Beispiel #1
0
func (t *textureImpl) Upload(dp image.Point, src screen.Buffer, sr image.Rectangle, sender screen.Sender) {
	// TODO: adjust if dp is outside dst bounds, or sr is outside src bounds.
	gl.BindTexture(gl.TEXTURE_2D, t.id)
	m := src.RGBA().SubImage(sr).(*image.RGBA)
	b := m.Bounds()
	// TODO check m bounds smaller than t.size
	gl.TexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, b.Dx(), b.Dy(), gl.RGBA, gl.UNSIGNED_BYTE, m.Pix)
	// TODO: send a screen.UploadedEvent.
}
Beispiel #2
0
func (t *textureImpl) Upload(dp image.Point, src screen.Buffer, sr image.Rectangle) {
	t.w.glctxMu.Lock()
	defer t.w.glctxMu.Unlock()

	// TODO: adjust if dp is outside dst bounds, or r is outside src bounds.
	t.w.glctx.BindTexture(gl.TEXTURE_2D, t.id)
	m := src.RGBA().SubImage(sr).(*image.RGBA)
	b := m.Bounds()
	// TODO check m bounds smaller than t.size
	t.w.glctx.TexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, b.Dx(), b.Dy(), gl.RGBA, gl.UNSIGNED_BYTE, m.Pix)
}
Beispiel #3
0
func (w *windowImpl) Upload(dp image.Point, src screen.Buffer, sr image.Rectangle) {
	originalSRMin := sr.Min
	sr = sr.Intersect(src.Bounds())
	if sr.Empty() {
		return
	}
	dp = dp.Add(sr.Min.Sub(originalSRMin))
	// TODO: keep a texture around for this purpose?
	t, err := w.s.NewTexture(sr.Size())
	if err != nil {
		panic(err)
	}
	t.Upload(image.Point{}, src, sr)
	w.Draw(f64.Aff3{
		1, 0, float64(dp.X),
		0, 1, float64(dp.Y),
	}, t, t.Bounds(), draw.Src, nil)
	t.Release()
}
Beispiel #4
0
func main() {
	flag.Parse()

	rand.Seed(int64(time.Now().Nanosecond()))
	board := NewBoard(9, *scale)

	driver.Main(func(s screen.Screen) {
		w, err := s.NewWindow(nil)
		if err != nil {
			log.Fatal(err)
		}
		defer w.Release()

		var b screen.Buffer
		defer func() {
			if b != nil {
				b.Release()
			}
		}()

		for e := range w.Events() {
			switch e := e.(type) {
			case mouse.Event:
				if e.Direction == mouse.DirRelease && e.Button != 0 {
					board.click(b.RGBA(), int(e.X), int(e.Y), int(e.Button))
					w.Send(paint.Event{})
				}

			case key.Event:
				if e.Code == key.CodeEscape {
					return
				}

			case paint.Event:
				w.Upload(image.Point{}, b, b.Bounds())
				w.Publish()

			case size.Event:
				// TODO: Set board size.
				if b != nil {
					b.Release()
				}
				b, err = s.NewBuffer(e.Size())
				if err != nil {
					log.Fatal(err)
				}
				render(b.RGBA(), board)

			case error:
				log.Print(e)
			}
		}
	})
}
Beispiel #5
0
func main() {
	log.SetFlags(0)
	log.SetPrefix("preview: ")
	flag.Usage = func() {
		log.Print("Usage: preview [options] file")
		flag.PrintDefaults()
	}
	flag.Parse()
	if flag.NArg() != 1 {
		flag.Usage()
		os.Exit(1)
	}

	if *prof != "" {
		log.Print("profile mode: will write out CPU profile after 5 seconds")
		f, err := os.Create(*prof)
		if err != nil {
			log.Fatal(err)
		}
		err = pprof.StartCPUProfile(f)
		if err != nil {
			log.Fatal(err)
		}
		go func() {
			time.Sleep(5 * time.Second)
			pprof.StopCPUProfile()
			log.Print("done writing CPU profile")
		}()
	}

