * 3)
if len(b.imageBuf) < size {
b.imageBuf = make([]byte, size)
}
gl.ReadPixels(vp[0], vp[1], vp[2], vp[3], gl.RGB, gl.UNSIGNED_BYTE, gl.Ptr(&b.imageBuf[0]))
rgba := image.NewRGBA(image.Rect(x, y, x+w, y+h))
for cy := y; cy < y+h; cy++ {
bp := (int(vp[3])-h+cy)*int(vp[2])*3 + x*3
for cx := x; cx < x+w; cx++ {
rgba.SetRGBA(cx, y+h-1-cy, color.RGBA{R: b.imageBuf[bp], G: b.imageBuf[bp+1], B: b.imageBuf[bp+2], A: 255})
bp += 3
}
}
return rgba
}
// PutImageData puts the given image at the given x/y coordinates
func (b *GoGLBackend) PutImageData(img *image.RGBA, x, y int) {
b.activate()
gl.ActiveTexture(gl.TEXTURE0)
if b.imageBufTex == 0 {
gl.GenTextures(1, &b.imageBufTex)
gl.BindTexture(gl.TEXTURE_2D, b.imageBufTex)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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)
} else {
gl.BindTexture(gl.TEXTURE_2D, b.imageBufTex)
}
w, h := img.Bounds().Dx(), img.Bounds().Dy()
if img.Stride == img.Bounds().Dx()*4 {
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(w), int32(h), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(&img.Pix[0]))
} else {
data := make([]uint8, 0, w*h*4)
for cy := 0; cy < h; cy++ {
start := cy * img.Stride
end := start + w*4
data = append(data, img.Pix[start:end]...)
}
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(w), int32(h), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(&data[0]))
}
dx, dy := float32(x), float32(y)
dw, dh := float32(w), float32(h)
gl.BindBuffer(gl.ARRAY_BUFFER, b.buf)
data := [16]float32{dx, dy, dx + dw, dy, dx + dw, dy + dh, dx, dy + dh,
0, 0, 1, 0, 1, 1, 0, 1}
gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
gl.UseProgram(b.shd.ID)
gl.Uniform1i(b.shd.Image, 0)
gl.Uniform2f(b.shd.CanvasSize, float32(b.fw), float32(b.fh))
gl.UniformMatrix3fv(b.shd.Matrix, 1, false, &mat3identity[0])
gl.Uniform1f(b.shd.GlobalAlpha, 1)
gl.Uniform1i(b.shd.UseAlphaTex, 0)
gl.Uniform1i(b.shd.Func, shdFuncImage)
gl.VertexAttribPointer(b.shd.Vertex, 2, gl.FLOAT, false, 0, nil)
gl.VertexAttribPointer(b.shd.TexCoord, 2, gl.FLOAT, false, 0, gl.PtrOffset(8*4))
gl.EnableVertexAttribArray(b.shd.Vertex)
gl.EnableVertexAttribArray(b.shd.TexCoord)
gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
gl.DisableVertexAttribArray(b.shd.Vertex)
gl.DisableVertexAttribArray(b.shd.TexCoord)
}