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	"math"
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	"github.com/faiface/glhf"
	"github.com/faiface/mainthread"
	"github.com/faiface/pixel"
	"github.com/go-gl/mathgl/mgl32"
	"github.com/pkg/errors"
)

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// Canvas is an off-screen rectangular BasicTarget and Picture at the same time, that you can draw
// onto.
// It supports TrianglesPosition, TrianglesColor, TrianglesPicture and PictureColor.
type Canvas struct {
	f      *glhf.Frame
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	s      *glhf.Shader
	bounds pixel.Rect
	pixels []uint8
	dirty  bool

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	mat    mgl32.Mat3
	col    mgl32.Vec4
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	smooth bool
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// NewCanvas creates a new empty, fully transparent Canvas with given bounds. If the smooth flag is
// 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
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		c.s, err = glhf.NewShader(
			canvasVertexFormat,
			canvasUniformFormat,
			canvasVertexShader,
			canvasFragmentShader,
		)
		if err != nil {
			panic(errors.Wrap(err, "failed to create Canvas, there's a bug in the shader"))
	c.SetBounds(bounds)

// 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),
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	}
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// 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 {
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	if cp, ok := p.(*canvasPicture); ok {
		tp := new(canvasPicture)
		*tp = *cp
		return tp
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	}
	if ccp, ok := p.(*canvasCanvasPicture); ok {
		tp := new(canvasCanvasPicture)
		*tp = *ccp
		tp.dst = c
		return tp
	}
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	// Canvas special case
	if canvas, ok := p.(*Canvas); ok {
		return &canvasCanvasPicture{
			src: canvas,
			dst: c,
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	bounds := p.Bounds()
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	bx, by, bw, bh := intBounds(bounds)

	pixels := make([]uint8, 4*bw*bh)

	if pd, ok := p.(*pixel.PictureData); ok {
		// PictureData short path
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		for y := 0; y < bh; y++ {
			for x := 0; x < bw; x++ {
				nrgba := pd.Pix[y*pd.Stride+x]
				off := (y*bw + x) * 4
				pixels[off+0] = nrgba.R
				pixels[off+1] = nrgba.G
				pixels[off+2] = nrgba.B
				pixels[off+3] = nrgba.A
			}
		}
	} else 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.Min.X()),
					math.Max(float64(by+y), bounds.Min.Y()),
				)
				color := p.Color(at)
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				off := (y*bw + x) * 4
				pixels[off+0] = uint8(color.R * 255)
				pixels[off+1] = uint8(color.G * 255)
				pixels[off+2] = uint8(color.B * 255)
				pixels[off+3] = uint8(color.A * 255)
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	var tex *glhf.Texture
	mainthread.Call(func() {
		tex = glhf.NewTexture(bw, bh, c.smooth, pixels)
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	cp := &canvasPicture{
		tex:    tex,
		pixels: pixels,
		bounds: pixel.R(
			float64(bx), float64(by),
			float64(bw), float64(bh),
		),
	cp.orig = cp
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	return cp
// SetMatrix sets a Matrix that every point will be projected by.
func (c *Canvas) SetMatrix(m pixel.Matrix) {
	for i := range m {
		c.mat[i] = float32(m[i])
	}
// 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 {
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		nrgba = pixel.ToNRGBA(col)
	}
	c.col = mgl32.Vec4{
		float32(nrgba.R),
		float32(nrgba.G),
		float32(nrgba.B),
		float32(nrgba.A),
	}
// SetBounds resizes the Canvas to the new bounds. Old content will be preserved.
func (c *Canvas) SetBounds(bounds pixel.Rect) {
	mainthread.Call(func() {
		oldF := c.f
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		_, _, w, h := intBounds(bounds)
		c.f = glhf.NewFrame(w, h, c.smooth)

		// preserve old content
		if oldF != nil {
			ox, oy, ow, oh := intBounds(bounds)
			oldF.Blit(
				c.f,
				ox, oy, ox+ow, oy+oh,
				ox, oy, ox+ow, oy+oh,
			)
		}
	})
	c.bounds = bounds
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	c.pixels = nil
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	c.dirty = true
// Bounds returns the rectangular bounds of the Canvas.
func (c *Canvas) Bounds() pixel.Rect {
	return c.bounds
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// SetSmooth sets whether stretched Pictures drawn onto this Canvas should be drawn smooth or
// pixely.
func (c *Canvas) SetSmooth(smooth bool) {
	c.smooth = smooth
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// Smooth returns whether stretched Pictures drawn onto this Canvas are set to be drawn smooth or
// pixely.
func (c *Canvas) Smooth() bool {
	return c.smooth
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// must be manually called inside mainthread
func (c *Canvas) setGlhfBounds() {
	bx, by, bw, bh := intBounds(c.bounds)
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	glhf.Bounds(bx, by, bw, bh)
}

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// Clear fills the whole Canvas with a single color.
func (c *Canvas) Clear(color color.Color) {
	c.dirty = true
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	nrgba := pixel.ToNRGBA(color)
	// color masking
	nrgba = nrgba.Mul(pixel.NRGBA{
		R: float64(c.col[0]),
		G: float64(c.col[1]),
		B: float64(c.col[2]),
		A: float64(c.col[3]),
	})

