Vendor updates
This commit is contained in:
2
vendor/github.com/faiface/pixel/.gitignore
generated
vendored
2
vendor/github.com/faiface/pixel/.gitignore
generated
vendored
@@ -1,2 +0,0 @@
|
||||
test
|
||||
.vscode
|
23
vendor/github.com/faiface/pixel/.travis.yml
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vendored
23
vendor/github.com/faiface/pixel/.travis.yml
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vendored
@@ -1,23 +0,0 @@
|
||||
language: go
|
||||
sudo: false
|
||||
addons:
|
||||
apt:
|
||||
packages:
|
||||
- xorg-dev
|
||||
- libx11-dev
|
||||
- libxrandr-dev
|
||||
- libxinerama-dev
|
||||
- libxcursor-dev
|
||||
- libxi-dev
|
||||
- libopenal-dev
|
||||
- libasound2-dev
|
||||
go:
|
||||
- 1.8
|
||||
- 1.7.4
|
||||
- tip
|
||||
install:
|
||||
- go get -t ./...
|
||||
script:
|
||||
- go test -i -race ./...
|
||||
- go test -v -race ./...
|
||||
|
21
vendor/github.com/faiface/pixel/README.md
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vendored
21
vendor/github.com/faiface/pixel/README.md
generated
vendored
@@ -22,32 +22,33 @@ covering several topics of Pixel. Here's the content of the tutorial parts so fa
|
||||
- [Drawing efficiently with Batch](https://github.com/faiface/pixel/wiki/Drawing-efficiently-with-Batch)
|
||||
- [Drawing shapes with IMDraw](https://github.com/faiface/pixel/wiki/Drawing-shapes-with-IMDraw)
|
||||
- [Typing text on the screen](https://github.com/faiface/pixel/wiki/Typing-text-on-the-screen)
|
||||
- [Using a custom fragment shader](https://github.com/faiface/pixel/wiki/Using-a-custom-fragment-shader)
|
||||
|
||||
## Examples
|
||||
## [Examples](https://github.com/faiface/pixel-examples)
|
||||
|
||||
The [examples](https://github.com/faiface/pixel/tree/master/examples) directory contains a few
|
||||
The [examples](https://github.com/faiface/pixel-examples) repository contains a few
|
||||
examples demonstrating Pixel's functionality.
|
||||
|
||||
**To run an example**, navigate to it's directory, then `go run` the `main.go` file. For example:
|
||||
|
||||
```
|
||||
$ cd examples/platformer
|
||||
$ cd pixel-examples/platformer
|
||||
$ go run main.go
|
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```
|
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|
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Here are some screenshots from the examples!
|
||||
|
||||
| [Lights](examples/lights) | [Platformer](examples/platformer) |
|
||||
| [Lights](https://github.com/faiface/pixel-examples/blob/master/lights) | [Platformer](https://github.com/faiface/pixel-examples/blob/master/platformer) |
|
||||
| --- | --- |
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||||
|  |  |
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||||
|  |  |
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||||
|
||||
| [Smoke](examples/smoke) | [Typewriter](examples/typewriter) |
|
||||
| [Smoke](https://github.com/faiface/pixel-examples/blob/master/smoke) | [Typewriter](https://github.com/faiface/pixel-examples/blob/master/typewriter) |
|
||||
| --- | --- |
|
||||
|  |  |
|
||||
|  |  |
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||||
|
||||
| [Raycaster](examples/community/raycaster) | [Starfield](examples/community/starfield) |
|
||||
| [Raycaster](https://github.com/faiface/pixel-examples/blob/master/community/raycaster) | [Starfield](https://github.com/faiface/pixel-examples/blob/master/community/starfield) |
|
||||
| --- | --- |
|
||||
|  |  |
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||||
|  |  |
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|
||||
## Features
|
||||
|
||||
@@ -152,7 +153,7 @@ better result.
|
||||
Take a look at [CONTRIBUTING.md](CONTRIBUTING.md) for further information.
|
||||
|
||||
For any kind of discussion, feel free to use our
|
||||
[Gitter](https://gitter.im/pixellib/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)
|
||||
[Gitter](https://gitter.im/pixellib/Lobby)
|
||||
community.
