canvas/canvas.go
2019-02-22 16:39:30 +01:00

593 lines
16 KiB
Go

// Package canvas provides an API that tries to closely mirror that
// of the HTML5 canvas API, using OpenGL to do the rendering.
package canvas
import (
"fmt"
"image/color"
"os"
"github.com/golang/freetype/truetype"
"github.com/tfriedel6/canvas/backend/backendbase"
"golang.org/x/image/font"
)
//go:generate go run make_shaders.go
//go:generate go fmt
// Canvas represents an area on the viewport on which to draw
// using a set of functions very similar to the HTML5 canvas
type Canvas struct {
b backendbase.Backend
x, y, w, h int
fx, fy, fw, fh float64
path Path2D
convex bool
rect bool
state drawState
stateStack []drawState
offscreen bool
offscrBuf offscreenBuffer
offscrImg Image
images map[interface{}]*Image
shadowBuf [][2]float64
}
type drawState struct {
transform mat
fill drawStyle
stroke drawStyle
font *Font
fontSize float64
fontMetrics font.Metrics
textAlign textAlign
textBaseline textBaseline
lineAlpha float64
lineWidth float64
lineJoin lineJoin
lineCap lineCap
miterLimitSqr float64
globalAlpha float64
lineDash []float64
lineDashPoint int
lineDashOffset float64
clip Path2D
shadowColor color.RGBA
shadowOffsetX float64
shadowOffsetY float64
shadowBlur float64
/*
The current transformation matrix.
The current clipping region.
The current dash list.
The current values of the following attributes: strokeStyle, fillStyle, globalAlpha,
lineWidth, lineCap, lineJoin, miterLimit, lineDashOffset, shadowOffsetX,
shadowOffsetY, shadowBlur, shadowColor, globalCompositeOperation, font,
textAlign, textBaseline, direction, imageSmoothingEnabled
*/
}
type drawStyle struct {
color color.RGBA
radialGradient *RadialGradient
linearGradient *LinearGradient
image *Image
}
type lineJoin uint8
type lineCap uint8
// Line join and end constants for SetLineJoin and SetLineCap
const (
Miter = iota
Bevel
Round
Square
Butt
)
type textAlign uint8
// Text alignment constants for SetTextAlign
const (
Left = iota
Center
Right
Start
End
)
type textBaseline uint8
// Text baseline constants for SetTextBaseline
const (
Alphabetic = iota
Top
Hanging
Middle
Ideographic
Bottom
)
// Performance is a nonstandard setting to improve the
// performance of the rendering in some circumstances.
// Disabling self intersections will lead to incorrect
// rendering of self intersecting polygons, but will
// yield better performance when not using the polygons
// are not self intersecting. Assuming convex polygons
// will break concave polygons, but improve performance
// even further
var Performance = struct {
IgnoreSelfIntersections bool
AssumeConvex bool
}{}
// New creates a new canvas with the given viewport coordinates.
// While all functions on the canvas use the top left point as
// the origin, since GL uses the bottom left coordinate, the
// coordinates given here also use the bottom left as origin
func New(backend backendbase.Backend, x, y, w, h int) *Canvas {
if gli == nil {
panic("LoadGL must be called before a canvas can be created")
}
cv := &Canvas{
b: backend,
stateStack: make([]drawState, 0, 20),
images: make(map[interface{}]*Image),
}
cv.SetBounds(x, y, w, h)
cv.state.lineWidth = 1
cv.state.lineAlpha = 1
cv.state.miterLimitSqr = 100
cv.state.globalAlpha = 1
cv.state.fill.color = color.RGBA{A: 255}
cv.state.stroke.color = color.RGBA{A: 255}
cv.state.transform = matIdentity()
return cv
}
// NewOffscreen creates a new canvas with the given size. It
// does not render directly to the screen but renders to a
// texture instead. If alpha is set to true, the offscreen
// canvas will have an alpha channel
