259 lines
5.5 KiB
Go
259 lines
5.5 KiB
Go
package canvas
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import (
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"fmt"
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"image"
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"unsafe"
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"github.com/tfriedel6/lm"
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)
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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 float32
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path []pathPoint
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text struct {
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target *image.RGBA
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tex uint32
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}
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state drawState
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stateStack []drawState
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}
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type pathPoint struct {
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pos lm.Vec2
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move bool
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next lm.Vec2
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attach bool
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}
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type drawState struct {
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transform lm.Mat3x3
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fill struct {
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r, g, b, a float32
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}
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stroke struct {
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r, g, b, a float32
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lineWidth float32
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}
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font *Font
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fontSize float32
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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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// 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: float32(x), fy: float32(y),
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fw: float32(w), fh: float32(h),
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stateStack: make([]drawState, 0, 20),
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}
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cv.state.stroke.lineWidth = 1
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cv.state.transform = lm.Mat3x3Identity()
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return cv
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}
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func (cv *Canvas) ptToGL(x, y float32) (fx, fy float32) {
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return cv.vecToGL(lm.Vec2{x, y})
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}
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func (cv *Canvas) vecToGL(v lm.Vec2) (fx, fy float32) {
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v, _ = v.MulMat3x3(cv.state.transform)
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return v[0]*2/cv.fw - 1, -v[1]*2/cv.fh + 1
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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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}
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var (
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gli GL
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buf uint32
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sr *solidShader
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tr *textureShader
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)
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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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tr, err = loadTextureShader()
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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.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.StencilFunc(gl_EQUAL, 1, 0x00)
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return
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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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var solidVS = `
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attribute vec2 vertex;
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void main() {
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gl_Position = vec4(vertex, 0.0, 1.0);
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}`
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var solidFS = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec4 color;
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void main() {
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gl_FragColor = color;
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}`
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var textureVS = `
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attribute vec2 vertex, texCoord;
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varying vec2 v_texCoord;
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void main() {
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v_texCoord = texCoord;
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gl_Position = vec4(vertex, 0.0, 1.0);
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}`
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var textureFS = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_texCoord;
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uniform sampler2D image;
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void main() {
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gl_FragColor = texture2D(image, v_texCoord);
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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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// SetFillColor sets the color for any fill calls
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func (cv *Canvas) SetFillColor(value ...interface{}) {
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r, g, b, a, ok := parseColor(value...)
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if ok {
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f := &cv.state.fill
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f.r, f.g, f.b, f.a = r, g, b, a
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}
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}
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// SetStrokeColor sets the color for any line drawing calls
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func (cv *Canvas) SetStrokeColor(value ...interface{}) {
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r, g, b, a, ok := parseColor(value...)
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if ok {
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s := &cv.state.stroke
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s.r, s.g, s.b, s.a = r, g, b, a
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}
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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 float32) {
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cv.state.stroke.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 *Font, size float32) {
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cv.state.font = font
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cv.state.fontSize = size
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}
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// Save saves the current draw state to a stack
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func (cv *Canvas) Save() {
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cv.stateStack = append(cv.stateStack, cv.state)
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}
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// Restore restores the last draw state from the stack if available
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func (cv *Canvas) Restore() {
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l := len(cv.stateStack)
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if l <= 0 {
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return
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}
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cv.state = cv.stateStack[l-1]
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cv.stateStack = cv.stateStack[:l-1]
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}
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func (cv *Canvas) Scale(x, y float32) {
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cv.state.transform = cv.state.transform.Mul(lm.Mat3x3Scale(lm.Vec2{x, y}))
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}
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func (cv *Canvas) Translate(x, y float32) {
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cv.state.transform = cv.state.transform.Mul(lm.Mat3x3Translate(lm.Vec2{x, y}))
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}
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func (cv *Canvas) Rotate(angle float32) {
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cv.state.transform = cv.state.transform.Mul(lm.Mat3x3Rotate(angle))
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}
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// FillRect fills a rectangle with the active color
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func (cv *Canvas) FillRect(x, y, w, h float32) {
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cv.activate()
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gli.UseProgram(sr.id)
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x0f, y0f := cv.ptToGL(x, y)
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x1f, y1f := cv.ptToGL(x, y+h)
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x2f, y2f := cv.ptToGL(x+w, y+h)
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x3f, y3f := cv.ptToGL(x+w, y)
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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data := [8]float32{x0f, y0f, x1f, y1f, x2f, y2f, x3f, y3f}
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gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
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gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil)
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f := cv.state.fill
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gli.Uniform4f(sr.color, f.r, f.g, f.b, f.a)
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gli.EnableVertexAttribArray(sr.vertex)
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gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
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gli.DisableVertexAttribArray(sr.vertex)
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}
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