canvas/canvas.go
2018-02-09 11:41:57 +01:00

514 lines
12 KiB
Go

package canvas
import (
"fmt"
"image"
"unsafe"
"github.com/tfriedel6/lm"
)
// 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 {
x, y, w, h int
fx, fy, fw, fh float32
polyPath []pathPoint
linePath []pathPoint
text struct {
target *image.RGBA
tex uint32
}
state drawState
stateStack []drawState
}
type pathPoint struct {
pos lm.Vec2
tf lm.Vec2
move bool
next lm.Vec2
attach bool
}
type drawState struct {
transform lm.Mat3x3
fill drawStyle
stroke drawStyle
font *Font
fontSize float32
lineWidth float32
lineJoin lineJoin
lineEnd lineEnd
lineDash []float32
lineDashPoint int
lineDashOffset float32
clip []pathPoint
/*
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 glColor
radialGradient *RadialGradient
linearGradient *LinearGradient
image *Image
}
type lineJoin uint8
type lineEnd uint8
const (
Miter = iota
Bevel
Round
Square
Butt
)
// 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(x, y, w, h int) *Canvas {
cv := &Canvas{
x: x, y: y, w: w, h: h,
fx: float32(x), fy: float32(y),
fw: float32(w), fh: float32(h),
stateStack: make([]drawState, 0, 20),
}
cv.state.lineWidth = 1
cv.state.transform = lm.Mat3x3Identity()
return cv
}
func (cv *Canvas) tf(v lm.Vec2) lm.Vec2 {
v, _ = v.MulMat3x3(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() {
gli.Viewport(int32(cv.x), int32(cv.y), int32(cv.w), int32(cv.h))
}
var activeCanvas *Canvas
func (cv *Canvas) activate() {
if activeCanvas != cv {
activeCanvas = cv
cv.Activate()
}
loop:
for {
select {
case f := <-glChan:
f()
default:
break loop
}
}
}
var (
gli GL
buf uint32
sr *solidShader
tr *textureShader
lgr *linearGradientShader
rgr *radialGradientShader
ipr *imagePatternShader
glChan = make(chan func())
)
func LoadGL(glimpl GL) (err error) {
gli = glimpl
gli.GetError() // clear error state
sr, err = loadSolidShader()
if err != nil {
return
}
err = glError()
if err != nil {
return
}
tr, err = loadTextureShader()
if err != nil {
return
}
err = glError()
if err != nil {
return
}
lgr, err = loadLinearGradientShader()
if err != nil {
return
}
err = glError()
if err != nil {
return
}
rgr, err = loadRadialGradientShader()
if err != nil {
return
}
err = glError()
if err != nil {
return
}
ipr, err = loadImagePatternShader()
if err != nil {
return
}
err = glError()
if err != nil {
return
}
gli.GenBuffers(1, &buf)
err = glError()
if err != nil {
return
}
gli.Enable(gl_BLEND)
gli.BlendFunc(gl_SRC_ALPHA, gl_ONE_MINUS_SRC_ALPHA)
gli.Enable(gl_STENCIL_TEST)
gli.StencilFunc(gl_EQUAL, 1, 0x00)
return
}
//go:generate go run make_shaders.go
//go:generate go fmt
var solidVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
void main() {
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var solidFS = `
#ifdef GL_ES
precision mediump float;
#endif
uniform vec4 color;
void main() {
gl_FragColor = color;
}`
var textureVS = `
attribute vec2 vertex, texCoord;
uniform vec2 canvasSize;
varying vec2 v_texCoord;
void main() {
v_texCoord = texCoord;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var textureFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
uniform sampler2D image;
void main() {
gl_FragColor = texture2D(image, v_texCoord);
}`
var linearGradientVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
varying vec2 v_cp;
void main() {
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var linearGradientFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform sampler1D gradient;
