package canvas import ( "math" "unsafe" "github.com/barnex/fmath" "github.com/tfriedel6/lm" ) func (cv *Canvas) BeginPath() { if cv.linePath == nil { cv.linePath = make([]pathPoint, 0, 100) } if cv.polyPath == nil { cv.polyPath = make([]pathPoint, 0, 100) } cv.linePath = cv.linePath[:0] cv.polyPath = cv.polyPath[:0] } func (cv *Canvas) MoveTo(x, y float32) { tf := cv.tf(lm.Vec2{x, y}) cv.linePath = append(cv.linePath, pathPoint{pos: lm.Vec2{x, y}, tf: tf, move: true}) cv.polyPath = append(cv.polyPath, pathPoint{pos: lm.Vec2{x, y}, tf: tf, move: true}) } func (cv *Canvas) LineTo(x, y float32) { if len(cv.linePath) == 0 { cv.MoveTo(x, y) return } if len(cv.state.lineDash) > 0 { lp := cv.linePath[len(cv.linePath)-1].pos tp := lm.Vec2{x, y} v := tp.Sub(lp) vl := v.Len() prev := cv.state.lineDashOffset for vl > 0 { draw := cv.state.lineDashPoint%2 == 0 p := tp cv.state.lineDashOffset += vl if cv.state.lineDashOffset > cv.state.lineDash[cv.state.lineDashPoint] { cv.state.lineDashOffset = 0 dl := cv.state.lineDash[cv.state.lineDashPoint] - prev p = lp.Add(v.MulF(dl / vl)) vl -= dl cv.state.lineDashPoint++ cv.state.lineDashPoint %= len(cv.state.lineDash) prev = 0 } else { vl = 0 } if draw { cv.linePath[len(cv.linePath)-1].next = cv.tf(p) cv.linePath[len(cv.linePath)-1].attach = true cv.linePath = append(cv.linePath, pathPoint{pos: p, tf: cv.tf(p), move: false}) } else { cv.linePath = append(cv.linePath, pathPoint{pos: p, tf: cv.tf(p), move: true}) } lp = p v = tp.Sub(lp) } } else { tf := cv.tf(lm.Vec2{x, y}) cv.linePath[len(cv.linePath)-1].next = tf cv.linePath[len(cv.linePath)-1].attach = true cv.linePath = append(cv.linePath, pathPoint{pos: lm.Vec2{x, y}, tf: tf, move: false}) } tf := cv.tf(lm.Vec2{x, y}) cv.polyPath[len(cv.polyPath)-1].next = tf cv.polyPath[len(cv.polyPath)-1].attach = true cv.polyPath = append(cv.polyPath, pathPoint{pos: lm.Vec2{x, y}, tf: tf, move: false}) } func (cv *Canvas) Arc(x, y, radius, startAngle, endAngle float32, anticlockwise bool) { 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 } tr := cv.tf(lm.Vec2{radius, radius}) step := 6 / fmath.Max(tr[0], tr[1]) if step > 0.8 { step = 0.8 } else if step < 0.01 { step = 0.01 } if anticlockwise { for a := startAngle; a > endAngle; a -= step { s, c := fmath.Sincos(a) cv.LineTo(x+radius*c, y+radius*s) } } else { 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) ArcTo(x1, y1, x2, y2, radius float32) { if len(cv.linePath) == 0 { return } p0, p1, p2 := cv.linePath[len(cv.linePath)-1].pos, lm.Vec2{x1, y1}, lm.Vec2{x2, y2} v0, v1 := p0.Sub(p1).Norm(), p2.Sub(p1).Norm() angle := fmath.Acos(v0.Dot(v1)) // should be in the range [0-pi]. if parallel, use a straight line if angle <= 0 || angle >= math.Pi { cv.LineTo(x2, y2) return } // cv are the vectors orthogonal to the lines that point to the center of the circle cv0 := lm.Vec2{-v0[1], v0[0]} cv1 := lm.Vec2{v1[1], -v1[0]} x := cv1.Sub(cv0).Div(v0.Sub(v1))[0] * radius if x < 0 { cv0 = cv0.MulF(-1) cv1 = cv1.MulF(-1) } center := p1.Add(v0.MulF(fmath.Abs(x))).Add(cv0.MulF(radius)) a0, a1 := cv0.MulF(-1).Atan2(), cv1.MulF(-1).Atan2() cv.Arc(center[0], center[1], radius, a0, a1, x > 0) } func (cv *Canvas) ClosePath() { if len(cv.linePath) < 2 { return } if len(cv.state.lineDash) > 0 { cv.LineTo(cv.linePath[0].pos[0], cv.linePath[0].pos[1]) return } cv.linePath[len(cv.linePath)-1].next = cv.linePath[0].pos cv.linePath[len(cv.linePath)-1].attach = true cv.linePath = append(cv.linePath, pathPoint{pos: cv.linePath[0].pos, move: false, tf: cv.linePath[0].tf, next: cv.linePath[1].pos, attach: true}) cv.polyPath[len(cv.polyPath)-1].next = cv.polyPath[0].pos cv.polyPath[len(cv.polyPath)-1].attach = true cv.polyPath = append(cv.polyPath, pathPoint{pos: cv.polyPath[0].pos, move: false, tf: cv.linePath[0].tf, next: cv.polyPath[1].pos, attach: true}) } func (cv *Canvas) Stroke() { if len(cv.linePath) == 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.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) start := true var p0 lm.Vec2 for _, p := range cv.linePath { if p.move { p0 = p.tf start = true continue } p1 := p.tf v0 := p1.Sub(p0).Norm() v1 := lm.Vec2{v0[1], -v0[0]}.MulF(cv.state.stroke.lineWidth * 0.5) v0 = v0.MulF(cv.state.stroke.lineWidth * 0.5) l0p0 := p0.Add(v1) l0p1 := p1.Add(v1) l0p2 := p0.Sub(v1) l0p3 := p1.Sub(v1) if start { switch cv.state.lineEnd { case Butt: // no need to do anything case Square: l0p0 = l0p0.Sub(v0) l0p2 = l0p2.Sub(v0) case Round: tris = cv.addCircleTris(p0, cv.state.stroke.lineWidth*0.5, tris) } } if !p.attach { switch cv.state.lineEnd { case Butt: // no need to do anything case Square: l0p1 = l0p1.Add(v0) l0p3 = l0p3.Add(v0) case Round: tris = cv.addCircleTris(p1, cv.state.stroke.lineWidth*0.5, tris) } } l0x0f, l0y0f := cv.vecToGL(l0p0) l0x1f, l0y1f := cv.vecToGL(l0p1) l0x2f, l0y2f := cv.vecToGL(l0p2) l0x3f, l0y3f := cv.vecToGL(l0p3) tris = append(tris, l0x0f, l0y0f, l0x1f, l0y1f, l0x3f, l0y3f, l0x0f, l0y0f, l0x3f, l0y3f, l0x2f, l0y2f) if p.attach { tris = cv.lineJoint(p, p0, p1, p.next, l0p0, l0p1, l0p2, l0p3, tris) } p0 = p1 start = false } 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.StencilFunc(gl_EQUAL, 0, 0xFF) gli.StencilMask(0x01) gli.Clear(gl_STENCIL_BUFFER_BIT) gli.StencilMask(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: tris = cv.addCircleTris(p1, cv.state.stroke.lineWidth*0.5, tris) } return tris } func (cv *Canvas) addCircleTris(p lm.Vec2, radius float32, tris []float32) []float32 { cxf, cyf := cv.vecToGL(p) p0x, p0y := cv.vecToGL(lm.Vec2{p[0], p[1] + radius}) step := 6 / radius if step > 0.8 { step = 0.8 } else if step < 0.01 { step = 0.01 } for angle := step; angle <= math.Pi*2+step; angle += step { s, c := fmath.Sincos(angle) p1x, p1y := cv.vecToGL(lm.Vec2{p[0] + s*radius, p[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 { va := a1.Sub(a0) vb := b1.Sub(b0) if vb[1] == 0 { q := (a0[0] + (b0[1]-a0[1])*(va[0]/va[1]) - b0[0]) / (vb[0] - vb[1]*(va[0]/va[1])) return b0.Add(vb.MulF(q)) } p := (b0[0] + (a0[1]-b0[1])*(vb[0]/vb[1]) - a0[0]) / (va[0] - va[1]*(vb[0]/vb[1])) return a0.Add(va.MulF(p)) } func (cv *Canvas) Fill() { lastMove := 0 for i, p := range cv.polyPath { if p.move { lastMove = i } } path := cv.polyPath[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.polyPath) < 3 { return } cv.clip(cv.polyPath) } func (cv *Canvas) clip(path []pathPoint) { 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(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) cv.state.clip = make([]pathPoint, len(cv.polyPath)) copy(cv.state.clip, cv.polyPath) }