shiny/driver/gldriver: implement Texture.Fill.
Change-Id: I651fc5a8770c6902d89cf01bf445f88afe2c0134
Reviewed-on: https://go-review.googlesource.com/37415
Reviewed-by: David Crawshaw <crawshaw@golang.org>
diff --git a/shiny/driver/gldriver/texture.go b/shiny/driver/gldriver/texture.go
index 40187b5..a691ed8 100644
--- a/shiny/driver/gldriver/texture.go
+++ b/shiny/driver/gldriver/texture.go
@@ -17,6 +17,7 @@
type textureImpl struct {
w *windowImpl
id gl.Texture
+ fb gl.Framebuffer
size image.Point
}
@@ -27,6 +28,10 @@
t.w.glctxMu.Lock()
defer t.w.glctxMu.Unlock()
+ if t.fb.Value != 0 {
+ t.w.glctx.DeleteFramebuffer(t.fb)
+ t.fb = gl.Framebuffer{}
+ }
t.w.glctx.DeleteTexture(t.id)
t.id = gl.Texture{}
}
@@ -71,10 +76,39 @@
}
func (t *textureImpl) Fill(dr image.Rectangle, src color.Color, op draw.Op) {
+ minX := float64(dr.Min.X)
+ minY := float64(dr.Min.Y)
+ maxX := float64(dr.Max.X)
+ maxY := float64(dr.Max.Y)
+ mvp := calcMVP(
+ t.size.X, t.size.Y,
+ minX, minY,
+ maxX, minY,
+ minX, maxY,
+ )
+
+ glctx := t.w.glctx
+
t.w.glctxMu.Lock()
defer t.w.glctxMu.Unlock()
- // TODO.
+ create := t.fb.Value == 0
+ if create {
+ t.fb = glctx.CreateFramebuffer()
+ }
+ glctx.BindFramebuffer(gl.FRAMEBUFFER, t.fb)
+ if create {
+ glctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, t.id, 0)
+ }
+
+ glctx.Viewport(0, 0, t.size.X, t.size.Y)
+ doFill(t.w.s, t.w.glctx, mvp, src, op)
+
+ // We can't restore the GL state (i.e. bind the back buffer, also known as
+ // gl.Framebuffer{Value: 0}) right away, since we don't necessarily know
+ // the right viewport size yet. It is valid to call textureImpl.Fill before
+ // we've gotten our first size.Event. We bind it lazily instead.
+ t.w.backBufferBound = false
}
var quadCoords = f32Bytes(binary.LittleEndian,
diff --git a/shiny/driver/gldriver/window.go b/shiny/driver/gldriver/window.go
index 53408a4..522fcca 100644
--- a/shiny/driver/gldriver/window.go
+++ b/shiny/driver/gldriver/window.go
@@ -53,7 +53,14 @@
glctxMu sync.Mutex
glctx gl.Context
worker gl.Worker
+ // backBufferBound is whether the default Framebuffer, with ID 0, also
+ // known as the back buffer or the window's Framebuffer, is bound and its
+ // viewport is known to equal the window size. It can become false when we
+ // bind to a texture's Framebuffer or when the window size changes.
+ backBufferBound bool
+ // szMu protects only sz. If you need to hold both glctxMu and szMu, the
+ // lock ordering is to lock glctxMu first (and unlock it last).
szMu sync.Mutex
sz size.Event
}
@@ -121,46 +128,64 @@
}
}
+func (w *windowImpl) bindBackBuffer() {
+ w.szMu.Lock()
+ sz := w.sz
+ w.szMu.Unlock()
+
+ w.backBufferBound = true
+ w.glctx.BindFramebuffer(gl.FRAMEBUFFER, gl.Framebuffer{Value: 0})
+ w.glctx.Viewport(0, 0, sz.WidthPx, sz.HeightPx)
+}
+
func (w *windowImpl) fill(mvp f64.Aff3, src color.Color, op draw.Op) {
w.glctxMu.Lock()
defer w.glctxMu.Unlock()
- useOp(w.glctx, op)
- if !w.glctx.IsProgram(w.s.fill.program) {
- p, err := compileProgram(w.glctx, fillVertexSrc, fillFragmentSrc)
+ if !w.backBufferBound {
+ w.bindBackBuffer()
+ }
+
+ doFill(w.s, w.glctx, mvp, src, op)
+}
+
+func doFill(s *screenImpl, glctx gl.Context, mvp f64.Aff3, src color.Color, op draw.Op) {
+ useOp(glctx, op)
+ if !glctx.IsProgram(s.fill.program) {
+ p, err := compileProgram(glctx, fillVertexSrc, fillFragmentSrc)
if err != nil {
// TODO: initialize this somewhere else we can better handle the error.