func NewOffscreen(backend backendbase.Backend, w, h int, alpha bool) *Canvas {
cv := New(backend, 0, 0, w, h)
cv.offscreen = true
cv.offscrBuf.alpha = alpha
return cv
}
func DeleteOffscreen(cv *Canvas) {
if !cv.offscreen {
return
}
gli.DeleteTextures(1, &cv.offscrBuf.tex)
gli.DeleteFramebuffers(1, &cv.offscrBuf.frameBuf)
gli.DeleteRenderbuffers(1, &cv.offscrBuf.renderStencilBuf)
}
// SetBounds updates the bounds of the canvas. This would
// usually be called for example when the window is resized
func (cv *Canvas) SetBounds(x, y, w, h int) {
if !cv.offscreen {
cv.x, cv.y = x, y
cv.fx, cv.fy = float64(x), float64(y)
}
cv.w, cv.h = w, h
cv.fw, cv.fh = float64(w), float64(h)
activeCanvas = nil
}
// Width returns the internal width of the canvas
func (cv *Canvas) Width() int { return cv.w }
// Height returns the internal height of the canvas
func (cv *Canvas) Height() int { return cv.h }
// Size returns the internal width and height of the canvas
func (cv *Canvas) Size() (int, int) { return cv.w, cv.h }
func (cv *Canvas) tf(v vec) vec {
v, _ = v.mulMat(cv.state.transform)
return v
}
// Activate makes the canvas active and sets the viewport. Only needs
// to be called if any other GL code changes the viewport
func (cv *Canvas) Activate() {
if cv.offscreen {
gli.Viewport(0, 0, int32(cv.w), int32(cv.h))
cv.enableTextureRenderTarget(&cv.offscrBuf)
// cv.offscrImg.w = cv.offscrBuf.w
// cv.offscrImg.h = cv.offscrBuf.h
// cv.offscrImg.tex = cv.offscrBuf.tex
} else {
gli.Viewport(int32(cv.x), int32(cv.y), int32(cv.w), int32(cv.h))
cv.disableTextureRenderTarget()
}
}
var activeCanvas *Canvas
func (cv *Canvas) activate() {
if activeCanvas != cv {
activeCanvas = cv
cv.Activate()
}
loop:
for {
select {
case f := <-glChan:
f()
default:
break loop
}
}
}
const alphaTexSize = 2048
var (
gli GL
glChan = make(chan func())
)
type offscreenBuffer struct {
tex uint32
w int
h int
renderStencilBuf uint32
frameBuf uint32
alpha bool
}
type gaussianShader struct {
id uint32
vertex uint32
texCoord uint32
canvasSize int32
kernelScale int32
image int32
kernel int32
}
// LoadGL needs to be called once per GL context to load the GL assets
// that canvas needs. The parameter is an implementation of the GL interface
// in this package that should make this package neutral to GL implementations.
// The goglimpl subpackage contains an implementation based on Go-GL v3.2
func LoadGL(glimpl GL) (err error) {
gli = glimpl
return
}
func glError() error {
glErr := gli.GetError()
if glErr != gl_NO_ERROR {
return fmt.Errorf("GL Error: %x", glErr)
}
return nil
}
// SetFillStyle sets the color, gradient, or image for any fill calls. To set a
// color, there are several acceptable formats: 3 or 4 int values for RGB(A) in
// the range 0-255, 3 or 4 float values for RGB(A) in the range 0-1, hex strings
// in the format "#AABBCC", "#AABBCCDD", "#ABC", or "#ABCD"
func (cv *Canvas) SetFillStyle(value ...interface{}) {
cv.state.fill = cv.parseStyle(value...)
}
// SetStrokeStyle sets the color, gradient, or image for any line drawing calls.
// To set a color, there are several acceptable formats: 3 or 4 int values for
// RGB(A) in the range 0-255, 3 or 4 float values for RGB(A) in the range 0-1,
// hex strings in the format "#AABBCC", "#AABBCCDD", "#ABC", or "#ABCD"
func (cv *Canvas) SetStrokeStyle(value ...interface{}) {
cv.state.stroke = cv.parseStyle(value...)
}
func (cv *Canvas) parseStyle(value ...interface{}) drawStyle {
var style drawStyle
if len(value) == 1 {
switch v := value[0].(type) {
case *LinearGradient:
style.linearGradient = v
return style
case *RadialGradient:
style.radialGradient = v
return style
}
}
c, ok := parseColor(value...)
