added support for shadows (not yet blurred)
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3b9604efab
commit
6b4af8f29f
6 changed files with 205 additions and 26 deletions
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@ -113,13 +113,15 @@ These features *should* work just like their HTML5 counterparts, but there are l
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- getImageData
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- putImageData
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- clearRect
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- shadowColor
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- shadowOffset(X/Y)
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# Missing features
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- globalCompositeOperation
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- lineDashOffset
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- miterLimit
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- shadows
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- shadowBlur
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- textBaseline
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- getLineDash
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- isPointInPath
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37
canvas.go
37
canvas.go
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@ -45,6 +45,11 @@ type drawState struct {
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scissor scissor
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clip []pathPoint
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shadowColor glColor
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shadowOffsetX float64
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shadowOffsetY float64
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/*
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The current transformation matrix.
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The current clipping region.
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@ -99,6 +104,7 @@ func New(x, y, w, h int) *Canvas {
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cv := &Canvas{stateStack: make([]drawState, 0, 20)}
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cv.SetBounds(x, y, w, h)
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cv.state.lineWidth = 1
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cv.state.lineAlpha = 1
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cv.state.globalAlpha = 1
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cv.state.fill.color = glColor{a: 1}
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cv.state.stroke.color = glColor{a: 1}
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@ -171,6 +177,7 @@ const alphaTexSize = 2048
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var (
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gli GL
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buf uint32
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shadowBuf uint32
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alphaTex uint32
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sr *solidShader
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lgr *linearGradientShader
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@ -280,6 +287,12 @@ func LoadGL(glimpl GL) (err error) {
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return
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}
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gli.GenBuffers(1, &shadowBuf)
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err = glError()
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if err != nil {
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return
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}
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gli.ActiveTexture(gl_TEXTURE0)
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gli.GenTextures(1, &alphaTex)
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gli.BindTexture(gl_TEXTURE_2D, alphaTex)
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@ -610,3 +623,27 @@ func (cv *Canvas) Transform(a, b, c, d, e, f float64) {
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func (cv *Canvas) SetTransform(a, b, c, d, e, f float64) {
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cv.state.transform = mat{a, b, 0, c, d, 0, e, f, 1}
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}
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// SetShadowColor sets the color of the shadow. If it is fully transparent (default)
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// then no shadow is drawn
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func (cv *Canvas) SetShadowColor(color ...interface{}) {
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if c, ok := parseColor(color...); ok {
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cv.state.shadowColor = c
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}
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}
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// SetShadowOffsetX sets the x offset of the shadow
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func (cv *Canvas) SetShadowOffsetX(offset float64) {
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cv.state.shadowOffsetX = offset
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}
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// SetShadowOffsetY sets the y offset of the shadow
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func (cv *Canvas) SetShadowOffsetY(offset float64) {
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cv.state.shadowOffsetY = offset
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}
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// SetShadowOffset sets the offset of the shadow
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func (cv *Canvas) SetShadowOffset(x, y float64) {
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cv.state.shadowOffsetX = x
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cv.state.shadowOffsetY = y
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}
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18
images.go
18
images.go
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@ -250,6 +250,24 @@ func (cv *Canvas) DrawImage(image interface{}, coords ...float64) {
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p2 := cv.tf(vec{dx + dw, dy + dh})
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p3 := cv.tf(vec{dx + dw, dy})
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if cv.state.shadowColor.a != 0 {
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tris := [24]float32{
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0, 0,
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float32(cv.fw), 0,
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float32(cv.fw), float32(cv.fh),
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0, 0,
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float32(cv.fw), float32(cv.fh),
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0, float32(cv.fh),
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float32(p0[0]), float32(p0[1]),
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float32(p3[0]), float32(p3[1]),
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float32(p2[0]), float32(p2[1]),
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float32(p0[0]), float32(p0[1]),
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float32(p2[0]), float32(p2[1]),
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float32(p1[0]), float32(p1[1]),
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}
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cv.drawShadow(tris[:])
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}
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gli.StencilFunc(gl_EQUAL, 0, 0xFF)
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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26
paths.go
26
paths.go
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@ -360,6 +360,10 @@ func (cv *Canvas) stroke(path []pathPoint) {
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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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cv.drawShadow(tris)
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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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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@ -513,6 +517,10 @@ func (cv *Canvas) Fill() {
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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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cv.drawShadow(tris)
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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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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@ -700,6 +708,24 @@ func (cv *Canvas) FillRect(x, y, w, h float64) {
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p2 := cv.tf(vec{x + w, y + h})
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p3 := cv.tf(vec{x + w, y})
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if cv.state.shadowColor.a != 0 {
