package xmobilebackend import ( "unsafe" "github.com/tfriedel6/canvas/backend/backendbase" "golang.org/x/mobile/gl" ) func (b *XMobileBackend) ClearClip() { b.activate() b.glctx.StencilMask(0xFF) b.glctx.Clear(gl.STENCIL_BUFFER_BIT) } func (b *XMobileBackend) Clip(pts []backendbase.Vec) { b.activate() b.ptsBuf = b.ptsBuf[:0] b.ptsBuf = append(b.ptsBuf, 0, 0, 0, float32(b.fh), float32(b.fw), float32(b.fh), float32(b.fw), 0) for _, pt := range pts { b.ptsBuf = append(b.ptsBuf, float32(pt[0]), float32(pt[1])) } mode := gl.Enum(gl.TRIANGLES) if len(pts) == 4 { mode = gl.TRIANGLE_FAN } b.glctx.BindBuffer(gl.ARRAY_BUFFER, b.buf) b.glctx.BufferData(gl.ARRAY_BUFFER, byteSlice(unsafe.Pointer(&b.ptsBuf[0]), len(b.ptsBuf)*4), gl.STREAM_DRAW) b.glctx.VertexAttribPointer(b.shd.Vertex, 2, gl.FLOAT, false, 0, 0) b.glctx.VertexAttribPointer(b.shd.TexCoord, 2, gl.FLOAT, false, 0, 0) b.glctx.UseProgram(b.shd.ID) b.glctx.Uniform4f(b.shd.Color, 1, 1, 1, 1) b.glctx.Uniform2f(b.shd.CanvasSize, float32(b.fw), float32(b.fh)) b.glctx.UniformMatrix3fv(b.shd.Matrix, mat3identity[:]) b.glctx.Uniform1f(b.shd.GlobalAlpha, 1) b.glctx.Uniform1i(b.shd.UseAlphaTex, 0) b.glctx.Uniform1i(b.shd.Func, shdFuncSolid) b.glctx.EnableVertexAttribArray(b.shd.Vertex) b.glctx.EnableVertexAttribArray(b.shd.TexCoord) b.glctx.ColorMask(false, false, false, false) // set bit 2 in the stencil buffer in the given shape b.glctx.StencilMask(0x04) b.glctx.StencilFunc(gl.ALWAYS, 4, 0) b.glctx.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE) b.glctx.DrawArrays(mode, 4, len(pts)) // on entire screen, where neither bit 1 or 2 are set, invert bit 1 b.glctx.StencilMask(0x02) b.glctx.StencilFunc(gl.EQUAL, 0, 0x06) b.glctx.StencilOp(gl.KEEP, gl.INVERT, gl.INVERT) b.glctx.DrawArrays(gl.TRIANGLE_FAN, 0, 4) // on entire screen, clear bit 2 b.glctx.StencilMask(0x04) b.glctx.StencilFunc(gl.ALWAYS, 0, 0) b.glctx.StencilOp(gl.ZERO, gl.ZERO, gl.ZERO) b.glctx.DrawArrays(gl.TRIANGLE_FAN, 0, 4) b.glctx.DisableVertexAttribArray(b.shd.Vertex) b.glctx.DisableVertexAttribArray(b.shd.TexCoord) b.glctx.ColorMask(true, true, true, true) b.glctx.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) b.glctx.StencilMask(0xFF) b.glctx.StencilFunc(gl.EQUAL, 0, 0xFF) }