|
||||
|
||||
## License
|
||||
|
9
vendor/github.com/faiface/pixel/data.go
generated
vendored
9
vendor/github.com/faiface/pixel/data.go
generated
vendored
@@ -165,13 +165,8 @@ func verticalFlip(rgba *image.RGBA) {
|
||||
//
|
||||
// The resulting PictureData's Bounds will be the equivalent of the supplied image.Image's Bounds.
|
||||
func PictureDataFromImage(img image.Image) *PictureData {
|
||||
var rgba *image.RGBA
|
||||
if rgbaImg, ok := img.(*image.RGBA); ok {
|
||||
rgba = rgbaImg
|
||||
} else {
|
||||
rgba = image.NewRGBA(img.Bounds())
|
||||
draw.Draw(rgba, rgba.Bounds(), img, img.Bounds().Min, draw.Src)
|
||||
}
|
||||
rgba := image.NewRGBA(img.Bounds())
|
||||
draw.Draw(rgba, rgba.Bounds(), img, img.Bounds().Min, draw.Src)
|
||||
|
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verticalFlip(rgba)
|
||||
|
||||
|
2
vendor/github.com/faiface/pixel/geometry.go
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vendored
2
vendor/github.com/faiface/pixel/geometry.go
generated
vendored
@@ -310,7 +310,7 @@ func (r Rect) Intersect(s Rect) Rect {
|
||||
return t
|
||||
}
|
||||
|
||||
// Matrix is a 3x2 affine matrix that can be used for all kinds of spatial transforms, such
|
||||
// Matrix is a 2x3 affine matrix that can be used for all kinds of spatial transforms, such
|
||||
// as movement, scaling and rotations.
|
||||
//
|
||||
// Matrix has a handful of useful methods, each of which adds a transformation to the matrix. For
|
||||
|
143
vendor/github.com/faiface/pixel/pixelgl/canvas.go
generated
vendored
143
vendor/github.com/faiface/pixel/pixelgl/canvas.go
generated
vendored
@@ -17,7 +17,7 @@ import (
|
||||
// It supports TrianglesPosition, TrianglesColor, TrianglesPicture and PictureColor.
|
||||
type Canvas struct {
|
||||
gf *GLFrame
|
||||
shader *glhf.Shader
|
||||
shader *glShader
|
||||
|
||||
cmp pixel.ComposeMethod
|
||||
mat mgl32.Mat3
|
||||
@@ -37,32 +37,32 @@ func NewCanvas(bounds pixel.Rect) *Canvas {
|
||||
col: mgl32.Vec4{1, 1, 1, 1},
|
||||
}
|
||||
|
||||
baseShader(c)
|
||||
c.SetBounds(bounds)
|
||||
|
||||
var shader *glhf.Shader
|
||||
mainthread.Call(func() {
|
||||
var err error
|
||||
shader, 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.shader = shader
|
||||
|
||||
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.setUniform(name, value)
|
||||
}
|
||||
|
||||
// SetFragmentShader allows you to set a new fragment shader on the underlying
|
||||
// framebuffer. Argument "src" is the GLSL source, not a filename.
