Newer
Older
"github.com/faiface/mainthread"
"github.com/faiface/pixel"
"github.com/go-gl/mathgl/mgl32"
"github.com/pkg/errors"
)
//TODO: make Canvas a Picture
// Canvas is an off-screen rectangular BasicTarget that you can draw onto.
// It supports TrianglesPosition, TrianglesColor, TrianglesPicture and PictureColor.
mat mgl32.Mat3
col mgl32.Vec4
}
// NewCanvas creates a new empty, fully transparent Canvas with given bounds. If the smooth flag
// set, then stretched Pictures will be smoothed and will not be drawn pixely onto this Canvas.
func NewCanvas(bounds pixel.Rect, smooth bool) *Canvas {
c := &Canvas{
smooth: smooth,
mat: mgl32.Ident3(),
col: mgl32.Vec4{1, 1, 1, 1},
}
mainthread.Call(func() {
var err error
canvasVertexFormat,
canvasUniformFormat,
canvasVertexShader,
canvasFragmentShader,
)
if err != nil {
panic(errors.Wrap(err, "failed to create Canvas, there's a bug in the shader"))
// MakeTriangles creates a specialized copy of the supplied Triangles that draws onto this Canvas.
//
// TrianglesPosition, TrianglesColor and TrianglesPicture are supported.
func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
return &canvasTriangles{
GLTriangles: NewGLTriangles(c.s, t),
c: c,
// MakePicture create a specialized copy of the supplied Picture that draws onto this Canvas.
//
// PictureColor is supported.
func (c *Canvas) MakePicture(p pixel.Picture) pixel.TargetPicture {
bounds := p.Bounds()
bx, by, bw, bh := discreteBounds(bounds)
pixels := make([]uint8, 4*bw*bh)
if p, ok := p.(pixel.PictureColor); ok {
for y := 0; y < bh; y++ {
for x := 0; x < bw; x++ {
at := pixel.V(
math.Max(float64(bx+x), bounds.Pos.X()),
math.Max(float64(by+y), bounds.Pos.Y()),
)
color := p.Color(at)
pixels[(y*bw+x)*4+0] = uint8(color.R * 255)
pixels[(y*bw+x)*4+1] = uint8(color.G * 255)
pixels[(y*bw+x)*4+2] = uint8(color.B * 255)
pixels[(y*bw+x)*4+3] = uint8(color.A * 255)
}
}
var tex *glhf.Texture
mainthread.Call(func() {
tex = glhf.NewTexture(bw, bh, c.smooth, pixels)
// SetTransform sets a set of Transforms that every position in triangles will be put through.
func (c *Canvas) SetTransform(t ...pixel.Transform) {
c.mat = transformToMat(t...)
// SetColorMask sets a color that every color in triangles or a picture will be multiplied by.
func (c *Canvas) SetColorMask(col color.Color) {
nrgba := pixel.NRGBA{R: 1, G: 1, B: 1, A: 1}
if col != nil {
nrgba = pixel.NRGBAModel.Convert(col).(pixel.NRGBA)
}
c.col = mgl32.Vec4{
float32(nrgba.R),
float32(nrgba.G),
float32(nrgba.B),
float32(nrgba.A),
}
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
// SetBounds resizes the Canvas to the new bounds. Old content will be preserved.
func (c *Canvas) SetBounds(bounds pixel.Rect) {
if c.Bounds() == bounds {
return
}
mainthread.Call(func() {
oldF := c.f
_, _, w, h := discreteBounds(bounds)
c.f = glhf.NewFrame(w, h, c.smooth)
// preserve old content
if oldF != nil {
relBounds := c.bounds
relBounds.Pos -= bounds.Pos
ox, oy, ow, oh := discreteBounds(relBounds)
oldF.Blit(
c.f,
ox, oy, ox+ow, oy+oh,
ox, oy, ox+ow, oy+oh,
)
}
c.s.Begin()
orig := bounds.Center()
c.s.SetUniformAttr(canvasOrig, mgl32.Vec2{
float32(orig.X()),
float32(orig.Y()),
})
c.s.SetUniformAttr(canvasSize, mgl32.Vec2{
float32(w),
float32(h),
})
c.s.End()
})
c.bounds = bounds
// Bounds returns the rectangular bounds of the Canvas.
