added different line joint styles

This commit is contained in:
Thomas Friedel 2018-01-31 18:38:09 +01:00
parent a8db8886c7
commit f46b60da65
2 changed files with 78 additions and 35 deletions

View file

@ -42,6 +42,8 @@ type drawState struct {
} }
font *Font font *Font
fontSize float32 fontSize float32
lineJoin lineJoin
lineEnd lineEnd
/* /*
The current transformation matrix. The current transformation matrix.
The current clipping region. The current clipping region.
@ -53,6 +55,17 @@ type drawState struct {
*/ */
} }
type lineJoin uint8
type lineEnd uint8
const (
Miter = iota
Bevel
Round
Square
Butt
)
// New creates a new canvas with the given viewport coordinates. // New creates a new canvas with the given viewport coordinates.
// While all functions on the canvas use the top left point as // While all functions on the canvas use the top left point as
// the origin, since GL uses the bottom left coordinate, the // the origin, since GL uses the bottom left coordinate, the
@ -208,6 +221,11 @@ func (cv *Canvas) SetFont(font *Font, size float32) {
cv.state.fontSize = size cv.state.fontSize = size
} }
// SetLineJoin sets the style of line joints for rendering a path with Stroke
func (cv *Canvas) SetLineJoin(join lineJoin) {
cv.state.lineJoin = join
}
// Save saves the current draw state to a stack // Save saves the current draw state to a stack
func (cv *Canvas) Save() { func (cv *Canvas) Save() {
cv.stateStack = append(cv.stateStack, cv.state) cv.stateStack = append(cv.stateStack, cv.state)