|
||||
func (c *Canvas) SetFragmentShader(src string) {
|
||||
c.shader.fs = src
|
||||
c.shader.update()
|
||||
}
|
||||
|
||||
// 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, t),
|
||||
GLTriangles: NewGLTriangles(c.shader.s, t),
|
||||
dst: c,
|
||||
}
|
||||
}
|
||||
@@ -279,29 +279,41 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
|
||||
|
||||
// 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
|
||||
smt := ct.dst.smooth
|
||||
|
||||
mainthread.CallNonBlock(func() {
|
||||
ct.dst.setGlhfBounds()
|
||||
setBlendFunc(cmp)
|
||||
|
||||
frame := ct.dst.gf.Frame()
|
||||
shader := ct.dst.shader
|
||||
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()
|
||||
shader.SetUniformAttr(canvasBounds, mgl32.Vec4{
|
||||
ct.dst.shader.uniformDefaults.bounds = mgl32.Vec4{
|
||||
float32(dstBounds.Min.X),
|
||||
float32(dstBounds.Min.Y),
|
||||
float32(dstBounds.W()),
|
||||
float32(dstBounds.H()),
|
||||
})
|
||||
shader.SetUniformAttr(canvasTransform, mat)
|
||||
shader.SetUniformAttr(canvasColorMask, col)
|
||||
}
|
||||
|
||||
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()
|
||||
@@ -310,14 +322,6 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
|
||||
} else {
|
||||
tex.Begin()
|
||||
|
||||
bx, by, bw, bh := intBounds(bounds)
|
||||
shader.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
|
||||
float32(bx),
|
||||
float32(by),
|
||||
float32(bw),
|
||||
float32(bh),
|
||||
})
|
||||
|
||||
if tex.Smooth() != smt {
|
||||
tex.SetSmooth(smt)
|
||||
}
|
||||
@@ -358,74 +362,9 @@ const (
|
||||
canvasIntensity
|
||||
)
|
||||
|
||||
var canvasVertexFormat = 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},
|
||||
var defaultCanvasVertexFormat = glhf.AttrFormat{
|
||||
canvasPosition: {Name: "aPosition", Type: glhf.Vec2},
|
||||
canvasColor: {Name: "aColor", Type: glhf.Vec4},
|
||||
canvasTexCoords: {Name: "aTexCoords", Type: glhf.Vec2},
|
||||
canvasIntensity: {Name: "aIntensity", Type: glhf.Float},
|
||||
}
|
||||
|
||||
const (
|
||||
canvasTransform int = iota
|
||||
canvasColorMask
|
||||
canvasBounds
|
||||
canvasTexBounds
|
||||
)
|
||||
|
||||
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 texCoords;
|
||||
in float intensity;
|
||||
|
||||
out vec4 Color;
|
||||
out vec2 TexCoords;
|
||||
out float Intensity;
|
||||
|
||||
uniform mat3 transform;
|
||||
uniform vec4 bounds;
|
||||
|
||||
void main() {
|
||||
vec2 transPos = (transform * vec3(position, 1.0)).xy;
|
||||
vec2 normPos = (transPos - bounds.xy) / bounds.zw * 2 - vec2(1, 1);
|
||||
gl_Position = vec4(normPos, 0.0, 1.0);
|
||||
Color = color;
|
||||
TexCoords = texCoords;
|
||||
Intensity = intensity;
|
||||
}
|
||||
`
|
||||
|
||||
var canvasFragmentShader = `
|
||||
#version 330 core
|
||||
|
||||
in vec4 Color;
|
||||
in vec2 TexCoords;
|
||||
in float Intensity;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
uniform vec4 colorMask;
|
||||
uniform vec4 texBounds;
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main() {
|
||||
if (Intensity == 0) {
|
||||
color = colorMask * Color;
|
||||
} else {
|
||||
color = vec4(0, 0, 0, 0);
|
||||
color += (1 - Intensity) * Color;
|
||||
vec2 t = (TexCoords - texBounds.xy) / texBounds.zw;
|
||||
color += Intensity * Color * texture(tex, t);
|
||||
color *= colorMask;
|
||||
}
|
||||
}
|
||||
`
|
||||
|
267
vendor/github.com/faiface/pixel/pixelgl/glshader.go
generated
vendored
Normal file
267
vendor/github.com/faiface/pixel/pixelgl/glshader.go
generated
vendored
Normal file
@@ -0,0 +1,267 @@
|
||||
package pixelgl
|
||||
|
||||
import (
|
||||
"github.com/faiface/glhf"
|
||||
"github.com/faiface/mainthread"
|
||||
"github.com/go-gl/mathgl/mgl32"
|
||||
"github.com/pkg/errors"
|
||||
)
|
||||
|
||||
// glShader is a type to assist with managing a canvas's underlying
|
||||
// shader configuration. This allows for customization of shaders on
|
||||
// a per canvas basis.
