moved a lot of fill code to the backend; also started moving shadow drawing code to backend
This commit is contained in:
parent
359b52f473
commit
38eddd2837
7 changed files with 375 additions and 144 deletions
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@ -5,7 +5,15 @@ import "image/color"
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type Style struct {
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Color color.RGBA
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GlobalAlpha float64
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Shadow Shadow
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// radialGradient *RadialGradient
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// linearGradient *LinearGradient
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// image *Image
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}
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type Shadow struct {
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Color color.RGBA
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OffsetX float64
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OffsetY float64
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Blur float64
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}
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@ -112,6 +112,11 @@ func (b *GoGLBackend) Fill(style *backendbase.Style, pts [4][2]float64) {
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func (b *GoGLBackend) Fill(style *backendbase.Style, pts [][2]float64) {
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b.ptsBuf = b.ptsBuf[:0]
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b.ptsBuf = append(b.ptsBuf,
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0, 0,
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0, float32(b.fh),
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float32(b.fw), float32(b.fh),
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float32(b.fw), 0)
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for _, pt := range pts {
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b.ptsBuf = append(b.ptsBuf, float32(pt[0]), float32(pt[1]))
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}
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@ -124,12 +129,12 @@ func (b *GoGLBackend) Fill(style *backendbase.Style, pts [][2]float64) {
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gl.BindBuffer(gl.ARRAY_BUFFER, b.buf)
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gl.BufferData(gl.ARRAY_BUFFER, len(b.ptsBuf)*4, unsafe.Pointer(&b.ptsBuf[0]), gl.STREAM_DRAW)
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if style.GlobalAlpha >= 1 { // && cv.state.fill.isOpaque() {
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if style.GlobalAlpha >= 1 && style.Color.A >= 255 {
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vertex := b.useShader(style)
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gl.EnableVertexAttribArray(vertex)
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gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, nil)
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gl.DrawArrays(mode, 0, int32(len(b.ptsBuf)/2))
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gl.DrawArrays(mode, 4, int32(len(pts)))
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gl.DisableVertexAttribArray(vertex)
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} else {
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gl.ColorMask(false, false, false, false)
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@ -143,7 +148,7 @@ func (b *GoGLBackend) Fill(style *backendbase.Style, pts [][2]float64) {
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gl.EnableVertexAttribArray(b.sr.Vertex)
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gl.VertexAttribPointer(b.sr.Vertex, 2, gl.FLOAT, false, 0, nil)
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gl.DrawArrays(mode, 0, int32(len(b.ptsBuf)/2))
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gl.DrawArrays(mode, 4, int32(len(pts)))
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gl.DisableVertexAttribArray(b.sr.Vertex)
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gl.ColorMask(true, true, true, true)
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222
backend/gogl/shadows.go
Normal file
222
backend/gogl/shadows.go
Normal file
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@ -0,0 +1,222 @@
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package goglbackend
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/*
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import (
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"image"
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"math"
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"unsafe"
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"github.com/go-gl/gl/v3.2-core/gl"
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"github.com/tfriedel6/canvas/backend/backendbase"
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)
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func (b *GoGLBackend) drawShadow(sh *backendbase.Shadow, tris []float32) {
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if len(tris) == 0 || sh.Color.A == 0 {
