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/
palette.go
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/
palette.go
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package easel
import (
"errors"
"fmt"
"image"
log "github.com/Sirupsen/logrus"
"github.com/go-gl/gl/v4.1-core/gl"
)
// Palette ...
type Palette struct {
easel *Easel
program *Program
vertexArray *VertexArray
indecies *VertexBuffer
frameBufferID uint32
textureUnits [gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1]struct {
name string
tex *Texture2D
}
}
// Bind ...
func (p *Palette) Bind() error {
var err error
err = p.vertexArray.bind()
if err != nil {
return err
}
return nil
}
// Unbind ...
func (p *Palette) Unbind() {
p.vertexArray.unbind()
}
// Destroy ...
func (p *Palette) Destroy() {
p.vertexArray.Destroy()
gl.DeleteFramebuffers(1, &p.frameBufferID)
}
// AttachProgram ...
func (p *Palette) AttachProgram(prog *Program) {
p.program = prog
}
// Program ...
func (p *Palette) Program() *Program {
return p.program
}
// BindArrayAttrib ...
func (p *Palette) BindArrayAttrib(vertexbuffer *VertexBuffer, indecies *VertexBuffer, name string, size, stride, offset int32) error {
var err error
idx, err := p.program.attibLocation(name)
if err != nil {
return err
}
err = vertexbuffer.Bind()
if err != nil {
return err
}
err = indecies.Bind()
if err != nil {
return err
}
gl.EnableVertexAttribArray(uint32(idx))
err = checkGLError(fmt.Sprintf("Error on enabling vertex attrib array (location: %d)", idx))
if err != nil {
return err
}
gl.VertexAttribPointer(uint32(idx), size, gl.FLOAT, false, stride, gl.PtrOffset(int(offset)))
return checkGLError("Error on binding array attrib.")
}
// BindUniformf ...
func (p *Palette) BindUniformf(name string, vecDim int, data []float32) error {
var err error
loc, err := p.program.uniformLocation(name)
if err != nil {
return err
}
switch vecDim {
case 1:
gl.Uniform1fv(loc, int32(len(data)), &data[0])
return checkGLError("Error on glUniform1fv")
case 2:
gl.Uniform2fv(loc, int32(len(data)/2), &data[0])
return checkGLError("Error on glUniform2fv")
case 3:
gl.Uniform3fv(loc, int32(len(data)/3), &data[0])
return checkGLError("Error on glUniform3fv")
case 4:
gl.Uniform4fv(loc, int32(len(data)/4), &data[0])
return checkGLError("Error on glUniform4fv")
default:
return fmt.Errorf("Unsupported vector dimension: %d", vecDim)
}
}
// BindUniformi ...
func (p *Palette) BindUniformi(name string, vecDim int, data []int32) error {
var err error
loc, err := p.program.uniformLocation(name)
if err != nil {
return err
}
switch vecDim {
case 1:
gl.Uniform1iv(loc, int32(len(data)), &data[0])
return checkGLError("Error on glUniform1fv")
case 2:
gl.Uniform2iv(loc, int32(len(data)/2), &data[0])
return checkGLError("Error on glUniform2fv")
case 3:
gl.Uniform3iv(loc, int32(len(data)/3), &data[0])
return checkGLError("Error on glUniform3fv")
case 4:
gl.Uniform4iv(loc, int32(len(data)/4), &data[0])
return checkGLError("Error on glUniform4fv")
default:
return fmt.Errorf("Unsupported vector dimension: %d", vecDim)
}
}
// BindTexture ...
func (p *Palette) BindTexture(name string, tex *Texture2D) (*Texture2D, error) {
var err error
idx := 0
for i, unit := range p.textureUnits {
idx = i
if unit.name == name || len(unit.name) == 0 {
break
}
}
if idx >= len(p.textureUnits) {
return nil, fmt.Errorf("Texture units limit succeeded: %d", len(p.textureUnits))
}
log.Debugf("%s assigned to TextureUnit %d", name, idx+1)
gl.ActiveTexture(gl.TEXTURE1 + uint32(idx))
if err = checkGLError(fmt.Sprintf("Error on activate texture unit %d", idx+1)); err != nil {
return nil, err
}
err = tex.bind()
if err != nil {
return nil, err
}
old := p.textureUnits[idx].tex
p.textureUnits[idx].name = name
p.textureUnits[idx].tex = tex
loc, err := p.program.uniformLocation(name)
if err != nil {
return old, err
}
gl.Uniform1i(loc, int32(idx+1))
return old, nil
}
// MakeArrayBuffer ...
