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import (
"image/color"
"github.com/faiface/mainthread"
"github.com/faiface/pixel"
"github.com/go-gl/mathgl/mgl32"
"github.com/pkg/errors"
)
//
// Canvas supports TrianglesPosition, TrianglesColor and TrianglesTexture.
type Canvas struct {
drawTd pixel.TrianglesDrawer
mat mgl32.Mat3
col mgl32.Vec4
bnd mgl32.Vec4
}
// NewCanvas creates a new fully transparent Canvas with specified dimensions in pixels.
func NewCanvas(width, height float64, smooth bool) *Canvas {
mainthread.Call(func() {
var err error
c.f = glhf.NewFrame(int(width), int(height), smooth)
c.s, err = glhf.NewShader(
canvasVertexFormat,
canvasUniformFormat,
canvasVertexShader,
canvasFragmentShader,
)
if err != nil {
panic(errors.Wrap(err, "failed to create canvas"))
}
c.copyVs.Begin()
c.copyVs.SetVertexData([]float32{
-1, -1, 1, 1, 1, 1, 0, 0,
1, -1, 1, 1, 1, 1, 1, 0,
1, 1, 1, 1, 1, 1, 1, 1,
-1, -1, 1, 1, 1, 1, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1,
-1, 1, 1, 1, 1, 1, 0, 1,
})
c.copyVs.End()
white := pixel.NRGBA{R: 1, G: 1, B: 1, A: 1}
c.drawTd = pixel.TrianglesDrawer{Triangles: &pixel.TrianglesData{
{Position: pixel.V(-1, -1), Color: white, Picture: pixel.V(0, 0)},
{Position: pixel.V(1, -1), Color: white, Picture: pixel.V(1, 0)},
{Position: pixel.V(1, 1), Color: white, Picture: pixel.V(1, 1)},
{Position: pixel.V(-1, -1), Color: white, Picture: pixel.V(0, 0)},
{Position: pixel.V(1, 1), Color: white, Picture: pixel.V(1, 1)},
{Position: pixel.V(-1, 1), Color: white, Picture: pixel.V(0, 1)},
c.pic = nil
c.mat = mgl32.Ident3()
c.col = mgl32.Vec4{1, 1, 1, 1}
c.bnd = mgl32.Vec4{0, 0, 1, 1}
return c
}
// SetSize resizes the Canvas. The original content will be stretched to fit the new size.
if pixel.V(width, height) == pixel.V(c.Size()) {
return
}
mainthread.Call(func() {
oldF := c.f
c.f = glhf.NewFrame(int(width), int(height), c.smooth)
c.f.Begin()
c.s.Begin()
c.s.SetUniformAttr(canvasTransformMat3, mgl32.Ident3())
c.s.SetUniformAttr(canvasMaskColorVec4, mgl32.Vec4{1, 1, 1, 1})
c.s.SetUniformAttr(canvasBoundsVec4, mgl32.Vec4{0, 0, 1, 1})
oldF.Texture().Begin()
c.copyVs.Begin()
c.copyVs.Draw()
c.copyVs.End()
oldF.Texture().End()
c.s.End()
c.f.End()
})
}
// Size returns the width and the height of the Canvas in pixels.
func (c *Canvas) Size() (width, height float64) {
return float64(c.f.Width()), float64(c.f.Height())
}
// Content returns a Picture that contains the content of this Canvas. The returned Picture changes
// as you draw onto the Canvas, so there is no real need to call this method more than once (but it
// might be beneficial to your code to do so).
func (c *Canvas) Content() *pixel.GLPicture {
return pixel.PictureFromTexture(c.f.Texture())
// Clear fills the whole Canvas with one specified color.
func (c *Canvas) Clear(col color.Color) {
mainthread.CallNonBlock(func() {
c.f.Begin()
col := pixel.NRGBAModel.Convert(col).(pixel.NRGBA)
glhf.Clear(float32(col.R), float32(col.G), float32(col.B), float32(col.A))
c.f.End()
})
}
// Draw draws the content of the Canvas onto another Target. If no transform is applied, the content
// is fully stretched to fit the Target.
func (c *Canvas) Draw(t pixel.Target) {
c.drawTd.Draw(t)
}
// MakeTriangles returns Triangles that draw onto this Canvas.
func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
}
}
// SetPicture sets a Picture that will be used in further draw operations.
