package goglbackend import ( "unsafe" "github.com/go-gl/gl/v3.2-core/gl" "github.com/tfriedel6/canvas/backend/backendbase" ) /* // FillRect fills a rectangle with the active fill style func (b *GoGLBackend) FillRect(x, y, w, h float64) { cv.activate() p0 := cv.tf(vec{x, y}) p1 := cv.tf(vec{x, y + h}) p2 := cv.tf(vec{x + w, y + h}) p3 := cv.tf(vec{x + w, y}) if cv.state.shadowColor.a != 0 { tris := [24]float32{ 0, 0, float32(cv.fw), 0, float32(cv.fw), float32(cv.fh), 0, 0, float32(cv.fw), float32(cv.fh), 0, float32(cv.fh), float32(p0[0]), float32(p0[1]), float32(p3[0]), float32(p3[1]), float32(p2[0]), float32(p2[1]), float32(p0[0]), float32(p0[1]), float32(p2[0]), float32(p2[1]), float32(p1[0]), float32(p1[1]), } cv.drawShadow(tris[:]) } gl.BindBuffer(gl.ARRAY_BUFFER, buf) data := [8]float32{float32(p0[0]), float32(p0[1]), float32(p1[0]), float32(p1[1]), float32(p2[0]), float32(p2[1]), float32(p3[0]), float32(p3[1])} gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW) gl.StencilFunc(gl.EQUAL, 0, 0xFF) vertex := cv.useShader(&cv.state.fill) gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, 0) gl.EnableVertexAttribArray(vertex) gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) gl.DisableVertexAttribArray(vertex) gl.StencilFunc(gl.ALWAYS, 0, 0xFF) } */ // ClearRect sets the color of the rectangle to transparent black func (b *GoGLBackend) ClearRect(x, y, w, h int) { gl.Scissor(int32(x), int32(b.h-y-h), int32(w), int32(h)) gl.ClearColor(0, 0, 0, 0) gl.Clear(gl.COLOR_BUFFER_BIT) // cv.applyScissor() } func (b *GoGLBackend) Clear(pts [4][2]float64) { data := [8]float32{ float32(pts[0][0]), float32(pts[0][1]), float32(pts[1][0]), float32(pts[1][1]), float32(pts[2][0]), float32(pts[2][1]), float32(pts[3][0]), float32(pts[3][1])} gl.UseProgram(b.sr.ID) gl.Uniform2f(b.sr.CanvasSize, float32(b.fw), float32(b.fh)) gl.Uniform4f(b.sr.Color, 0, 0, 0, 0) gl.Uniform1f(b.sr.GlobalAlpha, 1) gl.Disable(gl.BLEND) gl.BindBuffer(gl.ARRAY_BUFFER, b.buf) gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW) gl.StencilFunc(gl.EQUAL, 0, 0xFF) gl.VertexAttribPointer(b.sr.Vertex, 2, gl.FLOAT, false, 0, nil) gl.EnableVertexAttribArray(b.sr.Vertex) gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) gl.DisableVertexAttribArray(b.sr.Vertex) gl.StencilFunc(gl.ALWAYS, 0, 0xFF) gl.Enable(gl.BLEND) } /* func (b *GoGLBackend) Fill(style *backendbase.Style, pts [4][2]float64) { gl.BindBuffer(gl.ARRAY_BUFFER, b.buf) data := [8]float32{ float32(pts[0][0]), float32(pts[0][1]), float32(pts[1][0]), float32(pts[1][1]), float32(pts[2][0]), float32(pts[2][1]), float32(pts[3][0]), float32(pts[3][1])} gl.BufferData(gl.ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl.STREAM_DRAW) gl.StencilFunc(gl.EQUAL, 0, 0xFF) vertex := b.useShader(style) gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, nil) gl.EnableVertexAttribArray(vertex) gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) gl.DisableVertexAttribArray(vertex) gl.StencilFunc(gl.ALWAYS, 0, 0xFF) } */ func (b *GoGLBackend) Fill(style *backendbase.Style, pts [][2]float64) { 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 := uint32(gl.TRIANGLES) if len(pts) == 4 { mode = gl.TRIANGLE_FAN } gl.BindBuffer(gl.ARRAY_BUFFER, b.buf) gl.BufferData(gl.ARRAY_BUFFER, len(b.ptsBuf)*4, unsafe.Pointer(&b.ptsBuf[0]), gl.STREAM_DRAW) if style.GlobalAlpha >= 1 && style.Color.A >= 255 { vertex := b.useShader(style) gl.EnableVertexAttribArray(vertex) gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, nil) gl.DrawArrays(mode, 4, int32(len(pts))) gl.DisableVertexAttribArray(vertex) } else { gl.ColorMask(false, false, false, false) gl.StencilFunc(gl.ALWAYS, 1, 0xFF) gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE) gl.StencilMask(0x01) gl.UseProgram(b.sr.ID) gl.Uniform4f(b.sr.Color, 0, 0, 0, 0) gl.Uniform2f(b.sr.CanvasSize, float32(b.fw), float32(b.fh)) gl.EnableVertexAttribArray(b.sr.Vertex) gl.VertexAttribPointer(b.sr.Vertex, 2, gl.FLOAT, false, 0, nil) gl.DrawArrays(mode, 4, int32(len(pts))) gl.DisableVertexAttribArray(b.sr.Vertex) gl.ColorMask(true, true, true, true) gl.StencilFunc(gl.EQUAL, 1, 0xFF) vertex := b.useShader(style) gl.EnableVertexAttribArray(vertex) gl.VertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, nil) b.ptsBuf = append(b.ptsBuf[:0], 0, 0, float32(b.fw), 0, float32(b.fw), float32(b.fh), 0, float32(b.fh)) gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4) gl.DisableVertexAttribArray(vertex) gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP) gl.StencilFunc(gl.ALWAYS, 0, 0xFF) gl.Clear(gl.STENCIL_BUFFER_BIT) gl.StencilMask(0xFF) } }