func (p *Palette) MakeArrayBuffer(data []float32) (*VertexBuffer, error) {
var err error
buff := newVertexArrayBuffer()
err = buff.Bind()
if err != nil {
return nil, err
}
defer buff.Unbind()
err = buff.loadDataf(data)
if err != nil {
return nil, err
}
return buff, nil
}
// AttachArrayIndexBuffer ...
func (p *Palette) AttachArrayIndexBuffer(data []uint16) (*VertexBuffer, error) {
var err error
buff := newVertexIndexArrayBuffer()
err = buff.Bind()
if err != nil {
return nil, err
}
err = buff.loadDatai(data)
if err != nil {
return nil, err
}
p.indecies = buff
return buff, nil
}
// Render ...
func (p *Palette) Render(size image.Rectangle) (image.Image, error) {
var err error
var texID uint32
gl.BindFramebuffer(gl.FRAMEBUFFER, p.frameBufferID)
err = checkGLError("Error on binding framebuffer")
if err != nil {
return nil, err
}
if err = checkGLError("Error on binding framebuffer"); err != nil {
return nil, err
}
/* Setup Texture for FrameBuffer */
gl.ActiveTexture(gl.TEXTURE0)
if err = checkGLError("Error on activate texture unit 0"); err != nil {
return nil, err
}
gl.GenTextures(1, &texID)
if err = checkGLError("Error on generating framebuffer texture"); err != nil {
return nil, err
}
gl.BindTexture(gl.TEXTURE_2D, texID)
if err = checkGLError(fmt.Sprintf("Error on binding framebuffer texture (%d)", texID)); err != nil {
return nil, err
}
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(size.Dx()), int32(size.Dy()), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(nil))
if err = checkGLError("Error on creating empty framebuffer texture"); err != nil {
return nil, err
}
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
if err = checkGLError("Error on setting framebuffer texture parameter"); err != nil {
return nil, err
}
gl.FramebufferTexture(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texID, 0)
if err = checkGLError("Error on attaching framebuffer texture"); err != nil {
return nil, err
}
if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
return nil, errors.New("Invalid Framebuffer Status")
}
gl.Viewport(0, 0, int32(size.Dx()), int32(size.Dy()))
if err = checkGLError("Error on setting viewport"); err != nil {
return nil, err
}
/* Start rendering */
if err = p.program.Use(); err != nil {
return nil, err
}
defer p.program.Unuse()
if err = p.vertexArray.bind(); err != nil {
return nil, err
}
defer p.vertexArray.unbind()
gl.Enable(gl.BLEND)
if err = checkGLError("Error on enabling glBlend"); err != nil {
return nil, err
}
gl.ClearColor(0, 0, 0, 0)
if err = checkGLError("Error on setting clear color"); err != nil {
return nil, err
}
gl.Clear(gl.COLOR_BUFFER_BIT)
if err = checkGLError("Error on clearing color buffer"); err != nil {
return nil, err
}
gl.BlendFuncSeparate(gl.SRC_ALPHA, gl.ZERO, gl.ONE, gl.ZERO)
if err = checkGLError("Error on setting BlendFuncSeparate"); err != nil {
return nil, err
}
if err = checkGLError("Error on enabling glBlend"); err != nil {
return nil, err
}
gl.DrawElements(gl.TRIANGLES, int32(p.indecies.length), gl.UNSIGNED_SHORT, gl.Ptr(nil))
if err = checkGLError("Error on DrawArrays"); err != nil {
return nil, err
}
//e.easel.SwapBuffers()
/* Readback the output */
gl.ActiveTexture(gl.TEXTURE0)
if err = checkGLError("Error on activate texture unit 0"); err != nil {
return nil, err
}
gl.BindTexture(gl.TEXTURE_2D, texID)
if err = checkGLError(fmt.Sprintf("Error on binding framebuffer texture (%d)", texID)); err != nil {
return nil, err
}
out := image.NewRGBA(size)
gl.GetTexImage(gl.TEXTURE_2D, 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(out.Pix))
if err = checkGLError("Error on GetTexImage"); err != nil {
return nil, err
}
gl.DeleteTextures(1, &texID)
if err = checkGLError("Error on DeleteTextures"); err != nil {
return nil, err
}
return out, nil
}