canvas/paths.go
2018-02-06 11:33:20 +01:00

402 lines
9.9 KiB
Go

package canvas
import (
"math"
"unsafe"
"github.com/barnex/fmath"
"github.com/tfriedel6/lm"
)
func (cv *Canvas) BeginPath() {
if cv.linePath == nil {
cv.linePath = make([]pathPoint, 0, 100)
}
if cv.polyPath == nil {
cv.polyPath = make([]pathPoint, 0, 100)
}
cv.linePath = cv.linePath[:0]
cv.polyPath = cv.polyPath[:0]
}
func (cv *Canvas) MoveTo(x, y float32) {
tf := cv.tf(lm.Vec2{x, y})
cv.linePath = append(cv.linePath, pathPoint{pos: lm.Vec2{x, y}, tf: tf, move: true})
cv.polyPath = append(cv.polyPath, pathPoint{pos: lm.Vec2{x, y}, tf: tf, move: true})
}
func (cv *Canvas) LineTo(x, y float32) {
if len(cv.linePath) == 0 {
cv.MoveTo(x, y)
return
}
if len(cv.state.lineDash) > 0 {
lp := cv.linePath[len(cv.linePath)-1].pos
tp := lm.Vec2{x, y}
v := tp.Sub(lp)
vl := v.Len()
prev := cv.state.lineDashOffset
for vl > 0 {
draw := cv.state.lineDashPoint%2 == 0
p := tp
cv.state.lineDashOffset += vl
if cv.state.lineDashOffset > cv.state.lineDash[cv.state.lineDashPoint] {
cv.state.lineDashOffset = 0
dl := cv.state.lineDash[cv.state.lineDashPoint] - prev
p = lp.Add(v.MulF(dl / vl))
vl -= dl
cv.state.lineDashPoint++
cv.state.lineDashPoint %= len(cv.state.lineDash)
prev = 0
} else {
vl = 0
}
if draw {
cv.linePath[len(cv.linePath)-1].next = cv.tf(p)
cv.linePath[len(cv.linePath)-1].attach = true
cv.linePath = append(cv.linePath, pathPoint{pos: p, tf: cv.tf(p), move: false})
} else {
cv.linePath = append(cv.linePath, pathPoint{pos: p, tf: cv.tf(p), move: true})
}
lp = p
v = tp.Sub(lp)
}
} else {
tf := cv.tf(lm.Vec2{x, y})
cv.linePath[len(cv.linePath)-1].next = tf
cv.linePath[len(cv.linePath)-1].attach = true
cv.linePath = append(cv.linePath, pathPoint{pos: lm.Vec2{x, y}, tf: tf, move: false})
}
tf := cv.tf(lm.Vec2{x, y})
cv.polyPath[len(cv.polyPath)-1].next = tf
cv.polyPath[len(cv.polyPath)-1].attach = true
cv.polyPath = append(cv.polyPath, pathPoint{pos: lm.Vec2{x, y}, tf: tf, move: false})
}
func (cv *Canvas) Arc(x, y, radius, startAngle, endAngle float32, anticlockwise bool) {
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
}
tr := cv.tf(lm.Vec2{radius, radius})
step := 6 / fmath.Max(tr[0], tr[1])
if step > 0.8 {
step = 0.8
}
if anticlockwise {
for a := startAngle; a > endAngle; a -= step {
s, c := fmath.Sincos(a)
cv.LineTo(x+radius*c, y+radius*s)
}
} else {
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.linePath) < 2 {
return
}
if len(cv.state.lineDash) > 0 {
cv.LineTo(cv.linePath[0].pos[0], cv.linePath[0].pos[1])
return
}
cv.linePath[len(cv.linePath)-1].next = cv.linePath[0].pos
cv.linePath[len(cv.linePath)-1].attach = true
cv.linePath = append(cv.linePath, pathPoint{pos: cv.linePath[0].pos, move: false, tf: cv.linePath[0].tf, next: cv.linePath[1].pos, attach: true})
cv.polyPath[len(cv.polyPath)-1].next = cv.polyPath[0].pos
cv.polyPath[len(cv.polyPath)-1].attach = true
cv.polyPath = append(cv.polyPath, pathPoint{pos: cv.polyPath[0].pos, move: false, tf: cv.linePath[0].tf, next: cv.polyPath[1].pos, attach: true})
}
func (cv *Canvas) Stroke() {
if len(cv.linePath) == 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.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)
start := true
var p0 lm.Vec2
for _, p := range cv.linePath {
if p.move {
p0 = p.tf
start = true
continue
}
p1 := p.tf
v0 := p1.Sub(p0).Norm()
v1 := lm.Vec2{v0[1], -v0[0]}.MulF(cv.state.stroke.lineWidth * 0.5)
v0 = v0.MulF(cv.state.stroke.lineWidth * 0.5)