if ok {
style.color = c
} else if len(value) == 1 {
switch v := value[0].(type) {
case *Image, string:
style.image = cv.getImage(v)
}
}
return style
}
func (s *drawStyle) isOpaque() bool {
if lg := s.linearGradient; lg != nil {
return lg.opaque
}
if rg := s.radialGradient; rg != nil {
return rg.opaque
}
if img := s.image; img != nil {
return img.img.IsOpaque()
}
return s.color.A >= 255
}
func (cv *Canvas) backendFillStyle(s *drawStyle, alpha float64) backendbase.FillStyle {
stl := backendbase.FillStyle{Color: s.color, FillMatrix: cv.state.transform}
alpha *= cv.state.globalAlpha
if lg := s.linearGradient; lg != nil {
lg.load()
stl.LinearGradient = lg.grad
} else if rg := s.radialGradient; rg != nil {
rg.load()
stl.RadialGradient = rg.grad
} else if img := s.image; img != nil {
stl.Image = img.img
} else {
alpha *= float64(s.color.A) / 255
}
stl.Color.A = uint8(alpha * 255)
return stl
}
func (cv *Canvas) enableTextureRenderTarget(offscr *offscreenBuffer) {
if offscr.w != cv.w || offscr.h != cv.h {
if offscr.w != 0 && offscr.h != 0 {
gli.DeleteTextures(1, &offscr.tex)
gli.DeleteFramebuffers(1, &offscr.frameBuf)
gli.DeleteRenderbuffers(1, &offscr.renderStencilBuf)
}
offscr.w = cv.w
offscr.h = cv.h
gli.ActiveTexture(gl_TEXTURE0)
gli.GenTextures(1, &offscr.tex)
gli.BindTexture(gl_TEXTURE_2D, offscr.tex)
// todo do non-power-of-two textures work everywhere?
if offscr.alpha {
gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, int32(cv.w), int32(cv.h), 0, gl_RGBA, gl_UNSIGNED_BYTE, nil)
} else {
gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGB, int32(cv.w), int32(cv.h), 0, gl_RGB, gl_UNSIGNED_BYTE, nil)
}
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_NEAREST)
gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_NEAREST)
gli.GenFramebuffers(1, &offscr.frameBuf)
gli.BindFramebuffer(gl_FRAMEBUFFER, offscr.frameBuf)
gli.GenRenderbuffers(1, &offscr.renderStencilBuf)
gli.BindRenderbuffer(gl_RENDERBUFFER, offscr.renderStencilBuf)
gli.RenderbufferStorage(gl_RENDERBUFFER, gl_DEPTH24_STENCIL8, int32(cv.w), int32(cv.h))
gli.FramebufferRenderbuffer(gl_FRAMEBUFFER, gl_DEPTH_STENCIL_ATTACHMENT, gl_RENDERBUFFER, offscr.renderStencilBuf)
gli.FramebufferTexture(gl_FRAMEBUFFER, gl_COLOR_ATTACHMENT0, offscr.tex, 0)
if err := gli.CheckFramebufferStatus(gl_FRAMEBUFFER); err != gl_FRAMEBUFFER_COMPLETE {
// todo this should maybe not panic
panic(fmt.Sprintf("Failed to set up framebuffer for offscreen texture: %x", err))
}
gli.Clear(gl_COLOR_BUFFER_BIT | gl_STENCIL_BUFFER_BIT)
} else {
gli.BindFramebuffer(gl_FRAMEBUFFER, offscr.frameBuf)
}
}
func (cv *Canvas) disableTextureRenderTarget() {
if cv.offscreen {
cv.enableTextureRenderTarget(&cv.offscrBuf)
} else {
gli.BindFramebuffer(gl_FRAMEBUFFER, 0)
}
}
// SetLineWidth sets the line width for any line drawing calls
func (cv *Canvas) SetLineWidth(width float64) {
if width < 0 {
cv.state.lineWidth = 1
cv.state.lineAlpha = 0
} else if width < 1 {
cv.state.lineWidth = 1
cv.state.lineAlpha = width
} else {
cv.state.lineWidth = width
cv.state.lineAlpha = 1
}
}
// SetFont sets the font and font size. The font parameter can be a font loaded
// with the LoadFont function, a filename for a font to load (which will be
// cached), or nil, in which case the first loaded font will be used
func (cv *Canvas) SetFont(src interface{}, size float64) {
if src == nil {
cv.state.font = defaultFont
} else {
switch v := src.(type) {
case *Font:
cv.state.font = v
case *truetype.Font:
cv.state.font = &Font{font: v}
case string:
if f, ok := fonts[v]; ok {
cv.state.font = f
} else {
f, err := LoadFont(v)
if err != nil {
fmt.Fprintf(os.Stderr, "Error loading font %s: %v\n", v, err)
fonts[v] = nil
} else {
fonts[v] = f
cv.state.font = f
}
}
}
}
cv.state.fontSize = size
fontFace := truetype.NewFace(cv.state.font.font, &truetype.Options{Size: size})
cv.state.fontMetrics = fontFace.Metrics()
}
// SetTextAlign sets the text align for any text drawing calls.
// The value can be Left, Center, Right, Start, or End
func (cv *Canvas) SetTextAlign(align textAlign) {
cv.state.textAlign = align
}
// SetTextBaseline sets the text baseline for any text drawing calls.
