moved a lot of fill code to the backend; also started moving shadow drawing code to backend

This commit is contained in:
Thomas Friedel 2019-02-20 16:09:44 +01:00
parent 359b52f473
commit 38eddd2837
7 changed files with 375 additions and 144 deletions

View file

@ -5,7 +5,15 @@ import "image/color"
type Style struct {
Color color.RGBA
GlobalAlpha float64
Shadow Shadow
// radialGradient *RadialGradient
// linearGradient *LinearGradient
// image *Image
}
type Shadow struct {
Color color.RGBA
OffsetX float64
OffsetY float64
Blur float64
}

View file

@ -112,6 +112,11 @@ func (b *GoGLBackend) Fill(style *backendbase.Style, pts [4][2]float64) {
func (b *GoGLBackend) Fill(style *backendbase.Style, pts [][2]float64) {
b.ptsBuf = b.ptsBuf[:0]
b.ptsBuf = append(b.ptsBuf,
0, 0,
0, float32(b.fh),
float32(b.fw), float32(b.fh),
float32(b.fw), 0)
for _, pt := range pts {
b.ptsBuf = append(b.ptsBuf, float32(pt[0]), float32(pt[1]))
}
@ -124,12 +129,12 @@ func (b *GoGLBackend) Fill(style *backendbase.Style, pts [][2]float64) {
gl.BindBuffer(gl.ARRAY_BUFFER, b.buf)
gl.BufferData(gl.ARRAY_BUFFER, len(b.ptsBuf)*4, unsafe.Pointer(&b.ptsBuf[0]), gl.STREAM_DRAW)
if style.GlobalAlpha >= 1 { // && cv.state.fill.isOpaque() {
if style.GlobalAlpha >= 1 && style.Color.A >= 255 {
vertex := b.useShader(style)
gl.EnableVertexAttribArray(vertex)
gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, nil)
gl.DrawArrays(mode, 0, int32(len(b.ptsBuf)/2))
gl.DrawArrays(mode, 4, int32(len(pts)))
gl.DisableVertexAttribArray(vertex)
} else {
gl.ColorMask(false, false, false, false)
@ -143,7 +148,7 @@ func (b *GoGLBackend) Fill(style *backendbase.Style, pts [][2]float64) {
gl.EnableVertexAttribArray(b.sr.Vertex)
gl.VertexAttribPointer(b.sr.Vertex, 2, gl.FLOAT, false, 0, nil)
gl.DrawArrays(mode, 0, int32(len(b.ptsBuf)/2))
gl.DrawArrays(mode, 4, int32(len(pts)))
gl.DisableVertexAttribArray(b.sr.Vertex)
gl.ColorMask(true, true, true, true)

