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

120 lines
2.8 KiB
Go

package canvas
import (
"unsafe"
"github.com/tfriedel6/lm"
)
func (cv *Canvas) BeginPath() {
if cv.path == nil {
cv.path = make([]pathPoint, 0, 100)
}
cv.path = cv.path[:0]
}
func (cv *Canvas) MoveTo(x, y float32) {
cv.path = append(cv.path, pathPoint{pos: lm.Vec2{x, y}, move: true})
}
func (cv *Canvas) LineTo(x, y float32) {
cv.path = append(cv.path, pathPoint{pos: lm.Vec2{x, y}, move: false})
}
func (cv *Canvas) ClosePath() {
if len(cv.path) == 0 {
return
}
cv.path = append(cv.path, pathPoint{pos: cv.path[0].pos, move: false})
}
func (cv *Canvas) Stroke() {
if len(cv.path) == 0 {
return
}
cv.activate()
gli.Enable(gl_STENCIL_TEST)
gli.ColorMask(false, false, false, false)
gli.StencilFunc(gl_ALWAYS, 1, 0xFF)
gli.StencilOp(gl_KEEP, gl_KEEP, gl_REPLACE)
gli.StencilMask(0xFF)
gli.Clear(gl_STENCIL_BUFFER_BIT)
gli.UseProgram(sr.id)
gli.Uniform4f(sr.color, cv.stroke.r, cv.stroke.g, cv.stroke.b, cv.stroke.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)
p0 := cv.path[0].pos
for _, p := range cv.path {
if p.move {
p0 = p.pos
continue
}
p1 := p.pos
v1 := p1.Sub(p0).Norm()
v2 := lm.Vec2{v1[1], -v1[0]}.MulF(cv.stroke.lineWidth * 0.5)
v1 = v1.MulF(cv.stroke.lineWidth * 0.5)
x0f, y0f := cv.vecToGL(p0.Sub(v1).Add(v2))
x1f, y1f := cv.vecToGL(p1.Add(v1).Add(v2))
x2f, y2f := cv.vecToGL(p1.Add(v1).Sub(v2))
x3f, y3f := cv.vecToGL(p0.Sub(v1).Sub(v2))
tris = append(tris, x0f, y0f, x1f, y1f, x2f, y2f, x0f, y0f, x2f, y2f, x3f, y3f)
p0 = p1
}
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(0)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 6)
gli.DisableVertexAttribArray(sr.vertex)
gli.Disable(gl_STENCIL_TEST)
}
func (cv *Canvas) Fill() {
if len(cv.path) < 3 {
return
}
cv.activate()
gli.UseProgram(sr.id)
gli.Uniform4f(sr.color, cv.fill.r, cv.fill.g, cv.fill.b, cv.fill.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(cv.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, 6, int32(len(tris)/2-6))
gli.DisableVertexAttribArray(sr.vertex)
}