diff --git a/canvas.go b/canvas.go index 93af9e0..4938d09 100644 --- a/canvas.go +++ b/canvas.go @@ -129,6 +129,8 @@ func LoadGL(glimpl GL) (err error) { gli.Enable(gl_BLEND) gli.BlendFunc(gl_SRC_ALPHA, gl_ONE_MINUS_SRC_ALPHA) + gli.Enable(gl_STENCIL_TEST) + gli.StencilFunc(gl_EQUAL, 1, 0x00) return } diff --git a/paths.go b/paths.go index 478c556..4ae4704 100644 --- a/paths.go +++ b/paths.go @@ -61,11 +61,10 @@ func (cv *Canvas) Stroke() { cv.activate() - gli.Enable(gl_STENCIL_TEST) gli.ColorMask(false, false, false, false) gli.StencilFunc(gl_ALWAYS, 1, 0xFF) gli.StencilOp(gl_KEEP, gl_KEEP, gl_REPLACE) - gli.StencilMask(0xFF) + gli.StencilMask(0x01) gli.Clear(gl_STENCIL_BUFFER_BIT) gli.UseProgram(sr.id) @@ -106,13 +105,16 @@ func (cv *Canvas) Stroke() { gli.ColorMask(true, true, true, true) gli.StencilFunc(gl_EQUAL, 1, 0xFF) - gli.StencilMask(0) + gli.StencilMask(0xFF) gli.DrawArrays(gl_TRIANGLE_FAN, 0, 6) gli.DisableVertexAttribArray(sr.vertex) - gli.Disable(gl_STENCIL_TEST) + gli.ColorMask(true, true, true, true) + gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP) + gli.StencilMask(0xFF) + gli.StencilFunc(gl_EQUAL, 0, 0xFF) } func (cv *Canvas) Fill() { @@ -129,6 +131,44 @@ func (cv *Canvas) Fill() { gli.BindBuffer(gl_ARRAY_BUFFER, buf) + var buf [1000]float32 + tris := buf[:0] + tris = append(tris) + + tris = triangulatePath(cv.path, tris) + total := len(tris) + for i := 0; i < total; i += 2 { + x, y := tris[i], tris[i+1] + tris[i], tris[i+1] = cv.ptToGL(x, y) + } + + 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.DrawArrays(gl_TRIANGLES, 0, int32(len(tris)/2)) + + gli.DisableVertexAttribArray(sr.vertex) +} + +func (cv *Canvas) Clip() { + if len(cv.path) < 3 { + return + } + + cv.activate() + + 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.UseProgram(sr.id) + f := cv.state.fill + gli.Uniform4f(sr.color, f.r, f.g, f.b, f.a) + gli.EnableVertexAttribArray(sr.vertex) + + gli.BindBuffer(gl_ARRAY_BUFFER, buf) + var buf [1000]float32 tris := buf[:0] tris = append(tris, -1, -1, -1, 1, 1, 1, -1, -1, 1, 1, 1, -1) @@ -142,7 +182,15 @@ func (cv *Canvas) Fill() { 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.DrawArrays(gl_TRIANGLES, 0, 6) + gli.StencilFunc(gl_ALWAYS, 0, 0xFF) gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6)) 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) }