View file

@ -30,7 +30,6 @@ func (cv *Canvas) LineTo(x, y float32) {
} }
func (cv *Canvas) Arc(x, y, radius, startAngle, endAngle float32, anticlockwise bool) { func (cv *Canvas) Arc(x, y, radius, startAngle, endAngle float32, anticlockwise bool) {
step := 6 / radius
startAngle = fmath.Mod(startAngle, math.Pi*2) startAngle = fmath.Mod(startAngle, math.Pi*2)
if startAngle < 0 { if startAngle < 0 {
startAngle += math.Pi * 2 startAngle += math.Pi * 2
@ -45,7 +44,7 @@ func (cv *Canvas) Arc(x, y, radius, startAngle, endAngle float32, anticlockwise
startAngle += math.Pi * 2 startAngle += math.Pi * 2
startAngle, endAngle = endAngle, startAngle startAngle, endAngle = endAngle, startAngle
} }
for a := startAngle; a < endAngle; a += step { for a := startAngle; a < endAngle; a += 0.1 {
s, c := fmath.Sincos(a) s, c := fmath.Sincos(a)
cv.LineTo(x+radius*c, y+radius*s) cv.LineTo(x+radius*c, y+radius*s)
} }
@ -112,40 +111,8 @@ func (cv *Canvas) Stroke() {
l0x0f, l0y0f, l0x1f, l0y1f, l0x3f, l0y3f, l0x0f, l0y0f, l0x1f, l0y1f, l0x3f, l0y3f,
l0x0f, l0y0f, l0x3f, l0y3f, l0x2f, l0y2f) l0x0f, l0y0f, l0x3f, l0y3f, l0x2f, l0y2f)
// miter joints
if p.attach { if p.attach {
p2 := p.next tris = cv.lineJoint(p, p0, p1, p.next, l0p0, l0p1, l0p2, l0p3, tris)
v2 := p1.Sub(p2).Norm()
v3 := lm.Vec2{v2[1], -v2[0]}.MulF(cv.state.stroke.lineWidth * 0.5)
//v2 = v2.MulF(cv.state.stroke.lineWidth * 0.5)
l1p0 := p2.Sub(v3)
l1p1 := p1.Sub(v3)
l1p2 := p2.Add(v3)
l1p3 := p1.Add(v3)
l1x1f, l1y1f := cv.vecToGL(l1p1)
l1x3f, l1y3f := cv.vecToGL(l1p3)
ip0 := lineIntersection(l0p0, l0p1, l1p1, l1p0)
ip1 := lineIntersection(l0p2, l0p3, l1p3, l1p2)
ix0f, iy0f := cv.vecToGL(ip0)
ix1f, iy1f := cv.vecToGL(ip1)
tris = append(tris,
l0x1f, l0y1f, ix0f, iy0f, l1x1f, l1y1f,
l0x1f, l0y1f, l1x1f, l1y1f, l1x3f, l1y3f,
l0x1f, l0y1f, l1x3f, l1y3f, ix1f, iy1f,
l0x1f, l0y1f, ix1f, iy1f, l0x3f, l0y3f)
// todo this is an ugly hack...
tris = append(tris,
l0x1f, l0y1f, ix0f, iy0f, l1x1f, l1y1f,
l0x1f, l0y1f, l1x1f, l1y1f, l0x3f, l0y3f,
l0x1f, l0y1f, l0x3f, l0y3f, ix1f, iy1f,
l0x1f, l0y1f, ix1f, iy1f, l1x3f, l1y3f)
} }
p0 = p1 p0 = p1
@ -169,6 +136,64 @@ func (cv *Canvas) Stroke() {
gli.StencilFunc(gl_EQUAL, 0, 0xFF) gli.StencilFunc(gl_EQUAL, 0, 0xFF)
} }
func (cv *Canvas) lineJoint(p pathPoint, p0, p1, p2, l0p0, l0p1, l0p2, l0p3 lm.Vec2, tris []float32) []float32 {
v2 := p1.Sub(p2).Norm()
v3 := lm.Vec2{v2[1], -v2[0]}.MulF(cv.state.stroke.lineWidth * 0.5)
l0x1f, l0y1f := cv.vecToGL(l0p1)
l0x3f, l0y3f := cv.vecToGL(l0p3)
switch cv.state.lineJoin {
case Miter:
l1p0 := p2.Sub(v3)
l1p1 := p1.Sub(v3)
l1p2 := p2.Add(v3)
l1p3 := p1.Add(v3)
l1x1f, l1y1f := cv.vecToGL(l1p1)
l1x3f, l1y3f := cv.vecToGL(l1p3)
ip0 := lineIntersection(l0p0, l0p1, l1p1, l1p0)
ip1 := lineIntersection(l0p2, l0p3, l1p3, l1p2)
cxf, cyf := cv.vecToGL(p1)
ix0f, iy0f := cv.vecToGL(ip0)
ix1f, iy1f := cv.vecToGL(ip1)
tris = append(tris,
cxf, cyf, l0x1f, l0y1f, ix0f, iy0f,
cxf, cyf, ix0f, iy0f, l1x1f, l1y1f,
cxf, cyf, l1x3f, l1y3f, ix1f, iy1f,
cxf, cyf, ix1f, iy1f, l0x3f, l0y3f)
case Bevel:
l1p1 := p1.Sub(v3)
l1p3 := p1.Add(v3)
l1x1f, l1y1f := cv.vecToGL(l1p1)
l1x3f, l1y3f := cv.vecToGL(l1p3)
cxf, cyf := cv.vecToGL(p1)
tris = append(tris,
cxf, cyf, l0x1f, l0y1f, l1x1f, l1y1f,
cxf, cyf, l1x3f, l1y3f, l0x3f, l0y3f)
case Round:
cxf, cyf := cv.vecToGL(p1)
radius := cv.state.stroke.lineWidth * 0.5
step := 6 / radius
p0x, p0y := cv.vecToGL(lm.Vec2{p1[0], p1[1] + radius})
for angle := step; angle <= math.Pi*2+step; angle += 0.1 {
s, c := fmath.Sincos(angle)
p1x, p1y := cv.vecToGL(lm.Vec2{p1[0] + s*radius, p1[1] + c*radius})
tris = append(tris, cxf, cyf, p0x, p0y, p1x, p1y)
p0x, p0y = p1x, p1y
}
}
return tris
}
func lineIntersection(a0, a1, b0, b1 lm.Vec2) lm.Vec2 { func lineIntersection(a0, a1, b0, b1 lm.Vec2) lm.Vec2 {
va := a1.Sub(a0) va := a1.Sub(a0)
vb := b1.Sub(b0) vb := b1.Sub(b0)