bugfix for an edge case

This commit is contained in:
Thomas Friedel 2018-03-14 15:37:01 +01:00
parent b7af1ad3a4
commit 075abc4f03

View file

@ -438,8 +438,11 @@ func (cv *Canvas) Fill() {
cv.activate() cv.activate()
gli.BindBuffer(gl_ARRAY_BUFFER, buf) gli.BindBuffer(gl_ARRAY_BUFFER, buf)
var buf [1000]float32 var triBuf [1000]float32
tris := triangulatePath(path, buf[:0]) tris := triangulatePath(path, triBuf[:0])
if len(tris) == 0 {
return
}
gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW) gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
vertex := cv.useShader(&cv.state.fill) vertex := cv.useShader(&cv.state.fill)
@ -460,11 +463,21 @@ func (cv *Canvas) Clip() {
func (cv *Canvas) clip(path []pathPoint) { func (cv *Canvas) clip(path []pathPoint) {
cv.activate() cv.activate()
gli.BindBuffer(gl_ARRAY_BUFFER, buf) gli.ColorMask(false, false, false, false)
var buf [1000]float32 gli.StencilFunc(gl_ALWAYS, 2, 0xFF)
tris := buf[:0] gli.StencilOp(gl_KEEP, gl_KEEP, gl_REPLACE)
gli.StencilMask(0x02)
gli.Clear(gl_STENCIL_BUFFER_BIT)
var triBuf [1000]float32
tris := triBuf[:0]
tris = append(tris, 0, 0, cv.fw, 0, cv.fw, cv.fh, 0, 0, cv.fw, cv.fh, 0, cv.fh) tris = append(tris, 0, 0, cv.fw, 0, cv.fw, cv.fh, 0, 0, cv.fw, cv.fh, 0, cv.fh)
tris = triangulatePath(path, tris) tris = triangulatePath(path, tris)
if len(tris) > 0 {
return
}
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW) gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil) gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil)
@ -473,12 +486,6 @@ func (cv *Canvas) clip(path []pathPoint) {
gli.Uniform2f(sr.canvasSize, cv.fw, cv.fh) gli.Uniform2f(sr.canvasSize, cv.fw, cv.fh)
gli.EnableVertexAttribArray(sr.vertex) gli.EnableVertexAttribArray(sr.vertex)
gli.ColorMask(false, false, false, false)
gli.StencilFunc(gl_ALWAYS, 2, 0xFF)
gli.StencilOp(gl_KEEP, gl_KEEP, gl_REPLACE)
gli.StencilMask(0x02)
gli.Clear(gl_STENCIL_BUFFER_BIT)
gli.DrawArrays(gl_TRIANGLES, 0, 6) gli.DrawArrays(gl_TRIANGLES, 0, 6)
gli.StencilFunc(gl_ALWAYS, 0, 0xFF) gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6)) gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))