added line end styles
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parent
f46b60da65
commit
d9854d540e
2 changed files with 46 additions and 12 deletions
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@ -226,6 +226,11 @@ func (cv *Canvas) SetLineJoin(join lineJoin) {
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cv.state.lineJoin = join
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}
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// SetLineEnd sets the style of line endings for rendering a path with Stroke
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func (cv *Canvas) SetLineEnd(end lineEnd) {
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cv.state.lineEnd = end
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}
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// Save saves the current draw state to a stack
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func (cv *Canvas) Save() {
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cv.stateStack = append(cv.stateStack, cv.state)
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53
paths.go
53
paths.go
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@ -85,23 +85,49 @@ func (cv *Canvas) Stroke() {
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tris := buf[:0]
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tris = append(tris, -1, -1, -1, 1, 1, 1, -1, -1, 1, 1, 1, -1)
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start := true
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var p0 lm.Vec2
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for _, p := range cv.path {
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if p.move {
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p0 = p.pos
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start = true
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continue
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}
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p1 := p.pos
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v0 := p1.Sub(p0).Norm()
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v1 := lm.Vec2{v0[1], -v0[0]}.MulF(cv.state.stroke.lineWidth * 0.5)
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//v0 = v0.MulF(cv.state.stroke.lineWidth * 0.5)
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v0 = v0.MulF(cv.state.stroke.lineWidth * 0.5)
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l0p0 := p0.Add(v1)
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l0p1 := p1.Add(v1)
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l0p2 := p0.Sub(v1)
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l0p3 := p1.Sub(v1)
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if start {
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switch cv.state.lineEnd {
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case Butt:
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// no need to do anything
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case Square:
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l0p0 = l0p0.Sub(v0)
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l0p2 = l0p2.Sub(v0)
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case Round:
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tris = cv.addCircleTris(p0, cv.state.stroke.lineWidth*0.5, tris)
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}
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}
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if !p.attach {
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switch cv.state.lineEnd {
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case Butt:
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// no need to do anything
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case Square:
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l0p1 = l0p1.Add(v0)
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l0p3 = l0p3.Add(v0)
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case Round:
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tris = cv.addCircleTris(p1, cv.state.stroke.lineWidth*0.5, tris)
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}
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}
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l0x0f, l0y0f := cv.vecToGL(l0p0)
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l0x1f, l0y1f := cv.vecToGL(l0p1)
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l0x2f, l0y2f := cv.vecToGL(l0p2)
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@ -116,6 +142,7 @@ func (cv *Canvas) Stroke() {
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}
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p0 = p1
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start = false
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}
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gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
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@ -178,22 +205,24 @@ func (cv *Canvas) lineJoint(p pathPoint, p0, p1, p2, l0p0, l0p1, l0p2, l0p3 lm.V
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cxf, cyf, l0x1f, l0y1f, l1x1f, l1y1f,
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cxf, cyf, l1x3f, l1y3f, l0x3f, l0y3f)
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case Round:
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cxf, cyf := cv.vecToGL(p1)
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radius := cv.state.stroke.lineWidth * 0.5
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step := 6 / radius
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p0x, p0y := cv.vecToGL(lm.Vec2{p1[0], p1[1] + radius})
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for angle := step; angle <= math.Pi*2+step; angle += 0.1 {
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s, c := fmath.Sincos(angle)
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p1x, p1y := cv.vecToGL(lm.Vec2{p1[0] + s*radius, p1[1] + c*radius})
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tris = append(tris, cxf, cyf, p0x, p0y, p1x, p1y)
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p0x, p0y = p1x, p1y
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}
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tris = cv.addCircleTris(p1, cv.state.stroke.lineWidth*0.5, tris)
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}
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return tris
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}
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func (cv *Canvas) addCircleTris(p lm.Vec2, radius float32, tris []float32) []float32 {
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cxf, cyf := cv.vecToGL(p)
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p0x, p0y := cv.vecToGL(lm.Vec2{p[0], p[1] + radius})
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for angle := float32(0.1); angle <= math.Pi*2+0.1; angle += 0.1 {
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s, c := fmath.Sincos(angle)
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p1x, p1y := cv.vecToGL(lm.Vec2{p[0] + s*radius, p[1] + c*radius})
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tris = append(tris, cxf, cyf, p0x, p0y, p1x, p1y)
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p0x, p0y = p1x, p1y
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}
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return tris
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}
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func lineIntersection(a0, a1, b0, b1 lm.Vec2) lm.Vec2 {
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va := a1.Sub(a0)
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vb := b1.Sub(b0)
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