//
// This does not set the Picture that this Canvas draws onto, don't confuse it.
func (c *Canvas) SetPicture(p *pixel.GLPicture) {
min := pictureBounds(p, pixel.V(0, 0))
max := pictureBounds(p, pixel.V(1, 1))
c.bnd = mgl32.Vec4{
float32(min.X()), float32(min.Y()),
float32(max.X()), float32(max.Y()),
}
}
c.pic = p
}
// SetTransform sets the transformations used in further draw operations.
func (c *Canvas) SetTransform(t ...pixel.Transform) {
c.mat = transformToMat(t...)
}
// SetMaskColor sets the mask color used in further draw operations.
func (c *Canvas) SetMaskColor(col color.Color) {
if col == nil {
col = pixel.NRGBA{R: 1, G: 1, B: 1, A: 1}
nrgba := pixel.NRGBAModel.Convert(col).(pixel.NRGBA)
r := float32(nrgba.R)
g := float32(nrgba.G)
b := float32(nrgba.B)
a := float32(nrgba.A)
c.col = mgl32.Vec4{r, g, b, a}
}
type canvasTriangles struct {
c *Canvas
}
func (ct *canvasTriangles) Draw() {
// avoid possible race condition
pic := ct.c.pic
mat := ct.c.mat
col := ct.c.col
bnd := ct.c.bnd
mainthread.CallNonBlock(func() {
ct.c.f.Begin()
ct.c.s.Begin()
ct.c.s.SetUniformAttr(canvasTransformMat3, mat)
ct.c.s.SetUniformAttr(canvasMaskColorVec4, col)
ct.c.s.SetUniformAttr(canvasBoundsVec4, bnd)
if pic != nil {
pic.Texture().Begin()
pic.Texture().End()
} else {
}
ct.c.s.End()
ct.c.f.End()
})
}
const (
canvasPositionVec2 int = iota
canvasColorVec4
canvasTextureVec2
)
var canvasVertexFormat = glhf.AttrFormat{
canvasPositionVec2: {Name: "position", Type: glhf.Vec2},
canvasColorVec4: {Name: "color", Type: glhf.Vec4},
canvasTextureVec2: {Name: "texture", Type: glhf.Vec2},
}
const (
canvasMaskColorVec4 int = iota
canvasTransformMat3
canvasBoundsVec4
)
var canvasUniformFormat = glhf.AttrFormat{
{Name: "maskColor", Type: glhf.Vec4},
{Name: "transform", Type: glhf.Mat3},
{Name: "bounds", Type: glhf.Vec4},
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}
var canvasVertexShader = `
#version 330 core
in vec2 position;
in vec4 color;
in vec2 texture;
out vec4 Color;
out vec2 Texture;
uniform mat3 transform;
void main() {
gl_Position = vec4((transform * vec3(position.x, position.y, 1.0)).xy, 0.0, 1.0);
Color = color;
Texture = texture;
}
`
var canvasFragmentShader = `
#version 330 core
in vec4 Color;
in vec2 Texture;
out vec4 color;
uniform vec4 maskColor;
uniform vec4 bounds;
uniform sampler2D tex;
void main() {
vec2 boundsMin = bounds.xy;
vec2 boundsMax = bounds.zw;
if (Texture == vec2(-1, -1)) {
color = maskColor * Color;
} else {
float tx = boundsMin.x * (1 - Texture.x) + boundsMax.x * Texture.x;
float ty = boundsMin.y * (1 - Texture.y) + boundsMax.y * Texture.y;
color = maskColor * Color * texture(tex, vec2(tx, ty));
}
}
`