l0p0 := p0.Add(v1)
l0p1 := p1.Add(v1)
l0p2 := p0.Sub(v1)
l0p3 := p1.Sub(v1)
if start {
switch cv.state.lineEnd {
case Butt:
// no need to do anything
case Square:
l0p0 = l0p0.Sub(v0)
l0p2 = l0p2.Sub(v0)
case Round:
tris = cv.addCircleTris(p0, cv.state.stroke.lineWidth*0.5, tris)
}
}
if !p.attach {
switch cv.state.lineEnd {
case Butt:
// no need to do anything
case Square:
l0p1 = l0p1.Add(v0)
l0p3 = l0p3.Add(v0)
case Round:
tris = cv.addCircleTris(p1, cv.state.stroke.lineWidth*0.5, tris)
}
}
l0x0f, l0y0f := cv.vecToGL(l0p0)
l0x1f, l0y1f := cv.vecToGL(l0p1)
l0x2f, l0y2f := cv.vecToGL(l0p2)
l0x3f, l0y3f := cv.vecToGL(l0p3)
tris = append(tris,
l0x0f, l0y0f, l0x1f, l0y1f, l0x3f, l0y3f,
l0x0f, l0y0f, l0x3f, l0y3f, l0x2f, l0y2f)
if p.attach {
tris = cv.lineJoint(p, p0, p1, p.next, l0p0, l0p1, l0p2, l0p3, tris)
}
p0 = p1
start = false
}
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.StencilFunc(gl_EQUAL, 0, 0xFF)
gli.StencilMask(0x01)
gli.Clear(gl_STENCIL_BUFFER_BIT)
gli.StencilMask(0xFF)
}
func (cv *Canvas) lineJoint(p pathPoint, p0, p1, p2, l0p0, l0p1, l0p2, l0p3 lm.Vec2, tris []float32) []float32 {
v2 := p1.Sub(p2).Norm()
v3 := lm.Vec2{v2[1], -v2[0]}.MulF(cv.state.stroke.lineWidth * 0.5)
l0x1f, l0y1f := cv.vecToGL(l0p1)
l0x3f, l0y3f := cv.vecToGL(l0p3)
switch cv.state.lineJoin {
case Miter:
l1p0 := p2.Sub(v3)
l1p1 := p1.Sub(v3)
l1p2 := p2.Add(v3)
l1p3 := p1.Add(v3)
l1x1f, l1y1f := cv.vecToGL(l1p1)
l1x3f, l1y3f := cv.vecToGL(l1p3)
ip0 := lineIntersection(l0p0, l0p1, l1p1, l1p0)
ip1 := lineIntersection(l0p2, l0p3, l1p3, l1p2)
cxf, cyf := cv.vecToGL(p1)
ix0f, iy0f := cv.vecToGL(ip0)
ix1f, iy1f := cv.vecToGL(ip1)
tris = append(tris,
cxf, cyf, l0x1f, l0y1f, ix0f, iy0f,
cxf, cyf, ix0f, iy0f, l1x1f, l1y1f,
cxf, cyf, l1x3f, l1y3f, ix1f, iy1f,
cxf, cyf, ix1f, iy1f, l0x3f, l0y3f)
case Bevel:
l1p1 := p1.Sub(v3)
l1p3 := p1.Add(v3)
l1x1f, l1y1f := cv.vecToGL(l1p1)
l1x3f, l1y3f := cv.vecToGL(l1p3)
cxf, cyf := cv.vecToGL(p1)
tris = append(tris,
cxf, cyf, l0x1f, l0y1f, l1x1f, l1y1f,
cxf, cyf, l1x3f, l1y3f, l0x3f, l0y3f)
case Round:
tris = cv.addCircleTris(p1, cv.state.stroke.lineWidth*0.5, tris)
}
return tris
}
func (cv *Canvas) addCircleTris(p lm.Vec2, radius float32, tris []float32) []float32 {
cxf, cyf := cv.vecToGL(p)
p0x, p0y := cv.vecToGL(lm.Vec2{p[0], p[1] + radius})
step := 6 / radius
if step > 0. {
step = 0.8
}
for angle := step; angle <= math.Pi*2+step; angle += step {
s, c := fmath.Sincos(angle)
p1x, p1y := cv.vecToGL(lm.Vec2{p[0] + s*radius, p[1] + c*radius})
tris = append(tris, cxf, cyf, p0x, p0y, p1x, p1y)
p0x, p0y = p1x, p1y
}
return tris
}
func lineIntersection(a0, a1, b0, b1 lm.Vec2) lm.Vec2 {
va := a1.Sub(a0)
vb := b1.Sub(b0)
if vb[1] == 0 {
q := (a0[0] + (b0[1]-a0[1])*(va[0]/va[1]) - b0[0]) / (vb[0] - vb[1]*(va[0]/va[1]))
return b0.Add(vb.MulF(q))
}
p := (b0[0] + (a0[1]-b0[1])*(vb[0]/vb[1]) - a0[0]) / (va[0] - va[1]*(vb[0]/vb[1]))
return a0.Add(va.MulF(p))
}
func (cv *Canvas) Fill() {
lastMove := 0
for i, p := range cv.polyPath {
if p.move {
lastMove = i
}
}
path := cv.polyPath[lastMove:]
if len(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(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.polyPath) < 3 {
return
}
cv.clip(cv.polyPath)
}
func (cv *Canvas) clip(path []pathPoint) {
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(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)
cv.state.clip = make([]pathPoint, len(cv.polyPath))
copy(cv.state.clip, cv.polyPath)
}