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@jgranick
Created January 31, 2018 21:09
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Lime SimpleImage, using GL framebuffer
package;
import lime.app.Application;
import lime.graphics.cairo.*;
import lime.graphics.opengl.*;
import lime.graphics.Image;
import lime.graphics.Renderer;
import lime.math.Matrix4;
import lime.utils.Float32Array;
import lime.utils.GLUtils;
import lime.Assets;
class Main extends Application {
private var cairoSurface:CairoSurface;
private var glBuffer:GLBuffer;
private var glFramebuffer:GLFramebuffer;
private var glFramebufferTexture:GLTexture;
private var glMatrixUniform:GLUniformLocation;
private var glProgram:GLProgram;
private var glRenderbuffer:GLRenderbuffer;
private var glTexture:GLTexture;
private var glTextureAttribute:Int;
private var glVertexAttribute:Int;
private var image:Image;
public function new () {
super ();
}
public override function render (renderer:Renderer):Void {
if (image == null && preloader.complete) {
image = Assets.getImage ("assets/lime.png");
switch (renderer.context) {
case CAIRO (cairo):
image.format = BGRA32;
image.premultiplied = true;
cairoSurface = CairoImageSurface.fromImage (image);
case CANVAS (context):
context.fillStyle = "#" + StringTools.hex (config.windows[0].background, 6);
context.fillRect (0, 0, window.width, window.height);
context.drawImage (image.src, 0, 0, image.width, image.height);
case DOM (element):
element.style.backgroundColor = "#" + StringTools.hex (config.windows[0].background, 6);
element.appendChild (image.src);
case FLASH (sprite):
#if flash
var bitmap = new flash.display.Bitmap (image.src);
sprite.addChild (bitmap);
#end
case OPENGL (gl):
var gl:WebGLContext = gl;
var vertexSource =
"attribute vec4 aPosition;
attribute vec2 aTexCoord;
varying vec2 vTexCoord;
uniform mat4 uMatrix;
void main(void) {
vTexCoord = aTexCoord;
gl_Position = uMatrix * aPosition;
}";
var fragmentSource =
#if !desktop
"precision mediump float;" +
#end
"varying vec2 vTexCoord;
uniform sampler2D uImage0;
void main(void)
{
gl_FragColor = texture2D (uImage0, vTexCoord);
}";
glProgram = GLUtils.createProgram (vertexSource, fragmentSource);
gl.useProgram (glProgram);
glVertexAttribute = gl.getAttribLocation (glProgram, "aPosition");
glTextureAttribute = gl.getAttribLocation (glProgram, "aTexCoord");
glMatrixUniform = gl.getUniformLocation (glProgram, "uMatrix");
var imageUniform = gl.getUniformLocation (glProgram, "uImage0");
gl.enableVertexAttribArray (glVertexAttribute);
gl.enableVertexAttribArray (glTextureAttribute);
gl.uniform1i (imageUniform, 0);
gl.blendFunc (gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.enable (gl.BLEND);
var data = [
image.width, image.height, 0, 1, 1,
0, image.height, 0, 0, 1,
image.width, 0, 0, 1, 0,
0, 0, 0, 0, 0
];
glBuffer = gl.createBuffer ();
gl.bindBuffer (gl.ARRAY_BUFFER, glBuffer);
gl.bufferData (gl.ARRAY_BUFFER, new Float32Array (data), gl.STATIC_DRAW);
gl.bindBuffer (gl.ARRAY_BUFFER, null);
glTexture = gl.createTexture ();
gl.bindTexture (gl.TEXTURE_2D, glTexture);
gl.texParameteri (gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri (gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
#if js
gl.texImage2D (gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image.src);
#else
gl.texImage2D (gl.TEXTURE_2D, 0, gl.RGBA, image.buffer.width, image.buffer.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, image.data);
#end