|
||||
type glShader struct {
|
||||
s *glhf.Shader
|
||||
vf, uf glhf.AttrFormat
|
||||
vs, fs string
|
||||
|
||||
uniforms []gsUniformAttr
|
||||
|
||||
uniformDefaults struct {
|
||||
transform mgl32.Mat3
|
||||
colormask mgl32.Vec4
|
||||
bounds mgl32.Vec4
|
||||
texbounds mgl32.Vec4
|
||||
}
|
||||
}
|
||||
|
||||
type gsUniformAttr struct {
|
||||
Name string
|
||||
Type glhf.AttrType
|
||||
value interface{}
|
||||
ispointer bool
|
||||
}
|
||||
|
||||
// reinitialize GLShader data and recompile the underlying gl shader object
|
||||
func (gs *glShader) update() {
|
||||
gs.uf = nil
|
||||
for _, u := range gs.uniforms {
|
||||
gs.uf = append(gs.uf, glhf.Attr{
|
||||
Name: u.Name,
|
||||
Type: u.Type,
|
||||
})
|
||||
}
|
||||
var shader *glhf.Shader
|
||||
mainthread.Call(func() {
|
||||
var err error
|
||||
shader, err = glhf.NewShader(
|
||||
gs.vf,
|
||||
gs.uf,
|
||||
gs.vs,
|
||||
gs.fs,
|
||||
)
|
||||
if err != nil {
|
||||
panic(errors.Wrap(err, "failed to create Canvas, there's a bug in the shader"))
|
||||
}
|
||||
})
|
||||
|
||||
gs.s = shader
|
||||
}
|
||||
|
||||
// gets the uniform index from GLShader
|
||||
func (gs *glShader) getUniform(Name string) int {
|
||||
for i, u := range gs.uniforms {
|
||||
if u.Name == Name {
|
||||
return i
|
||||
}
|
||||
}
|
||||
return -1
|
||||
}
|
||||
|
||||
// SetUniform appends a custom uniform name and value to the shader.
|
||||
// if the uniform already exists, it will simply be overwritten.
|
||||
//
|
||||
// example:
|
||||
//
|
||||
// utime := float32(time.Since(starttime)).Seconds())
|
||||
// mycanvas.shader.AddUniform("u_time", &utime)
|
||||
func (gs *glShader) setUniform(name string, value interface{}) {
|
||||
t, p := getAttrType(value)
|
||||
if loc := gs.getUniform(name); loc > -1 {
|
||||
gs.uniforms[loc].Name = name
|
||||
gs.uniforms[loc].Type = t
|
||||
gs.uniforms[loc].ispointer = p
|
||||
gs.uniforms[loc].value = value
|
||||
return
|
||||
}
|
||||
gs.uniforms = append(gs.uniforms, gsUniformAttr{
|
||||
Name: name,
|
||||
Type: t,
|
||||
ispointer: p,
|
||||
value: value,
|
||||
})
|
||||
}
|
||||
|
||||
// Sets up a base shader with everything needed for a Pixel
|
||||
// canvas to render correctly. The defaults can be overridden
|
||||
// by simply using the SetUniform function.
|
||||
func baseShader(c *Canvas) {
|
||||
gs := &glShader{
|
||||
vf: defaultCanvasVertexFormat,
|
||||
vs: baseCanvasVertexShader,
|
||||
fs: baseCanvasFragmentShader,
|
||||
}
|
||||
|
||||
gs.setUniform("uTransform", &gs.uniformDefaults.transform)
|
||||
gs.setUniform("uColorMask", &gs.uniformDefaults.colormask)
|
||||
gs.setUniform("uBounds", &gs.uniformDefaults.bounds)
|
||||
gs.setUniform("uTexBounds", &gs.uniformDefaults.texbounds)
|
||||
|
||||
c.shader = gs
|
||||
}
|
||||
|
||||
// Value returns the attribute's concrete value. If the stored value
|
||||
// is a pointer, we return the dereferenced value.
|
||||
func (gu *gsUniformAttr) Value() interface{} {
|
||||
if !gu.ispointer {
|
||||
return gu.value
|
||||
}
|
||||
switch gu.Type {
|
||||
case glhf.Vec2:
|
||||
return *gu.value.(*mgl32.Vec2)
|
||||
case glhf.Vec3:
|
||||
return *gu.value.(*mgl32.Vec3)
|
||||
case glhf.Vec4:
|
||||
return *gu.value.(*mgl32.Vec4)
|
||||
case glhf.Mat2:
|
||||
return *gu.value.(*mgl32.Mat2)
|
||||
case glhf.Mat23:
|
||||
return *gu.value.(*mgl32.Mat2x3)
|
||||
case glhf.Mat24:
|
||||
return *gu.value.(*mgl32.Mat2x4)
|
||||
case glhf.Mat3:
|
||||
return *gu.value.(*mgl32.Mat3)
|
||||
case glhf.Mat32:
|
||||
return *gu.value.(*mgl32.Mat3x2)
|
||||
case glhf.Mat34:
|
||||
return *gu.value.(*mgl32.Mat3x4)
|
||||
case glhf.Mat4:
|
||||
return *gu.value.(*mgl32.Mat4)
|
||||
case glhf.Mat42:
|
||||
return *gu.value.(*mgl32.Mat4x2)
|
||||
case glhf.Mat43:
|
||||
return *gu.value.(*mgl32.Mat4x3)
|
||||
case glhf.Int:
|
||||
return *gu.value.(*int32)
|
||||
case glhf.Float:
|
||||
return *gu.value.(*float32)
|
||||
default:
|
||||
panic("invalid attrtype")
|
||||
}
|
||||
}
|
||||
|
||||
// Returns the type identifier for any (supported) attribute variable type
|
||||
// and whether or not it is a pointer of that type.