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return
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}
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if sh.Blur > 0 {
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b.offscr1.alpha = true
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cv.enableTextureRenderTarget(&b.offscr1)
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gl.ClearColor(0, 0, 0, 0)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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}
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ox, oy := float32(sh.OffsetX), float32(sh.OffsetY)
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count := len(tris)
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for i := 12; i < count; i += 2 {
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tris[i] += ox
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tris[i+1] += oy
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}
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gl.BindBuffer(gl.ARRAY_BUFFER, b.shadowBuf)
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gl.BufferData(gl.ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl.STREAM_DRAW)
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gl.ColorMask(false, false, false, false)
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gl.StencilFunc(gl.ALWAYS, 1, 0xFF)
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gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE)
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gl.StencilMask(0x01)
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gl.UseProgram(b.sr.ID)
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gl.Uniform4f(b.sr.Color, 0, 0, 0, 0)
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gl.Uniform2f(b.sr.CanvasSize, float32(b.fw), float32(b.fh))
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gl.EnableVertexAttribArray(b.sr.Vertex)
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gl.VertexAttribPointer(b.sr.Vertex, 2, gl.FLOAT, false, 0, nil)
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gl.DrawArrays(gl.TRIANGLES, 6, int32(len(tris)/2-6))
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gl.DisableVertexAttribArray(b.sr.Vertex)
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gl.ColorMask(true, true, true, true)
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gl.StencilFunc(gl.EQUAL, 1, 0xFF)
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var style drawStyle
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style.color = colorGLToGo(sh.Color)
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vertex := b.useShader(&style)
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gl.EnableVertexAttribArray(vertex)
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gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, nil)
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gl.DrawArrays(gl.TRIANGLES, 0, 6)
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gl.DisableVertexAttribArray(vertex)
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gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
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gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
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gl.Clear(gl.STENCIL_BUFFER_BIT)
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gl.StencilMask(0xFF)
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if sh.Blur > 0 {
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b.drawBlurredShadow()
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}
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}
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func (b *GoGLBackend) drawTextShadow(sh *backendbase.Shadow, offset image.Point, strWidth, strHeight int, x, y float64) {
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x += sh.OffsetX
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y += sh.OffsetY
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if sh.Blur > 0 {
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b.offscr1.alpha = true
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cv.enableTextureRenderTarget(&b.offscr1)
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gl.ClearColor(0, 0, 0, 0)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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}
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gl.StencilFunc(gl.EQUAL, 0, 0xFF)
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gl.BindBuffer(gl.ARRAY_BUFFER, b.buf)
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var style drawStyle
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style.color = colorGLToGo(sh.Color)
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vertex, alphaTexCoord := b.useAlphaShader(&style, 1)
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gl.EnableVertexAttribArray(vertex)
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gl.EnableVertexAttribArray(alphaTexCoord)
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p0 := cv.tf(vec{float64(offset.X) + x, float64(offset.Y) + y})