222
backend/gogl/shadows.go Normal file
View file

@ -0,0 +1,222 @@
package goglbackend
/*
import (
"image"
"math"
"unsafe"
"github.com/go-gl/gl/v3.2-core/gl"
"github.com/tfriedel6/canvas/backend/backendbase"
)
func (b *GoGLBackend) drawShadow(sh *backendbase.Shadow, tris []float32) {
if len(tris) == 0 || sh.Color.A == 0 {
return
}
if sh.Blur > 0 {
b.offscr1.alpha = true
cv.enableTextureRenderTarget(&b.offscr1)
gl.ClearColor(0, 0, 0, 0)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
}
ox, oy := float32(sh.OffsetX), float32(sh.OffsetY)
count := len(tris)
for i := 12; i < count; i += 2 {
tris[i] += ox
tris[i+1] += oy
}
gl.BindBuffer(gl.ARRAY_BUFFER, b.shadowBuf)
gl.BufferData(gl.ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl.STREAM_DRAW)
gl.ColorMask(false, false, false, false)
gl.StencilFunc(gl.ALWAYS, 1, 0xFF)
gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE)
gl.StencilMask(0x01)
gl.UseProgram(b.sr.ID)
gl.Uniform4f(b.sr.Color, 0, 0, 0, 0)
gl.Uniform2f(b.sr.CanvasSize, float32(b.fw), float32(b.fh))
gl.EnableVertexAttribArray(b.sr.Vertex)
gl.VertexAttribPointer(b.sr.Vertex, 2, gl.FLOAT, false, 0, nil)
gl.DrawArrays(gl.TRIANGLES, 6, int32(len(tris)/2-6))
gl.DisableVertexAttribArray(b.sr.Vertex)
gl.ColorMask(true, true, true, true)
gl.StencilFunc(gl.EQUAL, 1, 0xFF)
var style drawStyle
style.color = colorGLToGo(sh.Color)
vertex := b.useShader(&style)
gl.EnableVertexAttribArray(vertex)
gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, nil)
gl.DrawArrays(gl.TRIANGLES, 0, 6)
gl.DisableVertexAttribArray(vertex)
gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
gl.Clear(gl.STENCIL_BUFFER_BIT)
gl.StencilMask(0xFF)
if sh.Blur > 0 {
b.drawBlurredShadow()
}
}
func (b *GoGLBackend) drawTextShadow(sh *backendbase.Shadow, offset image.Point, strWidth, strHeight int, x, y float64) {
x += sh.OffsetX
y += sh.OffsetY
if sh.Blur > 0 {
b.offscr1.alpha = true
cv.enableTextureRenderTarget(&b.offscr1)
gl.ClearColor(0, 0, 0, 0)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
}
gl.StencilFunc(gl.EQUAL, 0, 0xFF)
gl.BindBuffer(gl.ARRAY_BUFFER, b.buf)
var style drawStyle
style.color = colorGLToGo(sh.Color)
vertex, alphaTexCoord := b.useAlphaShader(&style, 1)
gl.EnableVertexAttribArray(vertex)
gl.EnableVertexAttribArray(alphaTexCoord)
p0 := cv.tf(vec{float64(offset.X) + x, float64(offset.Y) + y})
p1 := cv.tf(vec{float64(offset.X) + x, float64(offset.Y+strHeight) + y})
p2 := cv.tf(vec{float64(offset.X+strWidth) + x, float64(offset.Y+strHeight) + y})
p3 := cv.tf(vec{float64(offset.X+strWidth) + x, float64(offset.Y) + y})
tw := float64(strWidth) / alphaTexSize
th := float64(strHeight) / alphaTexSize
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]),
0, 1, 0, float32(1 - th), float32(tw), float32(1 - th), float32(tw), 1}
gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, 0)
gl.VertexAttribPointer(alphaTexCoord, 2, gl.FLOAT, false, 0, 8*4)
gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
gl.DisableVertexAttribArray(vertex)
gl.DisableVertexAttribArray(alphaTexCoord)
gl.ActiveTexture(gl.TEXTURE0)
gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
if cv.state.shadowBlur > 0 {
cv.drawBlurredShadow()
}
}
func (b *GoGLBackend) drawBlurredShadow() {
gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
var kernel []float32
var kernelBuf [255]float32
var gs *gaussianShader
if cv.state.shadowBlur < 3 {
gs = gauss15r
kernel = kernelBuf[:15]
} else if cv.state.shadowBlur < 12 {
gs = gauss63r
kernel = kernelBuf[:63]
} else {
gs = gauss127r
kernel = kernelBuf[:127]
}
gaussianKernel(cv.state.shadowBlur, kernel)
offscr2.alpha = true
cv.enableTextureRenderTarget(&offscr2)
gl.ClearColor(0, 0, 0, 0)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
gl.StencilFunc(gl.EQUAL, 0, 0xFF)
gl.BindBuffer(gl.ARRAY_BUFFER, shadowBuf)
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}
gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, offscr1.tex)
gl.UseProgram(gs.id)
gl.Uniform1i(gs.image, 0)
gl.Uniform2f(gs.canvasSize, float32(cv.fw), float32(cv.fh))
gl.Uniform2f(gs.kernelScale, 1.0/float32(cv.fw), 0.0)
gl.Uniform1fv(gs.kernel, int32(len(kernel)), &kernel[0])
gl.VertexAttribPointer(gs.vertex, 2, gl.FLOAT, false, 0, 0)
gl.VertexAttribPointer(gs.texCoord, 2, gl.FLOAT, false, 0, 8*4)
gl.EnableVertexAttribArray(gs.vertex)
gl.EnableVertexAttribArray(gs.texCoord)
gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
gl.DisableVertexAttribArray(gs.vertex)
gl.DisableVertexAttribArray(gs.texCoord)
gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
cv.disableTextureRenderTarget()
gl.StencilFunc(gl.EQUAL, 0, 0xFF)
gl.BindBuffer(gl.ARRAY_BUFFER, shadowBuf)
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}
gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, offscr2.tex)
gl.UseProgram(gs.id)
gl.Uniform1i(gs.image, 0)
gl.Uniform2f(gs.canvasSize, float32(cv.fw), float32(cv.fh))
gl.Uniform2f(gs.kernelScale, 0.0, 1.0/float32(cv.fh))
gl.Uniform1fv(gs.kernel, int32(len(kernel)), &kernel[0])
gl.VertexAttribPointer(gs.vertex, 2, gl.FLOAT, false, 0, 0)
gl.VertexAttribPointer(gs.texCoord, 2, gl.FLOAT, false, 0, 8*4)
gl.EnableVertexAttribArray(gs.vertex)
gl.EnableVertexAttribArray(gs.texCoord)
gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
gl.DisableVertexAttribArray(gs.vertex)
gl.DisableVertexAttribArray(gs.texCoord)
gl.StencilFunc(gl.ALWAYS, 0, 0xFF)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
}
func gaussianKernel(stddev float64, target []float32) {
stddevSqr := stddev * stddev
center := float64(len(target) / 2)
factor := 1.0 / math.Sqrt(2*math.Pi*stddevSqr)
for i := range target {
x := float64(i) - center
target[i] = float32(factor * math.Pow(math.E, -x*x/(2*stddevSqr)))
}
// normalizeKernel(target)
}
func normalizeKernel(kernel []float32) {
var sum float32
for _, v := range kernel {
sum += v
}
factor := 1.0 / sum
for i := range kernel {
kernel[i] *= factor
}
}
*/

