canvas/paths.go

196 lines
4.7 KiB
Go

package canvas
import (
"math"
"unsafe"
"github.com/barnex/fmath"
"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) Arc(x, y, radius, startAngle, endAngle float32, anticlockwise bool) {
step := 6 / radius
startAngle = fmath.Mod(startAngle, math.Pi*2)
if startAngle < 0 {
startAngle += math.Pi * 2
}
endAngle = fmath.Mod(endAngle, math.Pi*2)
if endAngle < 0 {
endAngle += math.Pi * 2
}
if !anticlockwise && endAngle <= startAngle {
endAngle += math.Pi * 2
} else if anticlockwise && startAngle <= endAngle {
startAngle += math.Pi * 2
startAngle, endAngle = endAngle, startAngle
}
for a := startAngle; a < endAngle; a += step {
s, c := fmath.Sincos(a)
cv.LineTo(x+radius*c, y+radius*s)
}
s, c := fmath.Sincos(endAngle)
cv.LineTo(x+radius*c, y+radius*s)
}
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.ColorMask(false, false, false, false)
gli.StencilFunc(gl_ALWAYS, 1, 0xFF)
gli.StencilOp(gl_KEEP, gl_KEEP, gl_REPLACE)
gli.StencilMask(0x01)
gli.Clear(gl_STENCIL_BUFFER_BIT)
gli.UseProgram(sr.id)
s := cv.state.stroke
gli.Uniform4f(sr.color, s.r, s.g, s.b, s.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.state.stroke.lineWidth * 0.5)
v1 = v1.MulF(cv.state.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(0xFF)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 6)
gli.DisableVertexAttribArray(sr.vertex)
gli.ColorMask(true, true, true, true)
gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
gli.StencilMask(0xFF)
gli.StencilFunc(gl_EQUAL, 0, 0xFF)
}
func (cv *Canvas) Fill() {
if len(cv.path) < 3 {
return
}
cv.activate()
gli.UseProgram(sr.id)
f := cv.state.fill
gli.Uniform4f(sr.color, f.r, f.g, f.b, f.a)
gli.EnableVertexAttribArray(sr.vertex)
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
var buf [1000]float32
tris := buf[:0]
tris = append(tris)
tris = triangulatePath(cv.path, tris)
total := len(tris)
for i := 0; 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, 0, int32(len(tris)/2))
gli.DisableVertexAttribArray(sr.vertex)
}
func (cv *Canvas) Clip() {
if len(cv.path) < 3 {
return
}
cv.activate()
gli.ColorMask(false, false, false, false)
gli.StencilFunc(gl_ALWAYS, 2, 0xFF)
gli.StencilOp(gl_KEEP, gl_KEEP, gl_REPLACE)
gli.StencilMask(0x02)
gli.Clear(gl_STENCIL_BUFFER_BIT)
gli.UseProgram(sr.id)
f := cv.state.fill
gli.Uniform4f(sr.color, f.r, f.g, f.b, f.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, 0, 6)
gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
gli.DisableVertexAttribArray(sr.vertex)
gli.ColorMask(true, true, true, true)
gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
gli.StencilMask(0xFF)
gli.StencilFunc(gl_EQUAL, 0, 0xFF)
}