package pixelgl import ( "fmt" "image/color" "github.com/faiface/glhf" "github.com/faiface/mainthread" "github.com/faiface/pixel" "github.com/go-gl/mathgl/mgl32" "github.com/pkg/errors" ) // 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 { gf *GLFrame shader *GLShader cmp pixel.ComposeMethod mat mgl32.Mat3 col mgl32.Vec4 smooth bool sprite *pixel.Sprite } var _ pixel.ComposeTarget = (*Canvas)(nil) // NewCanvas creates a new empty, fully transparent Canvas with given bounds. func NewCanvas(bounds pixel.Rect) *Canvas { c := &Canvas{ gf: NewGLFrame(bounds), mat: mgl32.Ident3(), col: mgl32.Vec4{1, 1, 1, 1}, } baseShader(c) c.SetBounds(bounds) c.shader.update() return c } // SetUniform will update the named uniform with the value of any supported underlying // attribute variable. If the uniform already exists, including defaults, they will be reassigned // to the new value. The value can be a pointer. func (c *Canvas) SetUniform(Name string, Value interface{}) { c.shader.AddUniform(Name, Value) } // UpdateShader needs to be called after any changes to the underlying GLShader // are made, such as, SetUniform, SetFragmentShader... func (c *Canvas) UpdateShader() { c.shader.update() } // SetFragmentShader allows you to set a new fragment shader on the underlying // framebuffer. Argument "fs" is the GLSL source, not a filename. func (c *Canvas) SetFragmentShader(fs string) { c.shader.fs = fs } // 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.shader.s, t), dst: 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 { if cp, ok := p.(*canvasPicture); ok { return &canvasPicture{ GLPicture: cp.GLPicture, dst: c, } } if gp, ok := p.(GLPicture); ok { return &canvasPicture{ GLPicture: gp, dst: c, } } return &canvasPicture{ GLPicture: NewGLPicture(p), dst: c, } } // SetMatrix sets a Matrix that every point will be projected by. func (c *Canvas) SetMatrix(m pixel.Matrix) { // pixel.Matrix is 3x2 with an implicit 0, 0, 1 row after it. So // [0] [2] [4] [0] [3] [6] // [1] [3] [5] => [1] [4] [7] // 0 0 1 0 0 1 // since all matrix ops are affine, the last row never changes, and we don't need to copy it for i, j := range [...]int{0, 1, 3, 4, 6, 7} { c.mat[j] = 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) { rgba := pixel.Alpha(1) if col != nil { rgba = pixel.ToRGBA(col) } c.col = mgl32.Vec4{ float32(rgba.R), float32(rgba.G), float32(rgba.B), float32(rgba.A), } } // SetComposeMethod sets a Porter-Duff composition method to be used in the following draws onto // this Canvas. func (c *Canvas) SetComposeMethod(cmp pixel.ComposeMethod) { c.cmp = cmp } // SetBounds resizes the Canvas to the new bounds. Old content will be preserved. func (c *Canvas) SetBounds(bounds pixel.Rect) { c.gf.SetBounds(bounds) if c.sprite == nil { c.sprite = pixel.NewSprite(nil, pixel.Rect{}) } c.sprite.Set(c, c.Bounds()) //c.sprite.SetMatrix(pixel.IM.Moved(c.Bounds().Center())) } // Bounds returns the rectangular bounds of the Canvas. func (c *Canvas) Bounds() pixel.Rect { return c.gf.Bounds() } // SetSmooth sets whether stretched Pictures drawn onto this Canvas should be drawn smooth or // pixely. func (c *Canvas) SetSmooth(smooth bool) { c.smooth = smooth } // 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 } // must be manually called inside mainthread func (c *Canvas) setGlhfBounds() { _, _, bw, bh := intBounds(c.gf.Bounds()) glhf.Bounds(0, 0, bw, bh) } // must be manually called inside mainthread func setBlendFunc(cmp pixel.ComposeMethod) { switch cmp { case pixel.ComposeOver: glhf.BlendFunc(glhf.One, glhf.OneMinusSrcAlpha) case pixel.ComposeIn: glhf.BlendFunc(glhf.DstAlpha, glhf.Zero) case pixel.ComposeOut: glhf.BlendFunc(glhf.OneMinusDstAlpha, glhf.Zero) case pixel.ComposeAtop: glhf.BlendFunc(glhf.DstAlpha, glhf.OneMinusSrcAlpha) case pixel.ComposeRover: glhf.BlendFunc(glhf.OneMinusDstAlpha, glhf.One) case pixel.ComposeRin: glhf.BlendFunc(glhf.Zero, glhf.SrcAlpha) case pixel.ComposeRout: glhf.BlendFunc(glhf.Zero, glhf.OneMinusSrcAlpha) case pixel.ComposeRatop: glhf.BlendFunc(glhf.OneMinusDstAlpha, glhf.SrcAlpha) case pixel.ComposeXor: glhf.BlendFunc(glhf.OneMinusDstAlpha, glhf.OneMinusSrcAlpha) case pixel.ComposePlus: glhf.BlendFunc(glhf.One, glhf.One) case pixel.ComposeCopy: glhf.BlendFunc(glhf.One, glhf.Zero) default: panic(errors.New("Canvas: invalid compose method")) } } // updates