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tris := [24]float32{
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0, 0,
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float32(cv.fw), 0,
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float32(cv.fw), float32(cv.fh),
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0, 0,
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float32(cv.fw), float32(cv.fh),
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0, float32(cv.fh),
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float32(p0[0]), float32(p0[1]),
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float32(p3[0]), float32(p3[1]),
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float32(p2[0]), float32(p2[1]),
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float32(p0[0]), float32(p0[1]),
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float32(p2[0]), float32(p2[1]),
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float32(p1[0]), float32(p1[1]),
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}
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cv.drawShadow(tris[:])
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}
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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data := [8]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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gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
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95
shadows.go
Normal file
95
shadows.go
Normal file
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@ -0,0 +1,95 @@
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package canvas
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import (
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"image"
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"unsafe"
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)
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func (cv *Canvas) drawShadow(tris []float32) {
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if len(tris) == 0 || cv.state.shadowColor.a == 0 {
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return
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}
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ox, oy := float32(cv.state.shadowOffsetX), float32(cv.state.shadowOffsetY)
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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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gli.BindBuffer(gl_ARRAY_BUFFER, shadowBuf)
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gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
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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.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.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.ColorMask(true, true, true, true)
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gli.StencilFunc(gl_EQUAL, 1, 0xFF)
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var style drawStyle
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style.color = cv.state.shadowColor
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vertex := cv.useShader(&style)
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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.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
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gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
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gli.Clear(gl_STENCIL_BUFFER_BIT)
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gli.StencilMask(0xFF)
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}
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func (cv *Canvas) drawTextShadow(offset image.Point, strWidth, strHeight int, x, y float64) {
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x += cv.state.shadowOffsetX
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y += cv.state.shadowOffsetY
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gli.StencilFunc(gl_EQUAL, 0, 0xFF)
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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var style drawStyle
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style.color = cv.state.shadowColor
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vertex, alphaTexCoord := cv.useAlphaShader(&style, 1)
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gli.EnableVertexAttribArray(vertex)
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gli.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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gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
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gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
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gli.VertexAttribPointer(alphaTexCoord, 2, gl_FLOAT, false, 0, 8*4)
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gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
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gli.DisableVertexAttribArray(vertex)
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gli.DisableVertexAttribArray(alphaTexCoord)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
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}
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25
text.go
25
text.go
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@ -183,23 +183,24 @@ func (cv *Canvas) FillText(str string, x, y float64) {
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x -= float64(strWidth)
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}
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gli.ActiveTexture(gl_TEXTURE1)
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gli.BindTexture(gl_TEXTURE_2D, alphaTex)
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for y := 0; y < strHeight; y++ {
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off := y * textImage.Stride
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gli.TexSubImage2D(gl_TEXTURE_2D, 0, 0, int32(alphaTexSize-1-y), int32(strWidth), 1, gl_ALPHA, gl_UNSIGNED_BYTE, gli.Ptr(&textImage.Pix[off]))
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}
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cv.drawTextShadow(textOffset, strWidth, strHeight, x, y)
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gli.StencilFunc(gl_EQUAL, 0, 0xFF)
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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vertex, alphaTexCoord := cv.useAlphaShader(&cv.state.fill, 1)
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gli.ActiveTexture(gl_TEXTURE1)
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gli.BindTexture(gl_TEXTURE_2D, alphaTex)
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gli.EnableVertexAttribArray(vertex)
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gli.EnableVertexAttribArray(alphaTexCoord)
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for y := 0; y < strHeight; y++ {
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off := y * textImage.Stride
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gli.TexSubImage2D(gl_TEXTURE_2D, 0, 0, int32(alphaTexSize-1-y), int32(strWidth), 1, gl_ALPHA, gl_UNSIGNED_BYTE, gli.Ptr(&textImage.Pix[off]))
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}
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p0 := cv.tf(vec{float64(textOffset.X) + x, float64(textOffset.Y) + y})
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p1 := cv.tf(vec{float64(textOffset.X) + x, float64(textOffset.Y+strHeight) + y})
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p2 := cv.tf(vec{float64(textOffset.X+strWidth) + x, float64(textOffset.Y+strHeight) + y})
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@ -215,16 +216,16 @@ func (cv *Canvas) FillText(str string, x, y float64) {
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gli.VertexAttribPointer(alphaTexCoord, 2, gl_FLOAT, false, 0, 8*4)
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gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
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for y := 0; y < strHeight; y++ {
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gli.TexSubImage2D(gl_TEXTURE_2D, 0, 0, int32(alphaTexSize-1-y), int32(strWidth), 1, gl_ALPHA, gl_UNSIGNED_BYTE, gli.Ptr(&zeroes[0]))
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}
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gli.DisableVertexAttribArray(vertex)
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gli.DisableVertexAttribArray(alphaTexCoord)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
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for y := 0; y < strHeight; y++ {
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gli.TexSubImage2D(gl_TEXTURE_2D, 0, 0, int32(alphaTexSize-1-y), int32(strWidth), 1, gl_ALPHA, gl_UNSIGNED_BYTE, gli.Ptr(&zeroes[0]))
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}
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}
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// TextMetrics is the result of a MeasureText call
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