go.mobile/app/debug: basic GL-based debugging tools
LGTM=nigeltao R=nigeltao, bryanturley, crawshaw CC=adg, davidday, golang-codereviews https://golang.org/cl/136550043
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// Copyright 2014 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// Package debug provides GL-based debugging tools for apps.
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package debug
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import (
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"fmt"
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"image"
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"image/draw"
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"io/ioutil"
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"log"
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"runtime"
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"sync"
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"time"
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"code.google.com/p/freetype-go/freetype"
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"code.google.com/p/go.mobile/geom"
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)
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var lastDraw = time.Now()
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var monofont = freetype.NewContext()
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var fps struct {
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sync.Once
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*rgba
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}
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// TODO(crawshaw): It looks like we need a gl.RegisterInit feature.
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// TODO(crawshaw): The gldebug mode needs to complain loudly when GL functions
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// are called before init, because often they fail silently.
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func fpsInit() {
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font := "/system/fonts/DroidSansMono.ttf"
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if runtime.GOOS == "darwin" {
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font = "/Library/Fonts/Andale Mono.ttf"
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}
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b, err := ioutil.ReadFile(font)
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if err != nil {
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panic(err)
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}
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f, err := freetype.ParseFont(b)
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if err != nil {
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panic(err)
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}
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monofont.SetFont(f)
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monofont.SetSrc(image.Black)
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monofont.SetHinting(freetype.FullHinting)
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fps.rgba = newRGBA(geom.Point{50, 12})
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monofont.SetDst(fps.Image)
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monofont.SetClip(fps.Image.Bounds())
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monofont.SetDPI(72 * float64(geom.Scale))
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monofont.SetFontSize(12)
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log.Printf("fps.Image bounds: %s", fps.Image.Bounds())
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}
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// DrawFPS draws the per second framerate in the bottom-left of the screen.
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func DrawFPS() {
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fps.Do(fpsInit)
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now := time.Now()
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diff := now.Sub(lastDraw)
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str := fmt.Sprintf("%.0f FPS", float32(time.Second)/float32(diff))
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draw.Draw(fps.Image, fps.Image.Rect, image.White, image.Point{}, draw.Src)
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ftpt12 := freetype.Pt(0, int(12*geom.Scale))
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if _, err := monofont.DrawString(str, ftpt12); err != nil {
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log.Printf("DrawFPS: %v", err)
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return
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}
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fps.Upload()
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fps.Draw(geom.Point{0, geom.Height - 12})
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lastDraw = now
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}
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// Copyright 2014 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// TODO(crawshaw): A GL texture backed by an *image.RGBA is a common
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// concept we will want to export. Find a generally useful interface.
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// Think about the tricky things: mipmaps, a varying Rect, just backed
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// by texture, not 2D drawer, etc. Maybe skip all of these issues and
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// just solve the smaller problem: an unscaled sprite.
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package debug
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import (
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"bytes"
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"encoding/binary"
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"image"
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"log"
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"runtime"
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"sync"
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"code.google.com/p/go.mobile/f32"
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"code.google.com/p/go.mobile/geom"
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"code.google.com/p/go.mobile/gl"
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"code.google.com/p/go.mobile/gl/glutil"
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)
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var glimage struct {
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sync.Once
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square gl.Buffer
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squareUV gl.Buffer
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program gl.Program
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pos gl.Attrib
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mvp gl.Uniform
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inUV gl.Attrib
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textureSample gl.Uniform
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}
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func glInit() {
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var err error
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glimage.program, err = glutil.CreateProgram(vertexShader, fragmentShader)
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if err != nil {
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panic(err)
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}
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glimage.square = gl.GenBuffer()
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glimage.squareUV = gl.GenBuffer()
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gl.BindBuffer(gl.ARRAY_BUFFER, glimage.square)
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gl.BufferData(gl.ARRAY_BUFFER, gl.STATIC_DRAW, squareCoords)
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gl.BindBuffer(gl.ARRAY_BUFFER, glimage.squareUV)
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gl.BufferData(gl.ARRAY_BUFFER, gl.STATIC_DRAW, squareUVCoords)
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glimage.pos = gl.GetAttribLocation(glimage.program, "pos")
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glimage.mvp = gl.GetUniformLocation(glimage.program, "mvp")
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glimage.inUV = gl.GetAttribLocation(glimage.program, "inUV")
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glimage.textureSample = gl.GetUniformLocation(glimage.program, "textureSample")
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}
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type rgba struct {
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Image *image.RGBA
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Texture gl.Texture
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sizeX, sizeY float32
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}
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func roundToPower2(x int) int {
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x2 := 1
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for x2 < x {
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x2 *= 2
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}
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return x2
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}
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func newRGBA(size geom.Point) *rgba {
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dx := roundToPower2(int(size.X.Px()))
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dy := roundToPower2(int(size.Y.Px()))
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imgRGBA := image.NewRGBA(image.Rect(0, 0, dx, dy))
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glimage.Do(glInit)
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w, h := imgRGBA.Rect.Dx(), imgRGBA.Rect.Dy()
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img := &rgba{
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Image: imgRGBA, // TODO: embed?
