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