func (c *Canvas) Bounds() pixel.Rect {
return c.bounds
// SetSmooth sets whether the stretched Pictures drawn onto this Canvas should be drawn smooth or
// pixely.
func (c *Canvas) SetSmooth(smooth bool) {
c.smooth = smooth
// Smooth returns whether the stretched Pictures drawn onto this Canvas are set to be drawn smooth
// or pixely.
func (c *Canvas) Smooth() bool {
return c.smooth
// Clear fill the whole Canvas with a single color.
func (c *Canvas) Clear(color color.Color) {
nrgba := pixel.NRGBAModel.Convert(color).(pixel.NRGBA)
mainthread.CallNonBlock(func() {
c.f.Begin()
glhf.Clear(
float32(nrgba.R),
float32(nrgba.G),
float32(nrgba.B),
float32(nrgba.A),
)
c.f.End()
})
}
type canvasTriangles struct {
func (ct *canvasTriangles) draw(cp *canvasPicture) {
// save the current state vars to avoid race condition
mat := ct.c.mat
col := ct.c.col
mainthread.CallNonBlock(func() {
ct.c.f.Begin()
ct.c.s.Begin()
ct.c.s.SetUniformAttr(canvasTransform, mat)
ct.c.s.SetUniformAttr(canvasColorMask, col)
if cp == nil {
ct.vs.Begin()
ct.vs.Draw()
ct.vs.End()
cp.tex.Begin()
ct.c.s.SetUniformAttr(canvasTexSize, mgl32.Vec2{
float32(cp.tex.Width()),
float32(cp.tex.Height()),
})
if cp.tex.Smooth() != ct.c.smooth {
cp.tex.SetSmooth(ct.c.smooth)
}
ct.vs.Begin()
ct.vs.Draw()
ct.vs.End()
cp.tex.End()
}
ct.c.s.End()
ct.c.f.End()
})
}
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
func (ct *canvasTriangles) Draw() {
ct.draw(nil)
}
type canvasPicture struct {
tex *glhf.Texture
bounds pixel.Rect
c *Canvas
}
func (cp *canvasPicture) Bounds() pixel.Rect {
return cp.bounds
}
func (cp *canvasPicture) Slice(r pixel.Rect) pixel.Picture {
return &canvasPicture{
bounds: r,
c: cp.c,
}
}
func (cp *canvasPicture) Draw(t pixel.TargetTriangles) {
ct := t.(*canvasTriangles)
if cp.c != ct.c {
panic(fmt.Errorf("%T.Draw: TargetTriangles generated by different Canvas", cp))
}
ct.draw(cp)
}
canvasPosition int = iota
canvasColor
canvasTexture
canvasIntensity
canvasPosition: {Name: "position", Type: glhf.Vec2},
canvasColor: {Name: "color", Type: glhf.Vec4},
canvasTexture: {Name: "texture", Type: glhf.Vec2},
canvasIntensity: {Name: "intensity", Type: glhf.Float},
canvasTransform int = iota
canvasColorMask
canvasTexSize
canvasOrig
canvasSize
canvasTransform: {Name: "transform", Type: glhf.Mat3},
canvasColorMask: {Name: "colorMask", Type: glhf.Vec4},
canvasTexSize: {Name: "texSize", Type: glhf.Vec2},
canvasOrig: {Name: "orig", Type: glhf.Vec2},
canvasSize: {Name: "size", Type: glhf.Vec2},
}
var canvasVertexShader = `
#version 330 core
in vec2 position;
in vec4 color;
in vec2 texture;
out vec4 Color;
out vec2 Texture;
uniform mat3 transform;
uniform vec2 orig;
uniform vec2 size;
vec2 transPos = (transform * vec3(position, 1.0)).xy;
vec2 normPos = (transPos - orig) / (size/2);
gl_Position = vec4(normPos, 0.0, 1.0);
Color = color;
Texture = texture;
}
`
var canvasFragmentShader = `
#version 330 core
in vec4 Color;
in vec2 Texture;
uniform vec4 colorMask;
uniform vec2 texSize;
uniform sampler2D tex;
void main() {
if (Intensity == 0) {
color = colorMask * Color;
vec2 t = Texture / texSize;
color = vec4(0, 0, 0, 0);
color += (1 - Intensity) * colorMask * Color;
color += Intensity * colorMask * Color * texture(tex, t);