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p1 := cv.tf(vec{float64(offset.X) + x, float64(offset.Y+strHeight) + y})
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p2 := cv.tf(vec{float64(offset.X+strWidth) + x, float64(offset.Y+strHeight) + y})
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p3 := cv.tf(vec{float64(offset.X+strWidth) + x, float64(offset.Y) + y})
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tw := float64(strWidth) / alphaTexSize
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th := float64(strHeight) / alphaTexSize
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data := [16]float32{float32(p0[0]), float32(p0[1]), float32(p1[0]), float32(p1[1]), float32(p2[0]), float32(p2[1]), float32(p3[0]), float32(p3[1]),
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0, 1, 0, float32(1 - th), float32(tw), float32(1 - th), float32(tw), 1}
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gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
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gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, 0)
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gl.VertexAttribPointer(alphaTexCoord, 2, gl.FLOAT, false, 0, 8*4)
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gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
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gl.DisableVertexAttribArray(vertex)
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gl.DisableVertexAttribArray(alphaTexCoord)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
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if cv.state.shadowBlur > 0 {
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cv.drawBlurredShadow()
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}
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}
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func (b *GoGLBackend) drawBlurredShadow() {
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gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
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var kernel []float32
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var kernelBuf [255]float32
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var gs *gaussianShader
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if cv.state.shadowBlur < 3 {
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gs = gauss15r
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kernel = kernelBuf[:15]
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} else if cv.state.shadowBlur < 12 {
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gs = gauss63r
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kernel = kernelBuf[:63]
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} else {
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gs = gauss127r
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kernel = kernelBuf[:127]
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}
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gaussianKernel(cv.state.shadowBlur, kernel)
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offscr2.alpha = true
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cv.enableTextureRenderTarget(&offscr2)
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gl.ClearColor(0, 0, 0, 0)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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gl.StencilFunc(gl.EQUAL, 0, 0xFF)
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gl.BindBuffer(gl.ARRAY_BUFFER, shadowBuf)
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data := [16]float32{0, 0, 0, float32(cv.h), float32(cv.w), float32(cv.h), float32(cv.w), 0, 0, 0, 0, 1, 1, 1, 1, 0}
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gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, offscr1.tex)
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gl.UseProgram(gs.id)
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gl.Uniform1i(gs.image, 0)
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gl.Uniform2f(gs.canvasSize, float32(cv.fw), float32(cv.fh))
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gl.Uniform2f(gs.kernelScale, 1.0/float32(cv.fw), 0.0)
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gl.Uniform1fv(gs.kernel, int32(len(kernel)), &kernel[0])
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gl.VertexAttribPointer(gs.vertex, 2, gl.FLOAT, false, 0, 0)
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gl.VertexAttribPointer(gs.texCoord, 2, gl.FLOAT, false, 0, 8*4)
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gl.EnableVertexAttribArray(gs.vertex)
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gl.EnableVertexAttribArray(gs.texCoord)
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gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
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gl.DisableVertexAttribArray(gs.vertex)
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gl.DisableVertexAttribArray(gs.texCoord)
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gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
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cv.disableTextureRenderTarget()
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gl.StencilFunc(gl.EQUAL, 0, 0xFF)