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Texture: gl.GenTexture(),
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}
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runtime.SetFinalizer(img, func(img *rgba) {
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gl.DeleteTexture(img.Texture)
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})
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gl.BindTexture(gl.TEXTURE_2D, img.Texture)
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gl.TexImage2D(gl.TEXTURE_2D, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, nil)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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img.sizeX = float32(size.X / geom.Width)
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img.sizeY = float32(size.Y / geom.Height)
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return img
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}
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func (img *rgba) Upload() {
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gl.BindTexture(gl.TEXTURE_2D, img.Texture)
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w, h := img.Image.Rect.Dx(), img.Image.Rect.Dy()
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gl.TexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, img.Image.Pix)
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}
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// TODO(crawshaw): Clip/Scale options. Introduce geom.Rectangle?
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// TODO(crawshaw): Adjust viewport for the top bar on android?
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func (img *rgba) Draw(at geom.Point) {
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gl.UseProgram(glimage.program)
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// Screen plane
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// (-1, 1) ( 1, 1)
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// (-1,-1) ( 1,-1)
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// Unscaled image corners
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// (1,0) (1,1)
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// (0,0) (0,1)
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// Orig size.X / geom.Width is a [0,1] fraction of screen.
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// The at position is referenced from the top of the image.
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var m f32.Mat4
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m.Identity()
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m.Translate(m, &f32.Vec3{
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-1 + float32(2*at.X/geom.Width),
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+1 - 2*img.sizeY - float32(2*at.Y/geom.Height),
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0,
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})
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m.Scale(&m, &f32.Vec3{
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2 * img.sizeX,
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2 * img.sizeY,
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1,
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})
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glimage.mvp.WriteMat4(&m)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, img.Texture)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.Uniform1i(glimage.textureSample, 0)
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gl.BindBuffer(gl.ARRAY_BUFFER, glimage.square)
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gl.EnableVertexAttribArray(glimage.pos)
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gl.VertexAttribPointer(glimage.pos, 2, gl.FLOAT, false, 0, 0)
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gl.BindBuffer(gl.ARRAY_BUFFER, glimage.squareUV)
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gl.EnableVertexAttribArray(glimage.inUV)
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gl.VertexAttribPointer(glimage.inUV, 2, gl.FLOAT, false, 0, 0)
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gl.DrawArrays(gl.TRIANGLES, 0, 6)
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gl.DisableVertexAttribArray(glimage.pos)
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gl.DisableVertexAttribArray(glimage.inUV)
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}
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// Vertices of two triangles.
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var squareCoords = toBytes([]float32{
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0, 0,
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1, 0,
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1, 1,
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0, 0,
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1, 1,
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0, 1,
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})
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var squareUVCoords = toBytes([]float32{
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0, 1,
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1, 1,
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1, 0,
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0, 1,
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1, 0,
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0, 0,
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})
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func toBytes(v []float32) []byte {
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buf := new(bytes.Buffer)
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if err := binary.Write(buf, binary.LittleEndian, v); err != nil {
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log.Fatal(err)
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}
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return buf.Bytes()
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}
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// Copyright 2014 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// +build android
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package debug
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const vertexShader = `
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uniform mat4 mvp;
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attribute vec4 pos;
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attribute vec2 inUV;
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varying vec2 UV;
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void main() {
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gl_Position = mvp * pos;
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UV = inUV;
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}
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`
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const fragmentShader = `
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precision mediump float;
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varying vec2 UV;
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uniform sampler2D textureSample;
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void main(){
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gl_FragColor = texture2D(textureSample, UV);
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}
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`
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