package canvas import ( "fmt" "image" "unsafe" "github.com/tfriedel6/lm" ) // Canvas represents an area on the viewport on which to draw // using a set of functions very similar to the HTML5 canvas type Canvas struct { x, y, w, h int fx, fy, fw, fh float32 path []pathPoint text struct { target *image.RGBA tex uint32 } state drawState stateStack []drawState } type pathPoint struct { pos lm.Vec2 move bool next lm.Vec2 attach bool } type drawState struct { transform lm.Mat3x3 fill struct { r, g, b, a float32 } stroke struct { r, g, b, a float32 lineWidth float32 } font *Font fontSize float32 /* The current transformation matrix. The current clipping region. The current dash list. The current values of the following attributes: strokeStyle, fillStyle, globalAlpha, lineWidth, lineCap, lineJoin, miterLimit, lineDashOffset, shadowOffsetX, shadowOffsetY, shadowBlur, shadowColor, globalCompositeOperation, font, textAlign, textBaseline, direction, imageSmoothingEnabled */ } // New creates a new canvas with the given viewport coordinates. // While all functions on the canvas use the top left point as // the origin, since GL uses the bottom left coordinate, the // coordinates given here also use the bottom left as origin func New(x, y, w, h int) *Canvas { cv := &Canvas{ x: x, y: y, w: w, h: h, fx: float32(x), fy: float32(y), fw: float32(w), fh: float32(h), stateStack: make([]drawState, 0, 20), } cv.state.stroke.lineWidth = 1 cv.state.transform = lm.Mat3x3Identity() return cv } func (cv *Canvas) ptToGL(x, y float32) (fx, fy float32) { return cv.vecToGL(lm.Vec2{x, y}) } func (cv *Canvas) vecToGL(v lm.Vec2) (fx, fy float32) { v, _ = v.MulMat3x3(cv.state.transform) return v[0]*2/cv.fw - 1, -v[1]*2/cv.fh + 1 } // Activate makes the canvas active and sets the viewport. Only needs // to be called if any other GL code changes the viewport func (cv *Canvas) Activate() { gli.Viewport(int32(cv.x), int32(cv.y), int32(cv.w), int32(cv.h)) } var activeCanvas *Canvas func (cv *Canvas) activate() { if activeCanvas != cv { activeCanvas = cv cv.Activate() } } var ( gli GL buf uint32 sr *solidShader tr *textureShader ) func LoadGL(glimpl GL) (err error) { gli = glimpl gli.GetError() // clear error state sr, err = loadSolidShader() if err != nil { return } err = glError() if err != nil { return } tr, err = loadTextureShader() if err != nil { return } err = glError() if err != nil { return } gli.GenBuffers(1, &buf) err = glError() if err != nil { return } gli.Enable(gl_BLEND) gli.BlendFunc(gl_SRC_ALPHA, gl_ONE_MINUS_SRC_ALPHA) gli.Enable(gl_STENCIL_TEST) gli.StencilFunc(gl_EQUAL, 1, 0x00) return } //go:generate go run make_shaders.go //go:generate go fmt var solidVS = ` attribute vec2 vertex; void main() { gl_Position = vec4(vertex, 0.0, 1.0); }` var solidFS = ` #ifdef GL_ES precision mediump float; #endif uniform vec4 color; void main() { gl_FragColor = color; }` var textureVS = ` attribute vec2 vertex, texCoord; varying vec2 v_texCoord; void main() { v_texCoord = texCoord; gl_Position = vec4(vertex, 0.0, 1.0); }` var textureFS = ` #ifdef GL_ES precision mediump float; #endif varying vec2 v_texCoord; uniform sampler2D image; void main() { gl_FragColor = texture2D(image, v_texCoord); }` func glError() error { glErr := gli.GetError() if glErr != gl_NO_ERROR { return fmt.Errorf("GL Error: %x", glErr) } return nil } // SetFillColor sets the color for any fill calls func (cv *Canvas) SetFillColor(value ...interface{}) { r, g, b, a, ok := parseColor(value...) if ok { f := &cv.state.fill f.r, f.g, f.b, f.a = r, g, b, a } } // SetStrokeColor sets the color for any line drawing calls func (cv *Canvas) SetStrokeColor(value ...interface{}) { r, g, b, a, ok := parseColor(value...) if ok { s := &cv.state.stroke s.r, s.g, s.b, s.a = r, g, b, a } } // SetLineWidth sets the line width for any line drawing calls func (cv *Canvas) SetLineWidth(width float32) { cv.state.stroke.lineWidth = width } // SetFont sets the font and font size func (cv *Canvas) SetFont(font *Font, size float32) { cv.state.font = font cv.state.fontSize = size } // Save saves the current draw state to a stack func (cv *Canvas) Save() { cv.stateStack = append(cv.stateStack, cv.state) } // Restore restores the last draw state from the stack if available func (cv *Canvas) Restore() { l := len(cv.stateStack) if l <= 0 { return } cv.state = cv.stateStack[l-1] cv.stateStack = cv.stateStack[:l-1] } func (cv *Canvas) Scale(x, y float32) { cv.state.transform = cv.state.transform.Mul(lm.Mat3x3Scale(lm.Vec2{x, y})) } func (cv *Canvas) Translate(x, y float32) { cv.state.transform = cv.state.transform.Mul(lm.Mat3x3Translate(lm.Vec2{x, y})) } func (cv *Canvas) Rotate(angle float32) { cv.state.transform = cv.state.transform.Mul(lm.Mat3x3Rotate(angle)) } // FillRect fills a rectangle with the active color func (cv *Canvas) FillRect(x, y, w, h float32) { cv.activate() gli.UseProgram(sr.id) x0f, y0f := cv.ptToGL(x, y) x1f, y1f := cv.ptToGL(x, y+h) x2f, y2f := cv.ptToGL(x+w, y+h) x3f, y3f := cv.ptToGL(x+w, y) gli.BindBuffer(gl_ARRAY_BUFFER, buf) data := [8]float32{x0f, y0f, x1f, y1f, x2f, y2f, x3f, y3f} gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW) gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil) f := cv.state.fill gli.Uniform4f(sr.color, f.r, f.g, f.b, f.a) gli.EnableVertexAttribArray(sr.vertex) gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4) gli.DisableVertexAttribArray(sr.vertex) }