applied fill and stroke styles to all the path functions

This commit is contained in:
Thomas Friedel 2018-02-09 11:48:44 +01:00
parent ac8adda421
commit 4569cd00e1
2 changed files with 13 additions and 15 deletions

View file

@ -407,7 +407,7 @@ func (cv *Canvas) useShader(style *drawStyle) (vertexLoc uint32) {
gli.UseProgram(sr.id)
gli.Uniform2f(sr.canvasSize, cv.fw, cv.fh)
c := cv.state.fill.color
c := style.color
gli.Uniform4f(sr.color, c.r, c.g, c.b, c.a)
return sr.vertex
}

View file

@ -228,8 +228,7 @@ func (cv *Canvas) Stroke() {
gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
gli.UseProgram(sr.id)
c := cv.state.stroke.color
gli.Uniform4f(sr.color, c.r, c.g, c.b, c.a)
gli.Uniform4f(sr.color, 0, 0, 0, 0)
gli.Uniform2f(sr.canvasSize, cv.fw, cv.fh)
gli.ColorMask(false, false, false, false)
@ -237,15 +236,18 @@ func (cv *Canvas) Stroke() {
gli.EnableVertexAttribArray(sr.vertex)
gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil)
gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
gli.DisableVertexAttribArray(sr.vertex)
gli.ColorMask(true, true, true, true)
gli.StencilFunc(gl_EQUAL, 1, 0xFF)
gli.StencilMask(0xFF)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 6)
gli.DisableVertexAttribArray(sr.vertex)
vertex := cv.useShader(&cv.state.stroke)
gli.EnableVertexAttribArray(vertex)
gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, nil)
gli.DrawArrays(gl_TRIANGLES, 0, 6)
gli.DisableVertexAttribArray(vertex)
gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
gli.StencilFunc(gl_EQUAL, 0, 0xFF)
@ -339,14 +341,11 @@ func (cv *Canvas) Fill() {
tris := triangulatePath(path, buf[:0])
gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
gli.UseProgram(sr.id)
c := cv.state.fill.color
gli.Uniform4f(sr.color, c.r, c.g, c.b, c.a)
gli.Uniform2f(sr.canvasSize, cv.fw, cv.fh)
gli.EnableVertexAttribArray(sr.vertex)
gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil)
vertex := cv.useShader(&cv.state.fill)
gli.EnableVertexAttribArray(vertex)
gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, nil)
gli.DrawArrays(gl_TRIANGLES, 0, int32(len(tris)/2))
gli.DisableVertexAttribArray(sr.vertex)
gli.DisableVertexAttribArray(vertex)
}
func (cv *Canvas) Clip() {
@ -369,8 +368,7 @@ func (cv *Canvas) clip(path []pathPoint) {
gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil)
gli.UseProgram(sr.id)
c := cv.state.fill.color
gli.Uniform4f(sr.color, c.r, c.g, c.b, c.a)
gli.Uniform4f(sr.color, 1, 1, 1, 1)
gli.Uniform2f(sr.canvasSize, cv.fw, cv.fh)
gli.EnableVertexAttribArray(sr.vertex)