// The value can be Alphabetic (default), Top, Hanging, Middle,
// Ideographic, or Bottom
func (cv *Canvas) SetTextBaseline(baseline textBaseline) {
cv.state.textBaseline = baseline
}
// SetLineJoin sets the style of line joints for rendering a path with Stroke.
// The value can be Miter, Bevel, or Round
func (cv *Canvas) SetLineJoin(join lineJoin) {
cv.state.lineJoin = join
}
// SetLineEnd is a synonym for SetLineCap that was misnamed by mistake. Deprecated
func (cv *Canvas) SetLineEnd(cap lineCap) {
cv.SetLineCap(cap)
}
// SetLineCap sets the style of line endings for rendering a path with Stroke
// The value can be Butt, Square, or Round
func (cv *Canvas) SetLineCap(cap lineCap) {
cv.state.lineCap = cap
}
// SetLineDash sets the line dash style
func (cv *Canvas) SetLineDash(dash []float64) {
l := len(dash)
if l%2 == 0 {
d2 := make([]float64, l)
copy(d2, dash)
cv.state.lineDash = d2
} else {
d2 := make([]float64, l*2)
copy(d2[:l], dash)
copy(d2[l:], dash)
cv.state.lineDash = d2
}
cv.state.lineDashPoint = 0
cv.state.lineDashOffset = 0
}
func (cv *Canvas) SetLineDashOffset(offset float64) {
cv.state.lineDashOffset = offset
}
// GetLineDash gets the line dash style
func (cv *Canvas) GetLineDash() []float64 {
result := make([]float64, len(cv.state.lineDash))
copy(result, cv.state.lineDash)
return result
}
// SetMiterLimit sets the limit for how far a miter line join can be extend.
// The fallback is a bevel join
func (cv *Canvas) SetMiterLimit(limit float64) {
cv.state.miterLimitSqr = limit * limit
}
// SetGlobalAlpha sets the global alpha value
func (cv *Canvas) SetGlobalAlpha(alpha float64) {
cv.state.globalAlpha = alpha
}
// Save saves the current draw state to a stack
func (cv *Canvas) Save() {
cv.stateStack = append(cv.stateStack, cv.state)
}
// Restore restores the last draw state from the stack if available
func (cv *Canvas) Restore() {
l := len(cv.stateStack)
if l <= 0 {
return
}
cv.b.ClearClip()
for _, st := range cv.stateStack {
if len(st.clip.p) > 0 {
cv.clip(&st.clip)
}
}
cv.state = cv.stateStack[l-1]
cv.stateStack = cv.stateStack[:l-1]
}
// Scale updates the current transformation with a scaling by the given values
func (cv *Canvas) Scale(x, y float64) {
cv.state.transform = matScale(vec{x, y}).mul(cv.state.transform)
}
// Translate updates the current transformation with a translation by the given values
func (cv *Canvas) Translate(x, y float64) {
cv.state.transform = matTranslate(vec{x, y}).mul(cv.state.transform)
}
// Rotate updates the current transformation with a rotation by the given angle
func (cv *Canvas) Rotate(angle float64) {
cv.state.transform = matRotate(angle).mul(cv.state.transform)
}
// Transform updates the current transformation with the given matrix
func (cv *Canvas) Transform(a, b, c, d, e, f float64) {
cv.state.transform = mat{a, b, 0, c, d, 0, e, f, 1}.mul(cv.state.transform)
}
// SetTransform replaces the current transformation with the given matrix
func (cv *Canvas) SetTransform(a, b, c, d, e, f float64) {
cv.state.transform = mat{a, b, 0, c, d, 0, e, f, 1}
}
// SetShadowColor sets the color of the shadow. If it is fully transparent (default)
// then no shadow is drawn
func (cv *Canvas) SetShadowColor(color ...interface{}) {
if c, ok := parseColor(color...); ok {
cv.state.shadowColor = c
}
}
// SetShadowOffsetX sets the x offset of the shadow
func (cv *Canvas) SetShadowOffsetX(offset float64) {
cv.state.shadowOffsetX = offset
}
// SetShadowOffsetY sets the y offset of the shadow
func (cv *Canvas) SetShadowOffsetY(offset float64) {
cv.state.shadowOffsetY = offset
}
// SetShadowOffset sets the offset of the shadow
func (cv *Canvas) SetShadowOffset(x, y float64) {
cv.state.shadowOffsetX = x
cv.state.shadowOffsetY = y
}
// SetShadowBlur sets the gaussian blur radius of the shadow
// (0 for no blur)
func (cv *Canvas) SetShadowBlur(r float64) {
cv.state.shadowBlur = r
}