View file

@ -91,10 +91,12 @@ func run(t *testing.T, fn func(cv *canvas.Canvas)) {
r3, g3, b3, a3 := refImg.At(x, y).RGBA()
if r1 != r3 || g1 != g3 || b1 != b3 || a1 != a3 {
writeImage(img, fmt.Sprintf("testdata/%s_fail.png", callerFuncName))
t.Error("onscreen canvas failed")
t.FailNow()
}
if r2 != r3 || g2 != g3 || b2 != b3 || a2 != a3 {
writeImage(img2, fmt.Sprintf("testdata/%s_fail.png", callerFuncName))
t.Error("offscreen canvas failed")
t.FailNow()
}
}

270
paths.go
View file

@ -2,7 +2,6 @@ package canvas
import (
"math"
"unsafe"
)
// BeginPath clears the current path and starts a new one
@ -101,9 +100,8 @@ func (cv *Canvas) strokePath(path *Path2D) {
dashedPath := cv.applyLineDash(path.p)
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 := true
var p0 vec
@ -148,9 +146,7 @@ func (cv *Canvas) strokePath(path *Path2D) {
}
}
tris = append(tris,
float32(lp0[0]), float32(lp0[1]), float32(lp1[0]), float32(lp1[1]), float32(lp3[0]), float32(lp3[1]),
float32(lp0[0]), float32(lp0[1]), float32(lp3[0]), float32(lp3[1]), float32(lp2[0]), float32(lp2[1]))
tris = append(tris, lp0, lp1, lp3, lp0, lp3, lp2)
if p.flags&pathAttach != 0 && cv.state.lineWidth > 1 {
tris = cv.lineJoint(p, p0, p1, p.next, lp0, lp1, lp2, lp3, tris)
@ -160,57 +156,62 @@ func (cv *Canvas) strokePath(path *Path2D) {
start = false
}
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.stroke, 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.stroke.isOpaque() {
vertex := cv.useShader(&cv.state.stroke)
// 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.stroke.isOpaque() {
// vertex := cv.useShader(&cv.state.stroke)
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)
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.ColorMask(true, true, true, true)
gli.EnableVertexAttribArray(vertex)
gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
gli.DrawArrays(gl_TRIANGLES, 0, 6)
gli.DisableVertexAttribArray(vertex)
// gli.StencilFunc(gl_EQUAL, 1, 0xFF)
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) {

View file

@ -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)
}

View file

@ -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)