package canvas import ( "math" "unsafe" "github.com/barnex/fmath" "github.com/tfriedel6/lm" ) func (cv *Canvas) BeginPath() { if cv.path == nil { cv.path = make([]pathPoint, 0, 100) } cv.path = cv.path[:0] } func (cv *Canvas) MoveTo(x, y float32) { cv.path = append(cv.path, pathPoint{pos: lm.Vec2{x, y}, move: true}) } func (cv *Canvas) LineTo(x, y float32) { cv.path = append(cv.path, pathPoint{pos: lm.Vec2{x, y}, move: false}) } func (cv *Canvas) Arc(x, y, radius, startAngle, endAngle float32, anticlockwise bool) { step := 6 / radius startAngle = fmath.Mod(startAngle, math.Pi*2) if startAngle < 0 { startAngle += math.Pi * 2 } endAngle = fmath.Mod(endAngle, math.Pi*2) if endAngle < 0 { endAngle += math.Pi * 2 } if !anticlockwise && endAngle <= startAngle { endAngle += math.Pi * 2 } else if anticlockwise && startAngle <= endAngle { startAngle += math.Pi * 2 startAngle, endAngle = endAngle, startAngle } for a := startAngle; a < endAngle; a += step { s, c := fmath.Sincos(a) cv.LineTo(x+radius*c, y+radius*s) } s, c := fmath.Sincos(endAngle) cv.LineTo(x+radius*c, y+radius*s) } func (cv *Canvas) ClosePath() { if len(cv.path) == 0 { return } cv.path = append(cv.path, pathPoint{pos: cv.path[0].pos, move: false}) } func (cv *Canvas) Stroke() { if len(cv.path) == 0 { return } cv.activate() gli.ColorMask(false, false, false, false) gli.StencilFunc(gl_ALWAYS, 1, 0xFF) gli.StencilOp(gl_KEEP, gl_KEEP, gl_REPLACE) gli.StencilMask(0x01) gli.Clear(gl_STENCIL_BUFFER_BIT) gli.UseProgram(sr.id) s := cv.state.stroke gli.Uniform4f(sr.color, s.r, s.g, s.b, s.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) p0 := cv.path[0].pos for _, p := range cv.path { if p.move { p0 = p.pos continue } p1 := p.pos v1 := p1.Sub(p0).Norm() v2 := lm.Vec2{v1[1], -v1[0]}.MulF(cv.state.stroke.lineWidth * 0.5) v1 = v1.MulF(cv.state.stroke.lineWidth * 0.5) x0f, y0f := cv.vecToGL(p0.Sub(v1).Add(v2)) x1f, y1f := cv.vecToGL(p1.Add(v1).Add(v2)) x2f, y2f := cv.vecToGL(p1.Add(v1).Sub(v2)) x3f, y3f := cv.vecToGL(p0.Sub(v1).Sub(v2)) tris = append(tris, x0f, y0f, x1f, y1f, x2f, y2f, x0f, y0f, x2f, y2f, x3f, y3f) p0 = p1 } 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, 6, int32(len(tris)/2-6)) 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) 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() { lastMove := 0 for i, p := range cv.path { if p.move { lastMove = i } } path := cv.path[lastMove:] if len(path) < 3 { return } cv.activate() 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) tris = triangulatePath(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) tris = triangulatePath(cv.path, tris) total := len(tris) for i := 12; 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, 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) }