|
||||
func getAttrType(v interface{}) (glhf.AttrType, bool) {
|
||||
switch v.(type) {
|
||||
case int32:
|
||||
return glhf.Int, false
|
||||
case float32:
|
||||
return glhf.Float, false
|
||||
case mgl32.Vec2:
|
||||
return glhf.Vec2, false
|
||||
case mgl32.Vec3:
|
||||
return glhf.Vec3, false
|
||||
case mgl32.Vec4:
|
||||
return glhf.Vec4, false
|
||||
case mgl32.Mat2:
|
||||
return glhf.Mat2, false
|
||||
case mgl32.Mat2x3:
|
||||
return glhf.Mat23, false
|
||||
case mgl32.Mat2x4:
|
||||
return glhf.Mat24, false
|
||||
case mgl32.Mat3:
|
||||
return glhf.Mat3, false
|
||||
case mgl32.Mat3x2:
|
||||
return glhf.Mat32, false
|
||||
case mgl32.Mat3x4:
|
||||
return glhf.Mat34, false
|
||||
case mgl32.Mat4:
|
||||
return glhf.Mat4, false
|
||||
case mgl32.Mat4x2:
|
||||
return glhf.Mat42, false
|
||||
case mgl32.Mat4x3:
|
||||
return glhf.Mat43, false
|
||||
case *mgl32.Vec2:
|
||||
return glhf.Vec2, true
|
||||
case *mgl32.Vec3:
|
||||
return glhf.Vec3, true
|
||||
case *mgl32.Vec4:
|
||||
return glhf.Vec4, true
|
||||
case *mgl32.Mat2:
|
||||
return glhf.Mat2, true
|
||||
case *mgl32.Mat2x3:
|
||||
return glhf.Mat23, true
|
||||
case *mgl32.Mat2x4:
|
||||
return glhf.Mat24, true
|
||||
case *mgl32.Mat3:
|
||||
return glhf.Mat3, true
|
||||
case *mgl32.Mat3x2:
|
||||
return glhf.Mat32, true
|
||||
case *mgl32.Mat3x4:
|
||||
return glhf.Mat34, true
|
||||
case *mgl32.Mat4:
|
||||
return glhf.Mat4, true
|
||||
case *mgl32.Mat4x2:
|
||||
return glhf.Mat42, true
|
||||
case *mgl32.Mat4x3:
|
||||
return glhf.Mat43, true
|
||||
case *int32:
|
||||
return glhf.Int, true
|
||||
case *float32:
|
||||
return glhf.Float, true
|
||||
default:
|
||||
panic("invalid AttrType")
|
||||
}
|
||||
}
|
||||
|
||||
var baseCanvasVertexShader = `
|
||||
#version 330 core
|
||||
|
||||
in vec2 aPosition;
|
||||
in vec4 aColor;
|
||||
in vec2 aTexCoords;
|
||||
in float aIntensity;
|
||||
|
||||
out vec4 vColor;
|
||||
out vec2 vTexCoords;
|
||||
out float vIntensity;
|
||||
|
||||
uniform mat3 uTransform;
|
||||
uniform vec4 uBounds;
|
||||
|
||||
void main() {
|
||||
vec2 transPos = (uTransform * vec3(aPosition, 1.0)).xy;
|
||||
vec2 normPos = (transPos - uBounds.xy) / uBounds.zw * 2 - vec2(1, 1);
|
||||
gl_Position = vec4(normPos, 0.0, 1.0);
|
||||
vColor = aColor;
|
||||
vTexCoords = aTexCoords;
|
||||
vIntensity = aIntensity;
|
||||
}
|
||||
`
|
||||
|
||||
var baseCanvasFragmentShader = `
|
||||
#version 330 core
|
||||
|
||||
in vec4 vColor;
|
||||
in vec2 vTexCoords;
|
||||
in float vIntensity;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform vec4 uColorMask;
|
||||
uniform vec4 uTexBounds;
|
||||
uniform sampler2D uTexture;
|
||||
|
||||
void main() {
|
||||
