541 lines
14 KiB
Go
541 lines
14 KiB
Go
package canvas
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import (
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"fmt"
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"github.com/golang/freetype/truetype"
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)
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//go:generate go run make_shaders.go
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//go:generate go fmt
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// Canvas represents an area on the viewport on which to draw
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// using a set of functions very similar to the HTML5 canvas
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type Canvas struct {
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x, y, w, h int
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fx, fy, fw, fh float64
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polyPath []pathPoint
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linePath []pathPoint
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convex bool
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rect bool
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state drawState
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stateStack []drawState
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}
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type drawState struct {
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transform mat
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fill drawStyle
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stroke drawStyle
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font *Font
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fontSize float64
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lineWidth float64
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lineJoin lineJoin
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lineEnd lineEnd
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lineDash []float64
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lineDashPoint int
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lineDashOffset float64
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scissor scissor
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clip []pathPoint
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/*
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The current transformation matrix.
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The current clipping region.
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The current dash list.
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The current values of the following attributes: strokeStyle, fillStyle, globalAlpha,
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lineWidth, lineCap, lineJoin, miterLimit, lineDashOffset, shadowOffsetX,
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shadowOffsetY, shadowBlur, shadowColor, globalCompositeOperation, font,
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textAlign, textBaseline, direction, imageSmoothingEnabled
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*/
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}
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type drawStyle struct {
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color glColor
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radialGradient *RadialGradient
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linearGradient *LinearGradient
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image *Image
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}
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type scissor struct {
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on bool
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tl, br vec
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}
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type lineJoin uint8
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type lineEnd uint8
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const (
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Miter = iota
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Bevel
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Round
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Square
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Butt
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)
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// New creates a new canvas with the given viewport coordinates.
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// While all functions on the canvas use the top left point as
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// the origin, since GL uses the bottom left coordinate, the
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// coordinates given here also use the bottom left as origin
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func New(x, y, w, h int) *Canvas {
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cv := &Canvas{
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x: x, y: y, w: w, h: h,
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fx: float64(x), fy: float64(y),
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fw: float64(w), fh: float64(h),
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stateStack: make([]drawState, 0, 20),
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}
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cv.state.lineWidth = 1
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cv.state.transform = matIdentity()
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return cv
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}
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// SetSize changes the internal size of the canvas. This would
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// usually be called for example when the window is resized
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func (cv *Canvas) SetSize(w, h int) {
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cv.w, cv.h = w, h
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cv.fw, cv.fh = float64(w), float64(h)
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activeCanvas = nil
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}
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// Width returns the internal width of the canvas
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func (cv *Canvas) Width() int { return cv.w }
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// Height returns the internal height of the canvas
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func (cv *Canvas) Height() int { return cv.h }
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// Size returns the internal width and height of the canvas
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func (cv *Canvas) Size() (int, int) { return cv.w, cv.h }
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func (cv *Canvas) tf(v vec) vec {
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v, _ = v.mulMat(cv.state.transform)
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return v
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}
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// Activate makes the canvas active and sets the viewport. Only needs
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// to be called if any other GL code changes the viewport
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func (cv *Canvas) Activate() {
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gli.Viewport(int32(cv.x), int32(cv.y), int32(cv.w), int32(cv.h))
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}
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var activeCanvas *Canvas
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func (cv *Canvas) activate() {
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if activeCanvas != cv {
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activeCanvas = cv
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cv.Activate()
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}
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loop:
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for {
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select {
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case f := <-glChan:
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f()
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default:
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break loop
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}
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}
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}
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const alphaTexSize = 2048
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var (
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gli GL
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buf uint32
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alphaTex uint32
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sr *solidShader
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lgr *linearGradientShader
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rgr *radialGradientShader
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ipr *imagePatternShader
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sar *solidAlphaShader
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rgar *radialGradientAlphaShader
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lgar *linearGradientAlphaShader
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ipar *imagePatternAlphaShader
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ir *imageShader
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glChan = make(chan func())
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)
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// LoadGL needs to be called once per GL context to load the GL assets
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// that canvas needs. The parameter is an implementation of the GL interface
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// in this package that should make this package neutral to GL implementations.