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gl.BindBuffer(gl.ARRAY_BUFFER, shadowBuf)
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data = [16]float32{0, 0, 0, float32(cv.h), float32(cv.w), float32(cv.h), float32(cv.w), 0, 0, 0, 0, 1, 1, 1, 1, 0}
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gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, offscr2.tex)
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gl.UseProgram(gs.id)
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gl.Uniform1i(gs.image, 0)
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gl.Uniform2f(gs.canvasSize, float32(cv.fw), float32(cv.fh))
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gl.Uniform2f(gs.kernelScale, 0.0, 1.0/float32(cv.fh))
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gl.Uniform1fv(gs.kernel, int32(len(kernel)), &kernel[0])
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gl.VertexAttribPointer(gs.vertex, 2, gl.FLOAT, false, 0, 0)
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gl.VertexAttribPointer(gs.texCoord, 2, gl.FLOAT, false, 0, 8*4)
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gl.EnableVertexAttribArray(gs.vertex)
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gl.EnableVertexAttribArray(gs.texCoord)
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gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
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gl.DisableVertexAttribArray(gs.vertex)
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gl.DisableVertexAttribArray(gs.texCoord)
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gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
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gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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}
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func gaussianKernel(stddev float64, target []float32) {
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stddevSqr := stddev * stddev
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center := float64(len(target) / 2)
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factor := 1.0 / math.Sqrt(2*math.Pi*stddevSqr)
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for i := range target {
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x := float64(i) - center
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target[i] = float32(factor * math.Pow(math.E, -x*x/(2*stddevSqr)))
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}
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// normalizeKernel(target)
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}
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func normalizeKernel(kernel []float32) {
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var sum float32
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for _, v := range kernel {
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sum += v
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}
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factor := 1.0 / sum
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for i := range kernel {
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kernel[i] *= factor
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}
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}
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*/
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@ -91,10 +91,12 @@ func run(t *testing.T, fn func(cv *canvas.Canvas)) {
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r3, g3, b3, a3 := refImg.At(x, y).RGBA()
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if r1 != r3 || g1 != g3 || b1 != b3 || a1 != a3 {
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writeImage(img, fmt.Sprintf("testdata/%s_fail.png", callerFuncName))
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t.Error("onscreen canvas failed")
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t.FailNow()
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}
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if r2 != r3 || g2 != g3 || b2 != b3 || a2 != a3 {
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writeImage(img2, fmt.Sprintf("testdata/%s_fail.png", callerFuncName))
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t.Error("offscreen canvas failed")
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t.FailNow()
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}
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}
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270
paths.go
270
paths.go
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@ -2,7 +2,6 @@ package canvas
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import (
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"math"
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"unsafe"
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)
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// BeginPath clears the current path and starts a new one
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@ -101,9 +100,8 @@ func (cv *Canvas) strokePath(path *Path2D) {
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dashedPath := cv.applyLineDash(path.p)