all uniform values for gl to consume func (c *Canvas) setUniforms(texbounds pixel.Rect) { mat := c.mat col := c.col c.shader.uniformDefaults.transform = mat c.shader.uniformDefaults.colormask = col dstBounds := c.Bounds() c.shader.uniformDefaults.bounds = mgl32.Vec4{ float32(dstBounds.Min.X), float32(dstBounds.Min.Y), float32(dstBounds.W()), float32(dstBounds.H()), } for loc, u := range c.shader.uniforms { c.shader.s.SetUniformAttr(loc, u.Value()) } } // Clear fills the whole Canvas with a single color. func (c *Canvas) Clear(color color.Color) { c.gf.Dirty() rgba := pixel.ToRGBA(color) // color masking rgba = rgba.Mul(pixel.RGBA{ R: float64(c.col[0]), G: float64(c.col[1]), B: float64(c.col[2]), A: float64(c.col[3]), }) mainthread.CallNonBlock(func() { c.setGlhfBounds() c.gf.Frame().Begin() glhf.Clear( float32(rgba.R), float32(rgba.G), float32(rgba.B), float32(rgba.A), ) c.gf.Frame().End() }) } // Color returns the color of the pixel over the given position inside the Canvas. func (c *Canvas) Color(at pixel.Vec) pixel.RGBA { return c.gf.Color(at) } // Texture returns the underlying OpenGL Texture of this Canvas. // // Implements GLPicture interface. func (c *Canvas) Texture() *glhf.Texture { return c.gf.Texture() } // Frame returns the underlying OpenGL Frame of this Canvas. func (c *Canvas) Frame() *glhf.Frame { return c.gf.frame } // SetPixels replaces the content of the Canvas with the provided pixels. The provided slice must be // an alpha-premultiplied RGBA sequence of correct length (4 * width * height). func (c *Canvas) SetPixels(pixels []uint8) { c.gf.Dirty() mainthread.Call(func() { tex := c.Texture() tex.Begin() tex.SetPixels(0, 0, tex.Width(), tex.Height(), pixels) tex.End() }) } // Pixels returns an alpha-premultiplied RGBA sequence of the content of the Canvas. func (c *Canvas) Pixels() []uint8 { var pixels []uint8 mainthread.Call(func() { tex := c.Texture() tex.Begin() pixels = tex.Pixels(0, 0, tex.Width(), tex.Height()) tex.End() }) return pixels } // Draw draws the content of the Canvas onto another Target, transformed by the given Matrix, just // like if it was a Sprite containing the whole Canvas. func (c *Canvas) Draw(t pixel.Target, matrix pixel.Matrix) { c.sprite.Draw(t, matrix) } // DrawColorMask draws the content of the Canvas onto another Target, transformed by the given // Matrix and multiplied by the given mask, just like if it was a Sprite containing the whole Canvas. // // If the color mask is nil, a fully opaque white mask will be used causing no effect. func (c *Canvas) DrawColorMask(t pixel.Target, matrix pixel.Matrix, mask color.Color) { c.sprite.DrawColorMask(t, matrix, mask) } type canvasTriangles struct { *GLTriangles dst *Canvas } func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) { ct.dst.gf.Dirty() // save the current state vars to avoid race condition cmp := ct.dst.cmp smt := ct.dst.smooth mat := ct.dst.mat col := ct.dst.col mainthread.CallNonBlock(func() { ct.dst.setGlhfBounds() setBlendFunc(cmp) frame := ct.dst.gf.Frame() shader := ct.dst.shader.s frame.Begin() shader.Begin() ct.dst.shader.uniformDefaults.transform = mat ct.dst.shader.uniformDefaults.colormask = col dstBounds := ct.dst.Bounds() ct.dst.shader.uniformDefaults.bounds = mgl32.Vec4{ float32(dstBounds.Min.X), float32(dstBounds.Min.Y), float32(dstBounds.W()), float32(dstBounds.H()), } bx, by, bw, bh := intBounds(bounds) ct.dst.shader.uniformDefaults.texbounds = mgl32.Vec4{ float32(bx), float32(by), float32(bw), float32(bh), } for loc, u := range ct.dst.shader.uniforms { ct.dst.shader.s.SetUniformAttr(loc, u.Value()) } if tex == nil { ct.vs.Begin() ct.vs.Draw() ct.vs.End() } else { tex.Begin() if tex.Smooth() != smt { tex.SetSmooth(smt) } ct.vs.Begin() ct.vs.Draw() ct.vs.End() tex.End() } shader.End() frame.End() }) } func (ct *canvasTriangles) Draw() { ct.draw(nil, pixel.Rect{}) } type canvasPicture struct { GLPicture dst *Canvas } 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.GLPicture.Texture(), cp.GLPicture.Bounds()) } const ( canvasPosition int = iota canvasColor canvasTexCoords canvasIntensity ) var defaultCanvasVertexFormat = glhf.AttrFormat{ canvasPosition: {Name: "position", Type: glhf.Vec2}, canvasColor: {Name: "color", Type: glhf.Vec4}, canvasTexCoords: {Name: "texCoords", Type: glhf.Vec2}, canvasIntensity: {Name: "intensity", Type: glhf.Float}, }