gl.texParameteri (gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri (gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.bindTexture (gl.TEXTURE_2D, null);
glFramebuffer = gl.createFramebuffer ();
gl.bindFramebuffer (gl.FRAMEBUFFER, glFramebuffer);
// glFramebuffer.width = image.buffer.width;
// glFramebuffer.height = image.buffer.height;
glFramebufferTexture = gl.createTexture ();
gl.bindTexture (gl.TEXTURE_2D, glFramebufferTexture);
gl.texParameteri (gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri (gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texImage2D (gl.TEXTURE_2D, 0, gl.RGBA, image.width, image.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
glRenderbuffer = gl.createRenderbuffer ();
gl.bindRenderbuffer (gl.RENDERBUFFER, glRenderbuffer);
gl.renderbufferStorage (gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, image.width, image.height);
gl.framebufferTexture2D (gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glFramebufferTexture, 0);
gl.framebufferRenderbuffer (gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, glRenderbuffer);
gl.bindTexture (gl.TEXTURE_2D, null);
gl.bindRenderbuffer (gl.RENDERBUFFER, null);
gl.bindFramebuffer (gl.FRAMEBUFFER, null);
gl.viewport (0, 0, image.width, image.height);
gl.bindFramebuffer (gl.FRAMEBUFFER, glFramebuffer);
var matrix = Matrix4.createOrtho (0, image.width, 0, image.height, -1000, 1000);
gl.uniformMatrix4fv (glMatrixUniform, false, matrix);
gl.activeTexture (gl.TEXTURE0);
gl.bindTexture (gl.TEXTURE_2D, glTexture);
#if desktop
gl.enable (gl.TEXTURE_2D);
#end
gl.bindBuffer (gl.ARRAY_BUFFER, glBuffer);
gl.vertexAttribPointer (glVertexAttribute, 3, gl.FLOAT, false, 5 * Float32Array.BYTES_PER_ELEMENT, 0);
gl.vertexAttribPointer (glTextureAttribute, 2, gl.FLOAT, false, 5 * Float32Array.BYTES_PER_ELEMENT, 3 * Float32Array.BYTES_PER_ELEMENT);
gl.drawArrays (gl.TRIANGLE_STRIP, 0, 4);
gl.bindFramebuffer (gl.FRAMEBUFFER, null);
default:
}
}
switch (renderer.context) {
case CAIRO (cairo):
var r = ((config.windows[0].background >> 16) & 0xFF) / 0xFF;
var g = ((config.windows[0].background >> 8) & 0xFF) / 0xFF;
var b = (config.windows[0].background & 0xFF) / 0xFF;
var a = ((config.windows[0].background >> 24) & 0xFF) / 0xFF;
cairo.setSourceRGB (r, g, b);
cairo.paint ();
image.format = BGRA32;
image.premultiplied = true;
cairo.setSourceSurface (cairoSurface, 0, 0);
cairo.paint ();
case OPENGL (gl):
var gl:WebGLContext = gl;
gl.viewport (0, 0, window.width, window.height);
var r = ((config.windows[0].background >> 16) & 0xFF) / 0xFF;
var g = ((config.windows[0].background >> 8) & 0xFF) / 0xFF;
var b = (config.windows[0].background & 0xFF) / 0xFF;
var a = ((config.windows[0].background >> 24) & 0xFF) / 0xFF;
gl.clearColor (r, g, b, a);
gl.clear (gl.COLOR_BUFFER_BIT);
if (image != null) {
var matrix = Matrix4.createOrtho (0, window.width, window.height, 0, -1000, 1000);
gl.uniformMatrix4fv (glMatrixUniform, false, matrix);
gl.activeTexture (gl.TEXTURE0);
gl.bindTexture (gl.TEXTURE_2D, glFramebufferTexture);
#if desktop
gl.enable (gl.TEXTURE_2D);
#end
gl.bindBuffer (gl.ARRAY_BUFFER, glBuffer);
gl.vertexAttribPointer (glVertexAttribute, 3, gl.FLOAT, false, 5 * Float32Array.BYTES_PER_ELEMENT, 0);
gl.vertexAttribPointer (glTextureAttribute, 2, gl.FLOAT, false, 5 * Float32Array.BYTES_PER_ELEMENT, 3 * Float32Array.BYTES_PER_ELEMENT);
gl.drawArrays (gl.TRIANGLE_STRIP, 0, 4);
}
default:
}
}
}
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