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var triBuf [1000]float32
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var triBuf [500][2]float64
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tris := triBuf[:0]
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tris = append(tris, 0, 0, float32(cv.fw), 0, float32(cv.fw), float32(cv.fh), 0, 0, float32(cv.fw), float32(cv.fh), 0, float32(cv.fh))
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start := true
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var p0 vec
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@ -148,9 +146,7 @@ func (cv *Canvas) strokePath(path *Path2D) {
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}
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}
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tris = append(tris,
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float32(lp0[0]), float32(lp0[1]), float32(lp1[0]), float32(lp1[1]), float32(lp3[0]), float32(lp3[1]),
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float32(lp0[0]), float32(lp0[1]), float32(lp3[0]), float32(lp3[1]), float32(lp2[0]), float32(lp2[1]))
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tris = append(tris, lp0, lp1, lp3, lp0, lp3, lp2)
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if p.flags&pathAttach != 0 && cv.state.lineWidth > 1 {
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tris = cv.lineJoint(p, p0, p1, p.next, lp0, lp1, lp2, lp3, tris)
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@ -160,57 +156,62 @@ func (cv *Canvas) strokePath(path *Path2D) {
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start = false
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}
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
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// todo draw shadow
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cv.drawShadow(tris)
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stl := cv.backendStyle(&cv.state.stroke, 1)
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cv.b.Fill(&stl, tris)
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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// gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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// gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
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if cv.state.globalAlpha >= 1 && cv.state.lineAlpha >= 1 && cv.state.stroke.isOpaque() {
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vertex := cv.useShader(&cv.state.stroke)
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// cv.drawShadow(tris)
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gli.EnableVertexAttribArray(vertex)
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gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
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gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
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gli.DisableVertexAttribArray(vertex)
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} else {
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gli.ColorMask(false, false, false, false)
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gli.StencilFunc(gl_ALWAYS, 1, 0xFF)
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gli.StencilOp(gl_REPLACE, gl_REPLACE, gl_REPLACE)
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gli.StencilMask(0x01)
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// gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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gli.UseProgram(sr.id)
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gli.Uniform4f(sr.color, 0, 0, 0, 0)
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gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh))
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// if cv.state.globalAlpha >= 1 && cv.state.lineAlpha >= 1 && cv.state.stroke.isOpaque() {
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// vertex := cv.useShader(&cv.state.stroke)
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gli.EnableVertexAttribArray(sr.vertex)
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gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, 0)
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gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
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gli.DisableVertexAttribArray(sr.vertex)
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// gli.EnableVertexAttribArray(vertex)
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// gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
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// gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
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// gli.DisableVertexAttribArray(vertex)
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// } else {
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// gli.ColorMask(false, false, false, false)
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// gli.StencilFunc(gl_ALWAYS, 1, 0xFF)
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// gli.StencilOp(gl_REPLACE, gl_REPLACE, gl_REPLACE)