	mainthread.CallNonBlock(func() {
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		c.setGlhfBounds()
		c.f.Begin()
		glhf.Clear(
			float32(nrgba.R),
			float32(nrgba.G),
			float32(nrgba.B),
			float32(nrgba.A),
		)
		c.f.End()
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// Color returns the color of the pixel over the given position inside the Canvas.
func (c *Canvas) Color(at pixel.Vec) pixel.NRGBA {
	if c.dirty {
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		mainthread.Call(func() {
			tex := c.f.Texture()
			c.pixels = tex.Pixels(0, 0, tex.Width(), tex.Height())
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		})
		c.dirty = false
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	}
	if !c.bounds.Contains(at) {
		return pixel.NRGBA{}
	}
	bx, by, bw, _ := intBounds(c.bounds)
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	x, y := int(at.X())-bx, int(at.Y())-by
	off := y*bw + x
	return pixel.NRGBA{
		R: float64(c.pixels[off*4+0]) / 255,
		G: float64(c.pixels[off*4+1]) / 255,
		B: float64(c.pixels[off*4+2]) / 255,
		A: float64(c.pixels[off*4+3]) / 255,
type canvasTriangles struct {
	*GLTriangles

	dst *Canvas
func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
	ct.dst.dirty = true
	// save the current state vars to avoid race condition
	mat := ct.dst.mat
	col := ct.dst.col

	mainthread.CallNonBlock(func() {
		ct.dst.setGlhfBounds()
		ct.dst.f.Begin()
		ct.dst.s.Begin()

		ct.dst.s.SetUniformAttr(canvasBounds, mgl32.Vec4{
			float32(ct.dst.bounds.Min.X()),
			float32(ct.dst.bounds.Min.Y()),
			float32(ct.dst.bounds.W()),
			float32(ct.dst.bounds.H()),
		ct.dst.s.SetUniformAttr(canvasTransform, mat)
		ct.dst.s.SetUniformAttr(canvasColorMask, col)
		if tex == nil {
			ct.vs.Begin()
			ct.vs.Draw()
			ct.vs.End()
			ct.dst.s.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
				float32(bounds.Min.X()),
				float32(bounds.Min.Y()),
				float32(bounds.W()),
				float32(bounds.H()),
			if tex.Smooth() != ct.dst.smooth {
				tex.SetSmooth(ct.dst.smooth)
			}

			ct.vs.Begin()
			ct.vs.Draw()
			ct.vs.End()

		ct.dst.s.End()
		ct.dst.f.End()
func (ct *canvasTriangles) Draw() {
	ct.draw(nil, pixel.Rect{})
}

type canvasPicture struct {
	tex    *glhf.Texture
	pixels []uint8
	bounds pixel.Rect
	orig *canvasPicture
}

func (cp *canvasPicture) Bounds() pixel.Rect {
	return cp.bounds
}

func (cp *canvasPicture) Color(at pixel.Vec) pixel.NRGBA {
	if !cp.bounds.Contains(at) {
		return pixel.NRGBA{}
	}
	bx, by, bw, _ := intBounds(cp.bounds)
	x, y := int(at.X())-bx, int(at.Y())-by
	off := y*bw + x
	return pixel.NRGBA{
		R: float64(cp.pixels[off*4+0]) / 255,
		G: float64(cp.pixels[off*4+1]) / 255,
		B: float64(cp.pixels[off*4+2]) / 255,
		A: float64(cp.pixels[off*4+3]) / 255,
	}
}

func (cp *canvasPicture) Draw(t pixel.TargetTriangles) {
	ct := t.(*canvasTriangles)
	if cp.dst != ct.dst {
		panic(fmt.Errorf("(%T).Draw: TargetTriangles generated by different Canvas", cp))
	ct.draw(cp.tex, cp.bounds)
}

type canvasCanvasPicture struct {
	src, dst *Canvas
}

func (ccp *canvasCanvasPicture) Bounds() pixel.Rect {
	return ccp.src.Bounds()
func (ccp *canvasCanvasPicture) Color(at pixel.Vec) pixel.NRGBA {
	if !ccp.Bounds().Contains(at) {
		return pixel.NRGBA{}
	}
	return ccp.src.Color(at)
}

func (ccp *canvasCanvasPicture) Draw(t pixel.TargetTriangles) {
	ct := t.(*canvasTriangles)
	if ccp.dst != ct.dst {
		panic(fmt.Errorf("(%T).Draw: TargetTriangles generated by different Canvas", ccp))
	ct.draw(ccp.src.f.Texture(), ccp.Bounds())
	canvasPosition int = iota
	canvasColor
	canvasTexture
	canvasIntensity
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var canvasVertexFormat = glhf.AttrFormat{
	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
	canvasBounds
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	canvasTexBounds
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var canvasUniformFormat = glhf.AttrFormat{
	canvasTransform: {Name: "transform", Type: glhf.Mat3},
	canvasColorMask: {Name: "colorMask", Type: glhf.Vec4},
	canvasBounds:    {Name: "bounds", Type: glhf.Vec4},
	canvasTexBounds: {Name: "texBounds", Type: glhf.Vec4},
}

var canvasVertexShader = `
#version 330 core

in vec2 position;
in vec4 color;
in vec2 texture;
in float intensity;

out vec4 Color;
out vec2 Texture;
out float Intensity;

uniform mat3 transform;
uniform vec4 bounds;
	vec2 transPos = (transform * vec3(position, 1.0)).xy;
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	vec2 normPos = (transPos - bounds.xy) / (bounds.zw) * 2 - vec2(1, 1);
	gl_Position = vec4(normPos, 0.0, 1.0);
	Color = color;
	Texture = texture;
	Intensity = intensity;
}
`

var canvasFragmentShader = `
#version 330 core

in vec4 Color;
in vec2 Texture;
in float Intensity;
uniform vec4 colorMask;
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uniform vec4 texBounds;
uniform sampler2D tex;

void main() {
	if (Intensity == 0) {
		color = colorMask * Color;
		color = vec4(0, 0, 0, 0);
		color += (1 - Intensity) * colorMask * Color;
		vec2 t = (Texture - texBounds.xy) / texBounds.zw;
		color += Intensity * colorMask * Color * texture(tex, t);