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// The goglimpl subpackage contains an implementation based on Go-GL v3.2
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func LoadGL(glimpl GL) (err error) {
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gli = glimpl
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gli.GetError() // clear error state
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sr, err = loadSolidShader()
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if err != nil {
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return
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}
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err = glError()
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if err != nil {
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return
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}
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lgr, err = loadLinearGradientShader()
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if err != nil {
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return
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}
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err = glError()
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if err != nil {
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return
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}
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rgr, err = loadRadialGradientShader()
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if err != nil {
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return
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}
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err = glError()
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if err != nil {
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return
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}
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ipr, err = loadImagePatternShader()
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if err != nil {
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return
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}
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err = glError()
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if err != nil {
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return
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}
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sar, err = loadSolidAlphaShader()
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if err != nil {
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return
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}
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err = glError()
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if err != nil {
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return
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}
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lgar, err = loadLinearGradientAlphaShader()
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if err != nil {
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return
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}
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err = glError()
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if err != nil {
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return
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}
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rgar, err = loadRadialGradientAlphaShader()
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if err != nil {
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return
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}
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err = glError()
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if err != nil {
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return
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}
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ipar, err = loadImagePatternAlphaShader()
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if err != nil {
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return
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}
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err = glError()
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if err != nil {
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return
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}
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ir, err = loadImageShader()
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if err != nil {
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return
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}
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err = glError()
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if err != nil {
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return
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}
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gli.GenBuffers(1, &buf)
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err = glError()
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if err != nil {
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return
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}
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gli.ActiveTexture(gl_TEXTURE0)
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gli.GenTextures(1, &alphaTex)
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gli.BindTexture(gl_TEXTURE_2D, alphaTex)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_NEAREST)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_NEAREST)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE)
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gli.TexImage2D(gl_TEXTURE_2D, 0, gl_ALPHA, alphaTexSize, alphaTexSize, 0, gl_ALPHA, gl_UNSIGNED_BYTE, nil)
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gli.Enable(gl_BLEND)
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gli.BlendFunc(gl_SRC_ALPHA, gl_ONE_MINUS_SRC_ALPHA)
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gli.Enable(gl_STENCIL_TEST)
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gli.StencilMask(0xFF)
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gli.Clear(gl_STENCIL_BUFFER_BIT)
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gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
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gli.StencilFunc(gl_EQUAL, 0, 0xFF)
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gli.Enable(gl_SCISSOR_TEST)
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return
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}
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func glError() error {
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glErr := gli.GetError()
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if glErr != gl_NO_ERROR {
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return fmt.Errorf("GL Error: %x", glErr)
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}
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return nil
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}
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// SetFillStyle sets the color, gradient, or image for any fill calls
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func (cv *Canvas) SetFillStyle(value ...interface{}) {
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cv.state.fill = parseStyle(value...)
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}
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// SetStrokeStyle sets the color, gradient, or image for any line drawing calls
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func (cv *Canvas) SetStrokeStyle(value ...interface{}) {
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cv.state.stroke = parseStyle(value...)
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}
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func parseStyle(value ...interface{}) drawStyle {
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var style drawStyle
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if len(value) == 1 {
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switch v := value[0].(type) {
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case *LinearGradient:
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style.linearGradient = v
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return style
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case *RadialGradient:
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style.radialGradient = v
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return style
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case *Image, string:
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style.image = getImage(v)
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}
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}
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c, ok := parseColor(value...)