	f, err := os.Open(flag.Arg(0))
	if err != nil {
		log.Fatal(err)
	}

	log.Print("parsing STL...")
	t := time.Now()
	stl, err := slice.Parse(f)
	if err != nil {
		log.Fatal(err)
	}
	f.Close()
	log.Printf("parsing took %v", time.Now().Sub(t))

	if err := sliceSTL(stl); err != nil {
		log.Fatal(err)
	}
	imgs, err := drawLayers(stl)
	if err != nil {
		log.Fatal(err)
	}
	r := imgs[0].Bounds()

	log.Print("Launching UI...")
	driver.Main(func(s screen.Screen) {
		w, err := s.NewWindow(&screen.NewWindowOptions{
			Width:  r.Dx(),
			Height: r.Dy(),
		})
		if err != nil {
			log.Fatal(err)
		}
		defer w.Release()

		r := image.Rect(int(stl.Min.X), int(stl.Min.Y), int(stl.Max.X)+1, int(stl.Max.Y)+1)
		winSize := r.Size()
		var b screen.Buffer
		defer func() {
			if b != nil {
				b.Release()
			}
		}()

		var sz size.Event
		var lastClick mouse.Event

		var layer int
		redraw := func() {
			draw.Draw(b.RGBA(), b.RGBA().Bounds(), imgs[layer], imgs[layer].Bounds().Min, draw.Src)
			drawLayerNumber(b.RGBA(), layer)
			w.Send(paint.Event{})
		}

		for e := range w.Events() {
			switch e := e.(type) {
			default:

			case mouse.Event:
				if e.Button == mouse.ButtonLeft {
					if e.Y > lastClick.Y && layer < len(imgs)-1 {
						layer++
						redraw()
					} else if e.Y < lastClick.Y && layer > 0 {
						layer--
						redraw()
					}
					lastClick = e
				}

			case key.Event:
				log.Printf("key: %v", e)
				if e.Code == key.CodeEscape {
					log.Print("quitting")
					return
				}

			case paint.Event:
				w.Upload(image.Point{}, b, b.Bounds(), w)
				w.Publish()

			case screen.UploadedEvent:
				// No-op.

			case size.Event:
				sz = e
				if b != nil {
					b.Release()
				}
				winSize = image.Point{sz.WidthPx, sz.HeightPx}
				b, err = s.NewBuffer(winSize)
				if err != nil {
					log.Fatal(err)
				}
				redraw()

			case error:
				log.Printf("error: %v", e)
			}
		}
	})
}
Beispiel #6
0
func main() {
	flag.Parse()

	rand.Seed(int64(time.Now().Nanosecond()))
	board := NewBoard(9, *scale)

	driver.Main(func(s screen.Screen) {
		w, err := s.NewWindow(nil)
		if err != nil {
			log.Fatal(err)
		}
		defer w.Release()

		var b screen.Buffer
		defer func() {
			if b != nil {
				b.Release()
			}
		}()

		for e := range w.Events() {
			switch e := e.(type) {
			case mouse.Event:
				if e.Direction == mouse.DirRelease && e.Button != 0 {
					board.click(b.RGBA(), int(e.X), int(e.Y), int(e.Button))
					dirty = true
				}

			case key.Event:
				if e.Code == key.CodeEscape {
					return
				}

			case paint.Event:
				// TODO: we shouldn't rely on the library sending us a constant
				// stream of paint events. If we're dirty, we should just draw
				// on the window and then call w.Publish.
				//
				// TODO: This check should save CPU time but causes flicker on Darwin.
				//if dirty && !uploading {
				w.Upload(image.Point{}, b, b.Bounds(), w) // TODO: On Darwin always writes to 0,0, ignoring first arg.
				dirty = false
				uploading = true
				//}
				w.Publish()

			case screen.UploadedEvent:
				// No-op.
				uploading = false

			case size.Event:
				// TODO: Set board size.
				if b != nil {
					b.Release()
				}
				b, err = s.NewBuffer(e.Size())
				if err != nil {
					log.Fatal(err)
				}
				render(b.RGBA(), board)

			case error:
				log.Print(e)
			}
		}
	})
}