Vendor updates
This commit is contained in:
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 (
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// It supports TrianglesPosition, TrianglesColor, TrianglesPicture and PictureColor.
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type Canvas struct {
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gf *GLFrame
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shader *glhf.Shader
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shader *glShader
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cmp pixel.ComposeMethod
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mat mgl32.Mat3
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@@ -37,32 +37,32 @@ func NewCanvas(bounds pixel.Rect) *Canvas {
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col: mgl32.Vec4{1, 1, 1, 1},
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}
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baseShader(c)
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c.SetBounds(bounds)
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var shader *glhf.Shader
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mainthread.Call(func() {
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var err error
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shader, err = glhf.NewShader(
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canvasVertexFormat,
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canvasUniformFormat,
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canvasVertexShader,
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canvasFragmentShader,
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)
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if err != nil {
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panic(errors.Wrap(err, "failed to create Canvas, there's a bug in the shader"))
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}
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})
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c.shader = shader
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c.shader.update()
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return c
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}
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// SetUniform will update the named uniform with the value of any supported underlying
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// attribute variable. If the uniform already exists, including defaults, they will be reassigned
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// to the new value. The value can be a pointer.
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func (c *Canvas) SetUniform(name string, value interface{}) {
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c.shader.setUniform(name, value)
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}
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// SetFragmentShader allows you to set a new fragment shader on the underlying
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// framebuffer. Argument "src" is the GLSL source, not a filename.
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func (c *Canvas) SetFragmentShader(src string) {
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c.shader.fs = src
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c.shader.update()
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}
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// MakeTriangles creates a specialized copy of the supplied Triangles that draws onto this Canvas.
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//
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// TrianglesPosition, TrianglesColor and TrianglesPicture are supported.
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func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
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return &canvasTriangles{
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GLTriangles: NewGLTriangles(c.shader, t),
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GLTriangles: NewGLTriangles(c.shader.s, t),
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dst: c,
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}
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}
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@@ -279,29 +279,41 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
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// save the current state vars to avoid race condition
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cmp := ct.dst.cmp
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smt := ct.dst.smooth
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mat := ct.dst.mat
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col := ct.dst.col
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smt := ct.dst.smooth
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mainthread.CallNonBlock(func() {
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ct.dst.setGlhfBounds()
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setBlendFunc(cmp)
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frame := ct.dst.gf.Frame()
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shader := ct.dst.shader
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shader := ct.dst.shader.s
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frame.Begin()
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shader.Begin()
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ct.dst.shader.uniformDefaults.transform = mat
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ct.dst.shader.uniformDefaults.colormask = col
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dstBounds := ct.dst.Bounds()
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shader.SetUniformAttr(canvasBounds, mgl32.Vec4{
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ct.dst.shader.uniformDefaults.bounds = mgl32.Vec4{
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float32(dstBounds.Min.X),
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float32(dstBounds.Min.Y),
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float32(dstBounds.W()),
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float32(dstBounds.H()),
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})
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shader.SetUniformAttr(canvasTransform, mat)
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shader.SetUniformAttr(canvasColorMask, col)
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}
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bx, by, bw, bh := intBounds(bounds)
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ct.dst.shader.uniformDefaults.texbounds = mgl32.Vec4{
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float32(bx),
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float32(by),
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float32(bw),
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float32(bh),
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}
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for loc, u := range ct.dst.shader.uniforms {
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ct.dst.shader.s.SetUniformAttr(loc, u.Value())
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}
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if tex == nil {
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ct.vs.Begin()
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@@ -310,14 +322,6 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
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} else {
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tex.Begin()
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bx, by, bw, bh := intBounds(bounds)
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shader.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
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float32(bx),
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float32(by),
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float32(bw),
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float32(bh),
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})
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if tex.Smooth() != smt {
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tex.SetSmooth(smt)
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}
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@@ -358,74 +362,9 @@ const (
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canvasIntensity
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)
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var canvasVertexFormat = glhf.AttrFormat{
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canvasPosition: {Name: "position", Type: glhf.Vec2},
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canvasColor: {Name: "color", Type: glhf.Vec4},
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canvasTexCoords: {Name: "texCoords", Type: glhf.Vec2},
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canvasIntensity: {Name: "intensity", Type: glhf.Float},
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var defaultCanvasVertexFormat = glhf.AttrFormat{
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canvasPosition: {Name: "aPosition", Type: glhf.Vec2},
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canvasColor: {Name: "aColor", Type: glhf.Vec4},
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canvasTexCoords: {Name: "aTexCoords", Type: glhf.Vec2},
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canvasIntensity: {Name: "aIntensity", Type: glhf.Float},
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}
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const (
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canvasTransform int = iota
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canvasColorMask
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canvasBounds
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canvasTexBounds
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)
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var canvasUniformFormat = glhf.AttrFormat{
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canvasTransform: {Name: "transform", Type: glhf.Mat3},
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canvasColorMask: {Name: "colorMask", Type: glhf.Vec4},
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canvasBounds: {Name: "bounds", Type: glhf.Vec4},
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canvasTexBounds: {Name: "texBounds", Type: glhf.Vec4},
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}
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var canvasVertexShader = `
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#version 330 core
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in vec2 position;
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in vec4 color;
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in vec2 texCoords;
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in float intensity;
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out vec4 Color;
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out vec2 TexCoords;
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out float Intensity;
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uniform mat3 transform;
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uniform vec4 bounds;
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void main() {
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vec2 transPos = (transform * vec3(position, 1.0)).xy;
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vec2 normPos = (transPos - bounds.xy) / bounds.zw * 2 - vec2(1, 1);
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gl_Position = vec4(normPos, 0.0, 1.0);
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Color = color;
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TexCoords = texCoords;
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Intensity = intensity;
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}
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`
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var canvasFragmentShader = `
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#version 330 core
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in vec4 Color;
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in vec2 TexCoords;
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in float Intensity;
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out vec4 color;
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uniform vec4 colorMask;
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uniform vec4 texBounds;
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uniform sampler2D tex;
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void main() {
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if (Intensity == 0) {
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color = colorMask * Color;
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} else {
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color = vec4(0, 0, 0, 0);
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color += (1 - Intensity) * Color;
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vec2 t = (TexCoords - texBounds.xy) / texBounds.zw;
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color += Intensity * Color * texture(tex, t);
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color *= colorMask;
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}
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}
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`
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