canvas/canvas.go
2018-01-25 15:50:05 +01:00

201 lines
4.3 KiB
Go

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
fill struct {
r, g, b, a float32
}
stroke struct {
r, g, b, a float32
lineWidth float32
}
path []pathPoint
text struct {
font *Font
size float32
target *image.RGBA
tex uint32
}
}
type pathPoint struct {
pos lm.Vec2
move bool
}
// 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),
}
cv.stroke.lineWidth = 1
return cv
}
func (cv *Canvas) xToGL(x float32) float32 { return x*2/cv.fw - 1 }
func (cv *Canvas) yToGL(y float32) float32 { return -y*2/cv.fh + 1 }
func (cv *Canvas) ptToGL(x, y float32) (fx, fy float32) { return x*2/cv.fw - 1, -y*2/cv.fh + 1 }
func (cv *Canvas) vecToGL(v lm.Vec2) (fx, fy float32) { 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)
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 {
cv.fill.r, cv.fill.g, cv.fill.b, cv.fill.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 {
cv.stroke.r, cv.stroke.g, cv.stroke.b, cv.stroke.a = r, g, b, a
}
}
// SetLineWidth sets the line width for any line drawing calls
func (cv *Canvas) SetLineWidth(width float32) {
cv.stroke.lineWidth = width
}
// SetFont sets the font and font size
func (cv *Canvas) SetFont(font *Font, size float32) {
cv.text.font = font
cv.text.size = size
}
// 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+w, y+h)
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
data := [8]float32{x0f, y0f, x0f, y1f, x1f, y1f, x1f, y0f}
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)
gli.Uniform4f(sr.color, cv.fill.r, cv.fill.g, cv.fill.b, cv.fill.a)
gli.EnableVertexAttribArray(sr.vertex)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(sr.vertex)
}