panic(err.Error())
}
- w.s.fill.program = p
- w.s.fill.pos = w.glctx.GetAttribLocation(p, "pos")
- w.s.fill.mvp = w.glctx.GetUniformLocation(p, "mvp")
- w.s.fill.color = w.glctx.GetUniformLocation(p, "color")
- w.s.fill.quad = w.glctx.CreateBuffer()
+ s.fill.program = p
+ s.fill.pos = glctx.GetAttribLocation(p, "pos")
+ s.fill.mvp = glctx.GetUniformLocation(p, "mvp")
+ s.fill.color = glctx.GetUniformLocation(p, "color")
+ s.fill.quad = glctx.CreateBuffer()
- w.glctx.BindBuffer(gl.ARRAY_BUFFER, w.s.fill.quad)
- w.glctx.BufferData(gl.ARRAY_BUFFER, quadCoords, gl.STATIC_DRAW)
+ glctx.BindBuffer(gl.ARRAY_BUFFER, s.fill.quad)
+ glctx.BufferData(gl.ARRAY_BUFFER, quadCoords, gl.STATIC_DRAW)
}
- w.glctx.UseProgram(w.s.fill.program)
+ glctx.UseProgram(s.fill.program)
- writeAff3(w.glctx, w.s.fill.mvp, mvp)
+ writeAff3(glctx, s.fill.mvp, mvp)
r, g, b, a := src.RGBA()
- w.glctx.Uniform4f(
- w.s.fill.color,
+ glctx.Uniform4f(
+ s.fill.color,
float32(r)/65535,
float32(g)/65535,
float32(b)/65535,
float32(a)/65535,
)
- w.glctx.BindBuffer(gl.ARRAY_BUFFER, w.s.fill.quad)
- w.glctx.EnableVertexAttribArray(w.s.fill.pos)
- w.glctx.VertexAttribPointer(w.s.fill.pos, 2, gl.FLOAT, false, 0, 0)
+ glctx.BindBuffer(gl.ARRAY_BUFFER, s.fill.quad)
+ glctx.EnableVertexAttribArray(s.fill.pos)
+ glctx.VertexAttribPointer(s.fill.pos, 2, gl.FLOAT, false, 0, 0)
- w.glctx.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
+ glctx.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
- w.glctx.DisableVertexAttribArray(w.s.fill.pos)
+ glctx.DisableVertexAttribArray(s.fill.pos)
}
func (w *windowImpl) Fill(dr image.Rectangle, src color.Color, op draw.Op) {
@@ -200,6 +225,10 @@
w.glctxMu.Lock()
defer w.glctxMu.Unlock()
+ if !w.backBufferBound {
+ w.bindBackBuffer()
+ }
+
useOp(w.glctx, op)
w.glctx.UseProgram(w.s.texture.program)
@@ -279,26 +308,30 @@
drawer.Scale(w, dr, src, sr, op, opts)
}
-// mvp returns the Model View Projection matrix that maps the quadCoords unit
-// square, (0, 0) to (1, 1), to a quad QV, such that QV in vertex shader space
-// corresponds to the quad QP in pixel space, where QP is defined by three of
-// its four corners - the arguments to this function. The three corners are
-// nominally the top-left, top-right and bottom-left, but there is no
-// constraint that e.g. tlx < trx.
-//
-// In pixel space, the window ranges from (0, 0) to (sz.WidthPx, sz.HeightPx).
-// The Y-axis points downwards.
-//
-// In vertex shader space, the window ranges from (-1, +1) to (+1, -1), which
-// is a 2-unit by 2-unit square. The Y-axis points upwards.
func (w *windowImpl) mvp(tlx, tly, trx, try, blx, bly float64) f64.Aff3 {
w.szMu.Lock()
sz := w.sz
w.szMu.Unlock()
+ return calcMVP(sz.WidthPx, sz.HeightPx, tlx, tly, trx, try, blx, bly)
+}
+
+// calcMVP returns the Model View Projection matrix that maps the quadCoords
+// unit square, (0, 0) to (1, 1), to a quad QV, such that QV in vertex shader
+// space corresponds to the quad QP in pixel space, where QP is defined by
+// three of its four corners - the arguments to this function. The three
+// corners are nominally the top-left, top-right and bottom-left, but there is
+// no constraint that e.g. tlx < trx.
+//
+// In pixel space, the window ranges from (0, 0) to (widthPx, heightPx). The
+// Y-axis points downwards.
+//
+// In vertex shader space, the window ranges from (-1, +1) to (+1, -1), which
+// is a 2-unit by 2-unit square. The Y-axis points upwards.
+func calcMVP(widthPx, heightPx int, tlx, tly, trx, try, blx, bly float64) f64.Aff3 {
// Convert from pixel coords to vertex shader coords.