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// gli.StencilMask(0x01)
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gli.ColorMask(true, true, true, true)
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// gli.UseProgram(sr.id)
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// gli.Uniform4f(sr.color, 0, 0, 0, 0)
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// gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh))
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gli.StencilFunc(gl_EQUAL, 1, 0xFF)
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// gli.EnableVertexAttribArray(sr.vertex)
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// gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, 0)
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// gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
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// gli.DisableVertexAttribArray(sr.vertex)
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origAlpha := cv.state.globalAlpha
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if cv.state.lineAlpha < 1 {
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cv.state.globalAlpha *= cv.state.lineAlpha
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}
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vertex := cv.useShader(&cv.state.stroke)
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cv.state.globalAlpha = origAlpha
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// gli.ColorMask(true, true, true, true)
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gli.EnableVertexAttribArray(vertex)
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gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
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gli.DrawArrays(gl_TRIANGLES, 0, 6)
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gli.DisableVertexAttribArray(vertex)
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// gli.StencilFunc(gl_EQUAL, 1, 0xFF)
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|
||||
gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
|
||||
gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
|
||||
// origAlpha := cv.state.globalAlpha
|
||||
// if cv.state.lineAlpha < 1 {
|
||||
// cv.state.globalAlpha *= cv.state.lineAlpha
|
||||
// }
|
||||
// vertex := cv.useShader(&cv.state.stroke)
|
||||
// cv.state.globalAlpha = origAlpha
|
||||
|
||||
gli.Clear(gl_STENCIL_BUFFER_BIT)
|
||||
gli.StencilMask(0xFF)
|
||||
}
|
||||
// gli.EnableVertexAttribArray(vertex)
|
||||
// gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
|
||||
// gli.DrawArrays(gl_TRIANGLES, 0, 6)
|
||||
// gli.DisableVertexAttribArray(vertex)
|
||||
|
||||
// gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
|
||||
// gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
|
||||
|
||||
// gli.Clear(gl_STENCIL_BUFFER_BIT)
|
||||
// gli.StencilMask(0xFF)
|
||||
// }
|
||||
}
|
||||
|
||||
func (cv *Canvas) applyLineDash(path []pathPoint) []pathPoint {
|
||||
|
@ -269,7 +270,7 @@ func (cv *Canvas) applyLineDash(path []pathPoint) []pathPoint {
|
|||
return path2
|
||||
}
|
||||
|
||||
func (cv *Canvas) lineJoint(p pathPoint, p0, p1, p2, l0p0, l0p1, l0p2, l0p3 vec, tris []float32) []float32 {
|
||||
func (cv *Canvas) lineJoint(p pathPoint, p0, p1, p2, l0p0, l0p1, l0p2, l0p3 vec, tris [][2]float64) [][2]float64 {
|
||||
v2 := p1.sub(p2).norm()
|
||||
v3 := vec{v2[1], -v2[0]}.mulf(cv.state.lineWidth * 0.5)
|
||||
|
||||
|
@ -295,9 +296,7 @@ func (cv *Canvas) lineJoint(p pathPoint, p0, p1, p2, l0p0, l0p1, l0p2, l0p3 vec,
|
|||
l1p1 := p1.sub(v3)
|
||||
l1p3 := p1.add(v3)
|
||||
|
||||
tris = append(tris,
|
||||
float32(p1[0]), float32(p1[1]), float32(l0p1[0]), float32(l0p1[1]), float32(l1p1[0]), float32(l1p1[1]),
|
||||
float32(p1[0]), float32(p1[1]), float32(l1p3[0]), float32(l1p3[1]), float32(l0p3[0]), float32(l0p3[1]))
|
||||
tris = append(tris, p1, l0p1, l1p1, p1, l1p3, l0p3)
|
||||
return tris
|
||||
}
|
||||
|
||||
|
@ -315,24 +314,16 @@ func (cv *Canvas) lineJoint(p pathPoint, p0, p1, p2, l0p0, l0p1, l0p2, l0p3 vec,
|
|||
l1p1 := p1.sub(v3)
|
||||
l1p3 := p1.add(v3)
|
||||
|
||||
tris = append(tris,
|
||||
float32(p1[0]), float32(p1[1]), float32(l0p1[0]), float32(l0p1[1]), float32(l1p1[0]), float32(l1p1[1]),
|
||||
float32(p1[0]), float32(p1[1]), float32(l1p3[0]), float32(l1p3[1]), float32(l0p3[0]), float32(l0p3[1]))
|
||||
tris = append(tris, p1, l0p1, l1p1, p1, l1p3, l0p3)
|
||||
return tris
|
||||
}
|
||||
|
||||
tris = append(tris,
|
||||
float32(p1[0]), float32(p1[1]), float32(l0p1[0]), float32(l0p1[1]), float32(ip0[0]), float32(ip0[1]),
|
||||
float32(p1[0]), float32(p1[1]), float32(ip0[0]), float32(ip0[1]), float32(l1p1[0]), float32(l1p1[1]),
|
||||
float32(p1[0]), float32(p1[1]), float32(l1p3[0]), float32(l1p3[1]), float32(ip1[0]), float32(ip1[1]),
|
||||
float32(p1[0]), float32(p1[1]), float32(ip1[0]), float32(ip1[1]), float32(l0p3[0]), float32(l0p3[1]))
|
||||
tris = append(tris, p1, l0p1, ip0, p1, ip0, l1p1, p1, l1p3, ip1, p1, ip1, l0p3)
|
||||
case Bevel:
|
||||
l1p1 := p1.sub(v3)
|
||||
l1p3 := p1.add(v3)
|
||||
|
||||
tris = append(tris,
|
||||
float32(p1[0]), float32(p1[1]), float32(l0p1[0]), float32(l0p1[1]), float32(l1p1[0]), float32(l1p1[1]),
|
||||