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if ok {
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style.color = c
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}
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return style
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}
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func (cv *Canvas) useShader(style *drawStyle) (vertexLoc uint32) {
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if lg := style.linearGradient; lg != nil {
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lg.load()
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_1D, lg.tex)
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gli.UseProgram(lgr.id)
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from := cv.tf(lg.from)
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to := cv.tf(lg.to)
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dir := to.sub(from)
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length := dir.len()
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dir = dir.divf(length)
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gli.Uniform2f(lgr.canvasSize, float32(cv.fw), float32(cv.fh))
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inv := cv.state.transform.invert().f32()
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gli.UniformMatrix3fv(lgr.invmat, 1, false, &inv[0])
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gli.Uniform2f(lgr.from, float32(from[0]), float32(from[1]))
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gli.Uniform2f(lgr.dir, float32(dir[0]), float32(dir[1]))
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gli.Uniform1f(lgr.len, float32(length))
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gli.Uniform1i(lgr.gradient, 0)
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return lgr.vertex
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}
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if rg := style.radialGradient; rg != nil {
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rg.load()
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_1D, rg.tex)
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gli.UseProgram(rgr.id)
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from := cv.tf(rg.from)
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to := cv.tf(rg.to)
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dir := to.sub(from)
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length := dir.len()
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dir = dir.divf(length)
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gli.Uniform2f(rgr.canvasSize, float32(cv.fw), float32(cv.fh))
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inv := cv.state.transform.invert().f32()
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gli.UniformMatrix3fv(rgr.invmat, 1, false, &inv[0])
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gli.Uniform2f(rgr.from, float32(from[0]), float32(from[1]))
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gli.Uniform2f(rgr.to, float32(to[0]), float32(to[1]))
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gli.Uniform2f(rgr.dir, float32(dir[0]), float32(dir[1]))
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gli.Uniform1f(rgr.radFrom, float32(rg.radFrom))
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gli.Uniform1f(rgr.radTo, float32(rg.radTo))
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gli.Uniform1f(rgr.len, float32(length))
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gli.Uniform1i(rgr.gradient, 0)
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return rgr.vertex
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}
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if img := style.image; img != nil {
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gli.UseProgram(ipr.id)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_2D, img.tex)
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gli.Uniform2f(ipr.canvasSize, float32(cv.fw), float32(cv.fh))
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inv := cv.state.transform.invert().f32()
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gli.UniformMatrix3fv(ipr.invmat, 1, false, &inv[0])
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gli.Uniform2f(ipr.imageSize, float32(img.w), float32(img.h))
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gli.Uniform1i(ipr.image, 0)
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return ipr.vertex
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}
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gli.UseProgram(sr.id)
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gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh))
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c := style.color
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gli.Uniform4f(sr.color, float32(c.r), float32(c.g), float32(c.b), float32(c.a))
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return sr.vertex
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}
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func (cv *Canvas) useAlphaShader(style *drawStyle, alphaTexSlot int32) (vertexLoc, alphaTexCoordLoc uint32) {
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if lg := style.linearGradient; lg != nil {
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lg.load()
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_1D, lg.tex)
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gli.UseProgram(lgar.id)
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from := cv.tf(lg.from)
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to := cv.tf(lg.to)
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dir := to.sub(from)
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length := dir.len()
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dir = dir.divf(length)
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gli.Uniform2f(lgar.canvasSize, float32(cv.fw), float32(cv.fh))
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inv := cv.state.transform.invert().f32()
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gli.UniformMatrix3fv(lgar.invmat, 1, false, &inv[0])
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gli.Uniform2f(lgar.from, float32(from[0]), float32(from[1]))
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gli.Uniform2f(lgar.dir, float32(dir[0]), float32(dir[1]))
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gli.Uniform1f(lgar.len, float32(length))
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gli.Uniform1i(lgar.gradient, 0)
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gli.Uniform1i(lgar.alphaTex, alphaTexSlot)
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return lgar.vertex, lgar.alphaTexCoord
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}
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if rg := style.radialGradient; rg != nil {
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rg.load()
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_1D, rg.tex)
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gli.UseProgram(rgar.id)
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from := cv.tf(rg.from)
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to := cv.tf(rg.to)
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dir := to.sub(from)
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length := dir.len()
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dir = dir.divf(length)
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gli.Uniform2f(rgar.canvasSize, float32(cv.fw), float32(cv.fh))
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inv := cv.state.transform.invert().f32()
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gli.UniformMatrix3fv(rgar.invmat, 1, false, &inv[0])
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gli.Uniform2f(rgar.from, float32(from[0]), float32(from[1]))
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gli.Uniform2f(rgar.to, float32(to[0]), float32(to[1]))
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gli.Uniform2f(rgar.dir, float32(dir[0]), float32(dir[1]))
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gli.Uniform1f(rgar.radFrom, float32(rg.radFrom))
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gli.Uniform1f(rgar.radTo, float32(rg.radTo))
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gli.Uniform1f(rgar.len, float32(length))
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gli.Uniform1i(rgar.gradient, 0)
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gli.Uniform1i(rgar.alphaTex, alphaTexSlot)
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return rgar.vertex, rgar.alphaTexCoord
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}
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if img := style.image; img != nil {