if (vIntensity == 0) {
|
||||
fragColor = uColorMask * vColor;
|
||||
} else {
|
||||
fragColor = vec4(0, 0, 0, 0);
|
||||
fragColor += (1 - vIntensity) * vColor;
|
||||
vec2 t = (vTexCoords - uTexBounds.xy) / uTexBounds.zw;
|
||||
fragColor += vIntensity * vColor * texture(uTexture, t);
|
||||
fragColor *= uColorMask;
|
||||
}
|
||||
}
|
||||
`
|
27
vendor/github.com/faiface/pixel/pixelgl/monitor.go
generated
vendored
27
vendor/github.com/faiface/pixel/pixelgl/monitor.go
generated
vendored
@@ -10,6 +10,17 @@ type Monitor struct {
|
||||
monitor *glfw.Monitor
|
||||
}
|
||||
|
||||
// VideoMode represents all properties of a video mode and is
|
||||
// associated with a monitor if it is used in fullscreen mode.
|
||||
type VideoMode struct {
|
||||
// Width is the width of the vide mode in pixels.
|
||||
Width int
|
||||
// Height is the height of the video mode in pixels.
|
||||
Height int
|
||||
// RefreshRate holds the refresh rate of the associated monitor in Hz.
|
||||
RefreshRate int
|
||||
}
|
||||
|
||||
// PrimaryMonitor returns the main monitor (usually the one with the taskbar and stuff).
|
||||
func PrimaryMonitor() *Monitor {
|
||||
var monitor *glfw.Monitor
|
||||
@@ -95,3 +106,19 @@ func (m *Monitor) RefreshRate() (rate float64) {
|
||||
rate = float64(mode.RefreshRate)
|
||||
return
|
||||
}
|
||||
|
||||
// VideoModes returns all available video modes for the monitor.
|
||||
func (m *Monitor) VideoModes() (vmodes []VideoMode) {
|
||||
var modes []*glfw.VidMode
|
||||
mainthread.Call(func() {
|
||||
modes = m.monitor.GetVideoModes()
|
||||
})
|
||||
for _, mode := range modes {
|
||||
vmodes = append(vmodes, VideoMode{
|
||||
Width: mode.Width,
|
||||
Height: mode.Height,
|
||||
RefreshRate: mode.RefreshRate,
|
||||
})
|
||||
}
|
||||
return
|
||||
}
|
||||
|
7
vendor/github.com/faiface/pixel/pixelgl/window.go
generated
vendored
7
vendor/github.com/faiface/pixel/pixelgl/window.go
generated
vendored
@@ -116,6 +116,7 @@ func NewWindow(cfg WindowConfig) (*Window, error) {
|
||||
|
||||
// enter the OpenGL context
|
||||
w.begin()
|
||||
glhf.Init()
|
||||
w.end()
|
||||
|
||||
return nil
|
||||
@@ -362,7 +363,6 @@ func (w *Window) CursorVisible() bool {
|
||||
func (w *Window) begin() {
|
||||
if currWin != w {
|
||||
w.window.MakeContextCurrent()
|
||||
glhf.Init()
|
||||
currWin = w
|
||||
}
|
||||
}
|
||||
@@ -424,3 +424,8 @@ func (w *Window) Clear(c color.Color) {
|
||||
func (w *Window) Color(at pixel.Vec) pixel.RGBA {
|
||||
return w.canvas.Color(at)
|
||||
}
|
||||
|
||||
// Canvas returns the window's underlying Canvas
|
||||
func (w *Window) Canvas() *Canvas {
|
||||
return w.canvas
|
||||
}
|
||||
|
Reference in New Issue
Block a user