Vendor updates

This commit is contained in:
2018-10-13 01:38:03 +01:00
parent 0dd44d9de7
commit 197b5e696b
51 changed files with 70978 additions and 10088 deletions

View File

@@ -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;
}
}
`