374 lines
9.3 KiB
Go
374 lines
9.3 KiB
Go
package canvas
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import (
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"math"
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"unsafe"
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"github.com/barnex/fmath"
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"github.com/tfriedel6/lm"
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)
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func (cv *Canvas) BeginPath() {
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if cv.linePath == nil {
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cv.linePath = make([]pathPoint, 0, 100)
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}
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if cv.polyPath == nil {
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cv.polyPath = make([]pathPoint, 0, 100)
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}
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cv.linePath = cv.linePath[:0]
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cv.polyPath = cv.polyPath[:0]
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}
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func (cv *Canvas) MoveTo(x, y float32) {
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cv.linePath = append(cv.linePath, pathPoint{pos: lm.Vec2{x, y}, move: true})
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cv.polyPath = append(cv.polyPath, pathPoint{pos: lm.Vec2{x, y}, move: true})
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}
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func (cv *Canvas) LineTo(x, y float32) {
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if len(cv.linePath) == 0 {
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cv.MoveTo(x, y)
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return
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}
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if len(cv.state.lineDash) > 0 {
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lp := cv.linePath[len(cv.linePath)-1].pos
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tp := lm.Vec2{x, y}
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v := tp.Sub(lp)
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vl := v.Len()
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prev := cv.state.lineDashOffset
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for vl > 0 {
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draw := cv.state.lineDashPoint%2 == 0
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p := tp
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cv.state.lineDashOffset += vl
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if cv.state.lineDashOffset > cv.state.lineDash[cv.state.lineDashPoint] {
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cv.state.lineDashOffset = 0
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dl := cv.state.lineDash[cv.state.lineDashPoint] - prev
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p = lp.Add(v.MulF(dl / vl))
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vl -= dl
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cv.state.lineDashPoint++
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cv.state.lineDashPoint %= len(cv.state.lineDash)
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prev = 0
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} else {
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vl = 0
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}
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if draw {
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cv.linePath[len(cv.linePath)-1].next = p
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cv.linePath[len(cv.linePath)-1].attach = true
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cv.linePath = append(cv.linePath, pathPoint{pos: p, move: false})
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} else {
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cv.linePath = append(cv.linePath, pathPoint{pos: p, move: true})
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}
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lp = p
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v = tp.Sub(lp)
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}
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} else {
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cv.linePath[len(cv.linePath)-1].next = lm.Vec2{x, y}
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cv.linePath[len(cv.linePath)-1].attach = true
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cv.linePath = append(cv.linePath, pathPoint{pos: lm.Vec2{x, y}, move: false})
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}
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cv.polyPath[len(cv.polyPath)-1].next = lm.Vec2{x, y}
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cv.polyPath[len(cv.polyPath)-1].attach = true
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cv.polyPath = append(cv.polyPath, pathPoint{pos: lm.Vec2{x, y}, move: false})
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}
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func (cv *Canvas) Arc(x, y, radius, startAngle, endAngle float32, anticlockwise bool) {
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startAngle = fmath.Mod(startAngle, math.Pi*2)
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if startAngle < 0 {
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startAngle += math.Pi * 2
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}
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endAngle = fmath.Mod(endAngle, math.Pi*2)
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if endAngle < 0 {
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endAngle += math.Pi * 2
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}
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if !anticlockwise && endAngle <= startAngle {
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endAngle += math.Pi * 2
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} else if anticlockwise && startAngle <= endAngle {
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startAngle += math.Pi * 2
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startAngle, endAngle = endAngle, startAngle
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}
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for a := startAngle; a < endAngle; a += 0.1 {
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s, c := fmath.Sincos(a)
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cv.LineTo(x+radius*c, y+radius*s)
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}
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s, c := fmath.Sincos(endAngle)
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cv.LineTo(x+radius*c, y+radius*s)
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}
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func (cv *Canvas) ClosePath() {
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if len(cv.linePath) < 2 {
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return
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}
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if len(cv.state.lineDash) > 0 {
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cv.LineTo(cv.linePath[0].pos[0], cv.linePath[0].pos[1])
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return
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}
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cv.linePath[len(cv.linePath)-1].next = cv.linePath[0].pos
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cv.linePath[len(cv.linePath)-1].attach = true
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cv.linePath = append(cv.linePath, pathPoint{pos: cv.linePath[0].pos, move: false, next: cv.linePath[1].pos, attach: true})
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cv.polyPath[len(cv.polyPath)-1].next = cv.polyPath[0].pos
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cv.polyPath[len(cv.polyPath)-1].attach = true
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cv.polyPath = append(cv.polyPath, pathPoint{pos: cv.polyPath[0].pos, move: false, next: cv.polyPath[1].pos, attach: true})
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}
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func (cv *Canvas) Stroke() {
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if len(cv.linePath) == 0 {
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return
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}
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cv.activate()
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gli.ColorMask(false, false, false, false)
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gli.StencilFunc(gl_ALWAYS, 1, 0xFF)
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gli.StencilOp(gl_KEEP, gl_KEEP, gl_REPLACE)
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gli.StencilMask(0x01)
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gli.Clear(gl_STENCIL_BUFFER_BIT)
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gli.UseProgram(sr.id)
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s := cv.state.stroke
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gli.Uniform4f(sr.color, s.r, s.g, s.b, s.a)
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gli.EnableVertexAttribArray(sr.vertex)
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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var buf [1000]float32
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tris := buf[:0]
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tris = append(tris, -1, -1, -1, 1, 1, 1, -1, -1, 1, 1, 1, -1)
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start := true
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var p0 lm.Vec2
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for _, p := range cv.linePath {
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if p.move {
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p0 = p.pos
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start = true
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continue
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}
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p1 := p.pos
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v0 := p1.Sub(p0).Norm()
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v1 := lm.Vec2{v0[1], -v0[0]}.MulF(cv.state.stroke.lineWidth * 0.5)
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v0 = v0.MulF(cv.state.stroke.lineWidth * 0.5)
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l0p0 := p0.Add(v1)
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l0p1 := p1.Add(v1)
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l0p2 := p0.Sub(v1)
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l0p3 := p1.Sub(v1)
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if start {
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switch cv.state.lineEnd {
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case Butt:
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// no need to do anything
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case Square:
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l0p0 = l0p0.Sub(v0)
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l0p2 = l0p2.Sub(v0)
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case Round:
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tris = cv.addCircleTris(p0, cv.state.stroke.lineWidth*0.5, tris)
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}
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}
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if !p.attach {
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switch cv.state.lineEnd {
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case Butt:
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// no need to do anything
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case Square:
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l0p1 = l0p1.Add(v0)
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l0p3 = l0p3.Add(v0)
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case Round:
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tris = cv.addCircleTris(p1, cv.state.stroke.lineWidth*0.5, tris)
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}
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}
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l0x0f, l0y0f := cv.vecToGL(l0p0)
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l0x1f, l0y1f := cv.vecToGL(l0p1)
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l0x2f, l0y2f := cv.vecToGL(l0p2)
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l0x3f, l0y3f := cv.vecToGL(l0p3)
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tris = append(tris,
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l0x0f, l0y0f, l0x1f, l0y1f, l0x3f, l0y3f,
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l0x0f, l0y0f, l0x3f, l0y3f, l0x2f, l0y2f)
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if p.attach {
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tris = cv.lineJoint(p, p0, p1, p.next, l0p0, l0p1, l0p2, l0p3, tris)
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}
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p0 = p1
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start = false
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}
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gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
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gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil)
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gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
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gli.ColorMask(true, true, true, true)
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gli.StencilFunc(gl_EQUAL, 1, 0xFF)
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gli.StencilMask(0xFF)
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gli.DrawArrays(gl_TRIANGLE_FAN, 0, 6)
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gli.DisableVertexAttribArray(sr.vertex)
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gli.ColorMask(true, true, true, true)
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gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
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gli.StencilMask(0xFF)
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gli.StencilFunc(gl_EQUAL, 0, 0xFF)
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}
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func (cv *Canvas) lineJoint(p pathPoint, p0, p1, p2, l0p0, l0p1, l0p2, l0p3 lm.Vec2, tris []float32) []float32 {
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v2 := p1.Sub(p2).Norm()
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v3 := lm.Vec2{v2[1], -v2[0]}.MulF(cv.state.stroke.lineWidth * 0.5)
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l0x1f, l0y1f := cv.vecToGL(l0p1)
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l0x3f, l0y3f := cv.vecToGL(l0p3)
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switch cv.state.lineJoin {
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case Miter:
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l1p0 := p2.Sub(v3)
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l1p1 := p1.Sub(v3)
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l1p2 := p2.Add(v3)
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l1p3 := p1.Add(v3)
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l1x1f, l1y1f := cv.vecToGL(l1p1)
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l1x3f, l1y3f := cv.vecToGL(l1p3)
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ip0 := lineIntersection(l0p0, l0p1, l1p1, l1p0)
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ip1 := lineIntersection(l0p2, l0p3, l1p3, l1p2)
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cxf, cyf := cv.vecToGL(p1)
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ix0f, iy0f := cv.vecToGL(ip0)
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ix1f, iy1f := cv.vecToGL(ip1)
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tris = append(tris,
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cxf, cyf, l0x1f, l0y1f, ix0f, iy0f,
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cxf, cyf, ix0f, iy0f, l1x1f, l1y1f,
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cxf, cyf, l1x3f, l1y3f, ix1f, iy1f,
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cxf, cyf, ix1f, iy1f, l0x3f, l0y3f)
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case Bevel:
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l1p1 := p1.Sub(v3)
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l1p3 := p1.Add(v3)
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l1x1f, l1y1f := cv.vecToGL(l1p1)
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l1x3f, l1y3f := cv.vecToGL(l1p3)
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cxf, cyf := cv.vecToGL(p1)
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tris = append(tris,
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cxf, cyf, l0x1f, l0y1f, l1x1f, l1y1f,
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cxf, cyf, l1x3f, l1y3f, l0x3f, l0y3f)
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case Round:
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tris = cv.addCircleTris(p1, cv.state.stroke.lineWidth*0.5, tris)
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}
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return tris
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}
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func (cv *Canvas) addCircleTris(p lm.Vec2, radius float32, tris []float32) []float32 {
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cxf, cyf := cv.vecToGL(p)
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p0x, p0y := cv.vecToGL(lm.Vec2{p[0], p[1] + radius})
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for angle := float32(0.1); angle <= math.Pi*2+0.1; angle += 0.1 {
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s, c := fmath.Sincos(angle)
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p1x, p1y := cv.vecToGL(lm.Vec2{p[0] + s*radius, p[1] + c*radius})
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tris = append(tris, cxf, cyf, p0x, p0y, p1x, p1y)
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p0x, p0y = p1x, p1y
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}
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return tris
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}
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func lineIntersection(a0, a1, b0, b1 lm.Vec2) lm.Vec2 {
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va := a1.Sub(a0)
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vb := b1.Sub(b0)
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if vb[1] == 0 {
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q := (a0[0] + (b0[1]-a0[1])*(va[0]/va[1]) - b0[0]) / (vb[0] - vb[1]*(va[0]/va[1]))
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return b0.Add(vb.MulF(q))
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}
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p := (b0[0] + (a0[1]-b0[1])*(vb[0]/vb[1]) - a0[0]) / (va[0] - va[1]*(vb[0]/vb[1]))
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return a0.Add(va.MulF(p))
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}
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func (cv *Canvas) Fill() {
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lastMove := 0
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for i, p := range cv.polyPath {
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if p.move {
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lastMove = i
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}
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}
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path := cv.polyPath[lastMove:]
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if len(path) < 3 {
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return
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}
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cv.activate()
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gli.UseProgram(sr.id)
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f := cv.state.fill
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gli.Uniform4f(sr.color, f.r, f.g, f.b, f.a)
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gli.EnableVertexAttribArray(sr.vertex)
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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var buf [1000]float32
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tris := buf[:0]
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tris = append(tris)
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tris = triangulatePath(path, tris)
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total := len(tris)
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for i := 0; i < total; i += 2 {
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x, y := tris[i], tris[i+1]
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tris[i], tris[i+1] = cv.ptToGL(x, y)
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}
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gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
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gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil)
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gli.DrawArrays(gl_TRIANGLES, 0, int32(len(tris)/2))
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gli.DisableVertexAttribArray(sr.vertex)
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}
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func (cv *Canvas) Clip() {
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if len(cv.polyPath) < 3 {
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return
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}
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cv.activate()
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gli.ColorMask(false, false, false, false)
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gli.StencilFunc(gl_ALWAYS, 2, 0xFF)
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gli.StencilOp(gl_KEEP, gl_KEEP, gl_REPLACE)
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gli.StencilMask(0x02)
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gli.Clear(gl_STENCIL_BUFFER_BIT)
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gli.UseProgram(sr.id)
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f := cv.state.fill
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gli.Uniform4f(sr.color, f.r, f.g, f.b, f.a)
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gli.EnableVertexAttribArray(sr.vertex)
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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var buf [1000]float32
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tris := buf[:0]
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tris = append(tris, -1, -1, -1, 1, 1, 1, -1, -1, 1, 1, 1, -1)
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tris = triangulatePath(cv.polyPath, tris)
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total := len(tris)
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for i := 12; i < total; i += 2 {
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x, y := tris[i], tris[i+1]
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tris[i], tris[i+1] = cv.ptToGL(x, y)
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}
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gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
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gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil)
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gli.DrawArrays(gl_TRIANGLES, 0, 6)
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gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
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gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
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gli.DisableVertexAttribArray(sr.vertex)
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gli.ColorMask(true, true, true, true)
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gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
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gli.StencilMask(0xFF)
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gli.StencilFunc(gl_EQUAL, 0, 0xFF)
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}
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