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gli.UseProgram(ipar.id)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_2D, img.tex)
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gli.Uniform2f(ipar.canvasSize, float32(cv.fw), float32(cv.fh))
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inv := cv.state.transform.invert().f32()
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gli.UniformMatrix3fv(ipar.invmat, 1, false, &inv[0])
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gli.Uniform2f(ipar.imageSize, float32(img.w), float32(img.h))
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gli.Uniform1i(ipar.image, 0)
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gli.Uniform1i(ipar.alphaTex, alphaTexSlot)
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return ipar.vertex, ipar.alphaTexCoord
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}
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gli.UseProgram(sar.id)
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gli.Uniform2f(sar.canvasSize, float32(cv.fw), float32(cv.fh))
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c := style.color
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gli.Uniform4f(sar.color, float32(c.r), float32(c.g), float32(c.b), float32(c.a))
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gli.Uniform1i(sar.alphaTex, alphaTexSlot)
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return sar.vertex, sar.alphaTexCoord
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}
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// SetLineWidth sets the line width for any line drawing calls
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func (cv *Canvas) SetLineWidth(width float64) {
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cv.state.lineWidth = width
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}
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// SetFont sets the font and font size
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func (cv *Canvas) SetFont(font interface{}, size float64) {
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switch v := font.(type) {
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case *Font:
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cv.state.font = v
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case *truetype.Font:
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cv.state.font = &Font{font: v}
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case string:
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if f, ok := fonts[v]; ok {
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cv.state.font = f
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} else {
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f, err := LoadFont(v, v)
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if err == nil {
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cv.state.font = f
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}
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}
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}
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cv.state.fontSize = size
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}
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|
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// SetLineJoin sets the style of line joints for rendering a path with Stroke.
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// The value can be Miter, Bevel, or Round
|
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func (cv *Canvas) SetLineJoin(join lineJoin) {
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cv.state.lineJoin = join
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}
|
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|
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// SetLineEnd sets the style of line endings for rendering a path with Stroke
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// The value can be Butt, Square, or Round
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func (cv *Canvas) SetLineEnd(end lineEnd) {
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cv.state.lineEnd = end
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}
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|
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// SetLineDash sets the line dash style
|
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func (cv *Canvas) SetLineDash(dash []float64) {
|
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l := len(dash)
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if l%2 == 0 {
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d2 := make([]float64, l)
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copy(d2, dash)
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cv.state.lineDash = d2
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} else {
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d2 := make([]float64, l*2)
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copy(d2[:l], dash)
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copy(d2[l:], dash)
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cv.state.lineDash = d2
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}
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cv.state.lineDashPoint = 0
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cv.state.lineDashOffset = 0
|
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}
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|
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// Save saves the current draw state to a stack
|
|
func (cv *Canvas) Save() {
|
|
cv.stateStack = append(cv.stateStack, cv.state)
|
|
}
|
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|
|
// Restore restores the last draw state from the stack if available
|
|
func (cv *Canvas) Restore() {
|
|
l := len(cv.stateStack)
|
|
if l <= 0 {
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return
|
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}
|
|
gli.StencilMask(0x02)
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gli.Clear(gl_STENCIL_BUFFER_BIT)
|
|
gli.StencilMask(0xFF)
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|
for _, st := range cv.stateStack {
|
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if len(st.clip) > 0 {
|
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cv.clip(st.clip)
|
|
}
|
|
}
|
|
cv.state = cv.stateStack[l-1]
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cv.stateStack = cv.stateStack[:l-1]
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cv.applyScissor()
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}
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// Scale updates the current transformation with a scaling by the given values
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func (cv *Canvas) Scale(x, y float64) {
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cv.state.transform = matScale(vec{x, y}).mul(cv.state.transform)
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}
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// Translate updates the current transformation with a translation by the given values
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func (cv *Canvas) Translate(x, y float64) {
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cv.state.transform = matTranslate(vec{x, y}).mul(cv.state.transform)
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}
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|
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// Rotate updates the current transformation with a rotation by the given angle
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func (cv *Canvas) Rotate(angle float64) {
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cv.state.transform = matRotate(angle).mul(cv.state.transform)
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}
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// Transform updates the current transformation with the given matrix
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func (cv *Canvas) Transform(a, b, c, d, e, f float64) {
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cv.state.transform = mat{a, b, 0, c, d, 0, e, f, 1}.mul(cv.state.transform)
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}
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|
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// SetTransform replaces the current transformation with the given matrix
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func (cv *Canvas) SetTransform(a, b, c, d, e, f float64) {
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cv.state.transform = mat{a, b, 0, c, d, 0, e, f, 1}
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|
}
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