- invHalfWidth := +2 / float64(sz.WidthPx)
- invHalfHeight := -2 / float64(sz.HeightPx)
+ invHalfWidth := +2 / float64(widthPx)
+ invHalfHeight := -2 / float64(heightPx)
tlx = tlx*invHalfWidth - 1
tly = tly*invHalfHeight + 1
trx = trx*invHalfWidth - 1
diff --git a/shiny/driver/gldriver/x11.go b/shiny/driver/gldriver/x11.go
index b32cbc7..28ef104 100644
--- a/shiny/driver/gldriver/x11.go
+++ b/shiny/driver/gldriver/x11.go
@@ -279,7 +279,10 @@
// logic'?
go func() {
w.glctxMu.Lock()
- w.glctx.Viewport(0, 0, int(width), int(height))
+ // Force a w.glctx.Viewport call.
+ //
+ // TODO: is this racy? See also the TODO immediately above.
+ w.backBufferBound = false
w.glctxMu.Unlock()
}()
diff --git a/shiny/example/basic/main.go b/shiny/example/basic/main.go
index 42b42d1..739faf6 100644
--- a/shiny/example/basic/main.go
+++ b/shiny/example/basic/main.go
@@ -32,6 +32,7 @@
blue0 = color.RGBA{0x00, 0x00, 0x1f, 0xff}
blue1 = color.RGBA{0x00, 0x00, 0x3f, 0xff}
darkGray = color.RGBA{0x3f, 0x3f, 0x3f, 0xff}
+ green = color.RGBA{0x00, 0x7f, 0x00, 0x7f}
red = color.RGBA{0x7f, 0x00, 0x00, 0x7f}
yellow = color.RGBA{0x3f, 0x3f, 0x00, 0x3f}
@@ -49,20 +50,30 @@
}
defer w.Release()
- winSize := image.Point{256, 256}
- b, err := s.NewBuffer(winSize)
+ size0 := image.Point{256, 256}
+ b, err := s.NewBuffer(size0)
if err != nil {
log.Fatal(err)
}
defer b.Release()
drawGradient(b.RGBA())
- t, err := s.NewTexture(winSize)
+ t0, err := s.NewTexture(size0)
if err != nil {
log.Fatal(err)
}
- defer t.Release()
- t.Upload(image.Point{}, b, b.Bounds())
+ defer t0.Release()
+ t0.Upload(image.Point{}, b, b.Bounds())
+
+ size1 := image.Point{32, 20}
+ t1, err := s.NewTexture(size1)
+ if err != nil {
+ log.Fatal(err)
+ }
+ defer t1.Release()
+ t1.Fill(t1.Bounds(), green, screen.Src)
+ t1.Fill(t1.Bounds().Inset(2), red, screen.Over)
+ t1.Fill(t1.Bounds().Inset(4), red, screen.Src)
var sz size.Event
for {
@@ -102,22 +113,22 @@
// their different effects.
op := screen.Over
// op = screen.Src
- tRect := t.Bounds()
- // tRect = image.Rect(16, 0, 240, 100)
+ t0Rect := t0.Bounds()
+ // t0Rect = image.Rect(16, 0, 240, 100)
- // Draw the texture t twice, as a 1:1 copy and under the
+ // Draw the texture t0 twice, as a 1:1 copy and under the
// transform src2dst.
- w.Copy(image.Point{150, 100}, t, tRect, op, nil)
+ w.Copy(image.Point{150, 100}, t0, t0Rect, op, nil)
src2dst := f64.Aff3{
+0.5 * cos30, -1.0 * sin30, 100,
+0.5 * sin30, +1.0 * cos30, 200,
}
- w.Draw(src2dst, t, tRect, op, nil)
- w.DrawUniform(src2dst, yellow, tRect.Inset(30), screen.Over, nil)
+ w.Draw(src2dst, t0, t0Rect, op, nil)
+ w.DrawUniform(src2dst, yellow, t0Rect.Inset(30), screen.Over, nil)
- // Draw crosses at the transformed corners of tRect.
- for _, sx := range []int{tRect.Min.X, tRect.Max.X} {
- for _, sy := range []int{tRect.Min.Y, tRect.Max.Y} {
+ // Draw crosses at the transformed corners of t0Rect.
+ for _, sx := range []int{t0Rect.Min.X, t0Rect.Max.X} {
+ for _, sy := range []int{t0Rect.Min.Y, t0Rect.Max.Y} {
dx := int(src2dst[0]*float64(sx) + src2dst[1]*float64(sy) + src2dst[2])
dy := int(src2dst[3]*float64(sx) + src2dst[4]*float64(sy) + src2dst[5])
w.Fill(image.Rect(dx-0, dy-1, dx+1, dy+2), darkGray, screen.Src)
@@ -125,6 +136,9 @@
}
}
+ // Draw t1.
+ w.Copy(image.Point{400, 50}, t1, t1.Bounds(), screen.Src, nil)
+
w.Publish()
case size.Event: