canvas/gradients.go

164 lines
4.5 KiB
Go

package canvas
import (
"math"
"runtime"
)
// LinearGradient is a gradient with any number of
// stops and any number of colors. The gradient will
// be drawn such that each point on the gradient
// will correspond to a straight line
type LinearGradient struct {
gradient
}
// RadialGradient is a gradient with any number of
// stops and any number of colors. The gradient will
// be drawn such that each point on the gradient
// will correspond to a circle
type RadialGradient struct {
gradient
radFrom, radTo float64
}
type gradient struct {
from, to vec
stops []gradientStop
tex uint32
loaded bool
deleted bool
opaque bool
}
type gradientStop struct {
pos float64
color glColor
}
// NewLinearGradient creates a new linear gradient with
// the coordinates from where to where the gradient
// will apply on the canvas
func NewLinearGradient(x0, y0, x1, y1 float64) *LinearGradient {
if gli == nil {
panic("LoadGL must be called before gradients can be created")
}
lg := &LinearGradient{gradient: gradient{from: vec{x0, y0}, to: vec{x1, y1}, opaque: true}}
gli.GenTextures(1, &lg.tex)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, lg.tex)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE)
runtime.SetFinalizer(lg, func(lg *LinearGradient) {
glChan <- func() {
gli.DeleteTextures(1, &lg.tex)
}
})
return lg
}
// NewRadialGradient creates a new linear gradient with
// the coordinates and the radii for two circles. The
// gradient will apply from the first to the second
// circle
func NewRadialGradient(x0, y0, r0, x1, y1, r1 float64) *RadialGradient {
if gli == nil {
panic("LoadGL must be called before gradients can be created")
}
rg := &RadialGradient{gradient: gradient{from: vec{x0, y0}, to: vec{x1, y1}, opaque: true}, radFrom: r0, radTo: r1}
gli.GenTextures(1, &rg.tex)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, rg.tex)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE)
runtime.SetFinalizer(rg, func(rg *RadialGradient) {
glChan <- func() {
gli.DeleteTextures(1, &rg.tex)
}
})
return rg
}
// Delete explicitly deletes the gradient
func (g *gradient) Delete() {
gli.DeleteTextures(1, &g.tex)
g.deleted = true
}
func (g *gradient) load() {
if g.loaded {
return
}
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, g.tex)
var pixels [2048 * 4]byte
pp := 0
for i := 0; i < 2048; i++ {
c := g.colorAt(float64(i) / 2047)
pixels[pp] = byte(math.Floor(c.r*255 + 0.5))
pixels[pp+1] = byte(math.Floor(c.g*255 + 0.5))
pixels[pp+2] = byte(math.Floor(c.b*255 + 0.5))
pixels[pp+3] = byte(math.Floor(c.a*255 + 0.5))
pp += 4
}
gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, 2048, 1, 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&pixels[0]))
g.loaded = true
}
func (g *gradient) colorAt(pos float64) glColor {
if len(g.stops) == 0 {
return glColor{}
} else if len(g.stops) == 1 {
return g.stops[0].color
}
beforeIdx, afterIdx := -1, -1
for i, stop := range g.stops {
if stop.pos > pos {
afterIdx = i
break
}
beforeIdx = i
}
if beforeIdx == -1 {
return g.stops[0].color
} else if afterIdx == -1 {
return g.stops[len(g.stops)-1].color
}
before, after := g.stops[beforeIdx], g.stops[afterIdx]
p := (pos - before.pos) / (after.pos - before.pos)
var c glColor
c.r = (after.color.r-before.color.r)*p + before.color.r
c.g = (after.color.g-before.color.g)*p + before.color.g
c.b = (after.color.b-before.color.b)*p + before.color.b
c.a = (after.color.a-before.color.a)*p + before.color.a
return c
}
// AddColorStop adds a color stop to the gradient. The stops
// don't have to be added in order, they are sorted into the
// right place
func (g *gradient) AddColorStop(pos float64, color ...interface{}) {
gc, _ := parseColor(color...)
c := colorGoToGL(gc)
if c.a < 1 {
g.opaque = false
}
insert := len(g.stops)
for i, stop := range g.stops {
if stop.pos > pos {
insert = i
break
}
}
g.stops = append(g.stops, gradientStop{})
if insert < len(g.stops)-1 {
copy(g.stops[insert+1:], g.stops[insert:len(g.stops)-1])
}
g.stops[insert] = gradientStop{pos: pos, color: c}
g.loaded = false
}