float32(p1[0]), float32(p1[1]), float32(l1p3[0]), float32(l1p3[1]), float32(l0p3[0]), float32(l0p3[1]))
|
||||
tris = append(tris, p1, l0p1, l1p1, p1, l1p3, l0p3)
|
||||
case Round:
|
||||
tris = cv.addCircleTris(p1, cv.state.lineWidth*0.5, tris)
|
||||
}
|
||||
|
@ -340,7 +331,7 @@ func (cv *Canvas) lineJoint(p pathPoint, p0, p1, p2, l0p0, l0p1, l0p2, l0p3 vec,
|
|||
return tris
|
||||
}
|
||||
|
||||
func (cv *Canvas) addCircleTris(center vec, radius float64, tris []float32) []float32 {
|
||||
func (cv *Canvas) addCircleTris(center vec, radius float64, tris [][2]float64) [][2]float64 {
|
||||
step := 6 / radius
|
||||
if step > 0.8 {
|
||||
step = 0.8
|
||||
|
@ -351,8 +342,7 @@ func (cv *Canvas) addCircleTris(center vec, radius float64, tris []float32) []fl
|
|||
for angle := step; angle <= math.Pi*2+step; angle += step {
|
||||
s, c := math.Sincos(angle)
|
||||
p1 := vec{center[0] + s*radius, center[1] + c*radius}
|
||||
tris = append(tris,
|
||||
float32(center[0]), float32(center[1]), float32(p0[0]), float32(p0[1]), float32(p1[0]), float32(p1[1]))
|
||||
tris = append(tris, center, p0, p1)
|
||||
p0 = p1
|
||||
}
|
||||
return tris
|
||||
|
@ -392,9 +382,8 @@ func (cv *Canvas) FillPath(path *Path2D) {
|
|||
}
|
||||
cv.activate()
|
||||
|
||||
var triBuf [1000]float32
|
||||
var triBuf [500][2]float64
|
||||
tris := triBuf[:0]
|
||||
tris = append(tris, 0, 0, float32(cv.fw), 0, float32(cv.fw), float32(cv.fh), 0, 0, float32(cv.fw), float32(cv.fh), 0, float32(cv.fh))
|
||||
|
||||
start := 0
|
||||
for i, p := range path.p {
|
||||
|
@ -413,61 +402,66 @@ func (cv *Canvas) FillPath(path *Path2D) {
|
|||
return
|
||||
}
|
||||
|
||||
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
|
||||
gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
|
||||
// todo draw shadow
|
||||
|
||||
cv.drawShadow(tris)
|
||||
stl := cv.backendStyle(&cv.state.fill, 1)
|
||||
cv.b.Fill(&stl, tris)
|
||||
|
||||
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
|
||||
// gli.BindBuffer(gl_ARRAY_BUFFER, buf)
|
||||
// gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
|
||||
|
||||
if cv.state.globalAlpha >= 1 && cv.state.lineAlpha >= 1 && cv.state.fill.isOpaque() {
|
||||
vertex := cv.useShader(&cv.state.fill)
|
||||
// cv.drawShadow(tris)
|
||||
|
||||
gli.EnableVertexAttribArray(vertex)
|
||||
gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
|
||||
gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
|
||||
gli.DisableVertexAttribArray(vertex)
|
||||
} else {
|
||||
gli.ColorMask(false, false, false, false)
|
||||
gli.StencilFunc(gl_ALWAYS, 1, 0xFF)
|
||||
gli.StencilOp(gl_REPLACE, gl_REPLACE, gl_REPLACE)
|
||||
gli.StencilMask(0x01)
|
||||
// gli.BindBuffer(gl_ARRAY_BUFFER, buf)
|
||||
|
||||
gli.UseProgram(sr.id)
|
||||
gli.Uniform4f(sr.color, 0, 0, 0, 0)
|
||||
gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh))
|
||||
// if cv.state.globalAlpha >= 1 && cv.state.lineAlpha >= 1 && cv.state.fill.isOpaque() {
|
||||
// vertex := cv.useShader(&cv.state.fill)
|
||||
|
||||
gli.EnableVertexAttribArray(sr.vertex)
|
||||
gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, 0)
|
||||
gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
|
||||
gli.DisableVertexAttribArray(sr.vertex)
|
||||
// gli.EnableVertexAttribArray(vertex)
|
||||
// gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
|
||||
// gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
|
||||
// gli.DisableVertexAttribArray(vertex)
|
||||
// } else {
|
||||
// gli.ColorMask(false, false, false, false)
|
||||
// gli.StencilFunc(gl_ALWAYS, 1, 0xFF)
|
||||
// gli.StencilOp(gl_REPLACE, gl_REPLACE, gl_REPLACE)
|
||||
// gli.StencilMask(0x01)
|
||||
|
||||
gli.ColorMask(true, true, true, true)
|
||||
// gli.UseProgram(sr.id)
|
||||
// gli.Uniform4f(sr.color, 0, 0, 0, 0)
|
||||
// gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh))
|
||||
|
||||
gli.StencilFunc(gl_EQUAL, 1, 0xFF)
|
||||
// gli.EnableVertexAttribArray(sr.vertex)
|
||||
// gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, 0)
|
||||
// gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
|
||||
// gli.DisableVertexAttribArray(sr.vertex)
|
||||
|
||||
vertex := cv.useShader(&cv.state.fill)
|
||||
gli.EnableVertexAttribArray(vertex)
|
||||
gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
|
||||
gli.DrawArrays(gl_TRIANGLES, 0, 6)
|
||||
gli.DisableVertexAttribArray(vertex)
|
||||
// gli.ColorMask(true, true, true, true)
|
||||
|
||||
gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
|
||||
gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
|
||||
// gli.StencilFunc(gl_EQUAL, 1, 0xFF)
|
||||
|
||||
gli.Clear(gl_STENCIL_BUFFER_BIT)
|
||||
gli.StencilMask(0xFF)
|
||||
}
|
||||
// vertex := cv.useShader(&cv.state.fill)
|
||||
// gli.EnableVertexAttribArray(vertex)
|
||||
// gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
|
||||
// gli.DrawArrays(gl_TRIANGLES, 0, 6)
|
||||
// gli.DisableVertexAttribArray(vertex)
|
||||
|
||||
// gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
|
||||
// gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
|
||||
|
||||
// gli.Clear(gl_STENCIL_BUFFER_BIT)
|
||||
// gli.StencilMask(0xFF)
|
||||
// }
|
||||
}
|
||||
|
||||
func (cv *Canvas) appendSubPathTriangles(tris []float32, path []pathPoint) []float32 {
|
||||
func (cv *Canvas) appendSubPathTriangles(tris [][2]float64, path []pathPoint) [][2]float64 {
|
||||
last := path[len(path)-1]
|
||||
if last.flags&pathIsConvex != 0 {
|
||||
p0, p1 := path[0].pos, path[1].pos
|
||||
last := len(path)
|
||||
for i := 2; i < last; i++ {
|
||||
p2 := path[i].pos
|
||||
tris = append(tris, float32(p0[0]), float32(p0[1]), float32(p1[0]), float32(p1[1]), float32(p2[0]), float32(p2[1]))
|
||||
tris = append(tris, p0, p1, p2)
|
||||
p1 = p2
|
||||
}
|
||||
} else if last.flags&pathSelfIntersects != 0 {
|
||||
|
@ -506,53 +500,53 @@ func (cv *Canvas) clip(path []pathPoint) {
|
|||
return
|
||||
}
|
||||
|
||||
cv.activate()
|
||||
// cv.activate()
|
||||
|
||||
var triBuf [1000]float32
|
||||
tris := triBuf[:0]
|
||||
tris = append(tris, 0, 0, float32(cv.fw), 0, float32(cv.fw), float32(cv.fh), 0, 0, float32(cv.fw), float32(cv.fh), 0, float32(cv.fh))
|
||||
baseLen := len(tris)
|
||||
tris = triangulatePath(path, tris)
|
||||
if len(tris) <= baseLen {
|
||||
return
|
||||
}
|
||||
// var triBuf [1000]float32
|
||||
// tris := triBuf[:0]
|
||||
// tris = append(tris, 0, 0, float32(cv.fw), 0, float32(cv.fw), float32(cv.fh), 0, 0, float32(cv.fw), float32(cv.fh), 0, float32(cv.fh))
|
||||
// baseLen := len(tris)
|
||||
// tris = triangulatePath(path, tris)
|
||||
// if len(tris) <= baseLen {
|
||||
// return
|
||||
// }
|
||||
|
||||
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
|
||||
gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
|
||||
gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, 0)
|
||||
// gli.BindBuffer(gl_ARRAY_BUFFER, buf)
|
||||
// gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
|
||||
// gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, 0)
|
||||
|
||||
gli.UseProgram(sr.id)
|
||||
gli.Uniform4f(sr.color, 1, 1, 1, 1)
|
||||
gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh))
|
||||
gli.EnableVertexAttribArray(sr.vertex)
|
||||
// gli.UseProgram(sr.id)
|
||||
// gli.Uniform4f(sr.color, 1, 1, 1, 1)
|
||||
// gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh))
|
||||
// gli.EnableVertexAttribArray(sr.vertex)
|
||||
|
||||
gli.ColorMask(false, false, false, false)
|
||||
// gli.ColorMask(false, false, false, false)
|
||||
|
||||
gli.StencilMask(0x04)
|
||||
gli.StencilFunc(gl_ALWAYS, 4, 0x04)
|
||||
gli.StencilOp(gl_REPLACE, gl_REPLACE, gl_REPLACE)
|
||||
gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
|
||||
// gli.StencilMask(0x04)
|
||||
// gli.StencilFunc(gl_ALWAYS, 4, 0x04)
|
||||
// gli.StencilOp(gl_REPLACE, gl_REPLACE, gl_REPLACE)
|
||||
// gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
|
||||
|
||||
gli.StencilMask(0x02)
|
||||
gli.StencilFunc(gl_EQUAL, 0, 0x06)
|
||||
gli.StencilOp(gl_KEEP, gl_INVERT, gl_INVERT)
|
||||
gli.DrawArrays(gl_TRIANGLES, 0, 6)
|
||||
// gli.StencilMask(0x02)
|
||||
// gli.StencilFunc(gl_EQUAL, 0, 0x06)
|
||||
// gli.StencilOp(gl_KEEP, gl_INVERT, gl_INVERT)
|
||||
// gli.DrawArrays(gl_TRIANGLES, 0, 6)
|
||||
|
||||
gli.StencilMask(0x04)
|
||||
gli.StencilFunc(gl_ALWAYS, 0, 0x04)
|
||||
gli.StencilOp(gl_ZERO, gl_ZERO, gl_ZERO)
|
||||
gli.DrawArrays(gl_TRIANGLES, 0, 6)
|
||||
// gli.StencilMask(0x04)
|
||||
// gli.StencilFunc(gl_ALWAYS, 0, 0x04)
|
||||
// gli.StencilOp(gl_ZERO, gl_ZERO, gl_ZERO)
|
||||
// gli.DrawArrays(gl_TRIANGLES, 0, 6)
|
||||
|
||||
gli.DisableVertexAttribArray(sr.vertex)
|
||||
// gli.DisableVertexAttribArray(sr.vertex)
|
||||
|
||||
gli.ColorMask(true, true, true, true)
|
||||
gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
|
||||
gli.StencilMask(0xFF)
|
||||
gli.StencilFunc(gl_EQUAL, 0, 0xFF)
|
||||
// gli.ColorMask(true, true, true, true)
|
||||
// gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
|
||||
// gli.StencilMask(0xFF)
|
||||
// gli.StencilFunc(gl_EQUAL, 0, 0xFF)
|
||||
|
||||
cv.state.clip = cv.path
|
||||
cv.state.clip.p = make([]pathPoint, len(cv.path.p))
|
||||
copy(cv.state.clip.p, cv.path.p)
|
||||
// cv.state.clip = cv.path
|
||||
// cv.state.clip.p = make([]pathPoint, len(cv.path.p))
|
||||
// copy(cv.state.clip.p, cv.path.p)
|
||||
}
|
||||
|
||||
func (cv *Canvas) scissor(path []pathPoint) {
|
||||
|
|
|
@ -89,7 +89,7 @@ func CreateWindow(w, h int, title string) (*Window, *canvas.Canvas, error) {
|
|||
return nil, nil, fmt.Errorf("Error initializing GL: %v", err)
|
||||
}
|
||||
|
||||
backend, err := goglbackend.New(0, 0, 1280, 720)
|
||||
backend, err := goglbackend.New(0, 0, w, h)
|
||||
if err != nil {
|
||||
log.Fatalf("Error loading GoGL backend: %v", err)
|
||||
}
|
||||
|
|
|
@ -62,7 +62,7 @@ func polygonContainsPoint(polygon []vec, p vec) bool {
|
|||
return count%2 == 1
|
||||
}
|
||||
|
||||
func triangulatePath(path []pathPoint, target []float32) []float32 {
|
||||
func triangulatePath(path []pathPoint, target [][2]float64) [][2]float64 {
|
||||
var buf [500]vec
|
||||
polygon := buf[:0]
|
||||
for _, p := range path {
|
||||
|
@ -93,7 +93,7 @@ func triangulatePath(path []pathPoint, target []float32) []float32 {
|
|||
continue triangles
|
||||
}
|
||||
}
|
||||
target = append(target, float32(a[0]), float32(a[1]), float32(b[0]), float32(b[1]), float32(c[0]), float32(c[1]))
|
||||
target = append(target, a, b, c)
|
||||
break
|
||||
}
|
||||
remove := (i + 1) % len(polygon)
|
||||
|
|
Loading…
Reference in a new issue