uniform vec2 from, dir;
uniform float len;
void main() {
vec2 v = v_cp - from;
float r = dot(v, dir) / len;
r = clamp(r, 0.0, 1.0);
gl_FragColor = texture1D(gradient, r);
}`
var radialGradientVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
varying vec2 v_cp;
void main() {
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var radialGradientFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform sampler1D gradient;
uniform vec2 from, to, dir;
uniform float radFrom, radTo;
uniform float len;
bool isNaN(float v) {
return v < 0.0 || 0.0 < v || v == 0.0 ? false : true;
}
void main() {
float o_a = 0.5 * sqrt(
pow(-2.0*from.x*from.x+2.0*from.x*to.x+2.0*from.x*v_cp.x-2.0*to.x*v_cp.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*v_cp.y-2.0*to.y*v_cp.y+2.0*radFrom*radFrom-2.0*radFrom*radTo, 2.0)
-4.0*(from.x*from.x-2.0*from.x*v_cp.x+v_cp.x*v_cp.x+from.y*from.y-2.0*from.y*v_cp.y+v_cp.y*v_cp.y-radFrom*radFrom)
*(from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo)
);
float o_b = (from.x*from.x-from.x*to.x-from.x*v_cp.x+to.x*v_cp.x+from.y*from.y-from.y*to.y-from.y*v_cp.y+to.y*v_cp.y-radFrom*radFrom+radFrom*radTo);
float o_c = (from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo);
float o1 = (-o_a + o_b) / o_c;
float o2 = (o_a + o_b) / o_c;
if (isNaN(o1) && isNaN(o2)) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
float o = max(o1, o2);
float r = radFrom + o * (radTo - radFrom);
gl_FragColor = texture1D(gradient, o);
}`
var imagePatternVS = `
attribute vec2 vertex;
uniform vec2 canvasSize;
varying vec2 v_cp;
void main() {
v_cp = vertex;
vec2 glp = vertex * 2.0 / canvasSize - 1.0;
gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
}`
var imagePatternFS = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_cp;
uniform vec2 imageSize;
uniform sampler2D image;
void main() {
gl_FragColor = texture2D(image, mod(v_cp / imageSize, 1.0));
//gl_FragColor = vec4(v_cp * 0.1, 0.0, 1.0);
}`
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
func (cv *Canvas) SetFillStyle(value ...interface{}) {
cv.state.fill = parseStyle(value...)
}
// SetStrokeStyle sets the color, gradient, or image for any line drawing calls
func (cv *Canvas) SetStrokeStyle(value ...interface{}) {
cv.state.stroke = parseStyle(value...)
}
func 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
case *Image:
style.image = v
return style
}
}
c, ok := parseColor(value...)
if ok {
style.color = c
}
return style
}
func (cv *Canvas) useShader(style *drawStyle) (vertexLoc uint32) {
if lg := style.linearGradient; lg != nil {
lg.load()
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_1D, lg.tex)
gli.UseProgram(lgr.id)
from := cv.tf(lg.from)
to := cv.tf(lg.to)
dir := to.Sub(from)
length := dir.Len()
dir = dir.DivF(length)
gli.Uniform2f(lgr.canvasSize, cv.fw, cv.fh)
gli.Uniform2f(lgr.from, from[0], from[1])
gli.Uniform2f(lgr.dir, dir[0], dir[1])
gli.Uniform1f(lgr.len, length)
gli.Uniform1i(lgr.gradient, 0)
return lgr.vertex
}
if rg := style.radialGradient; rg != nil {
rg.load()
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_1D, rg.tex)
gli.UseProgram(rgr.id)
from := cv.tf(rg.from)
to := cv.tf(rg.to)
dir := to.Sub(from)
length := dir.Len()
dir = dir.DivF(length)
gli.Uniform2f(rgr.canvasSize, cv.fw, cv.fh)
gli.Uniform2f(rgr.from, from[0], from[1])
gli.Uniform2f(rgr.to, to[0], to[1])
gli.Uniform2f(rgr.dir, dir[0], dir[1])
gli.Uniform1f(rgr.radFrom, rg.radFrom)
gli.Uniform1f(rgr.radTo, rg.radTo)
gli.Uniform1f(rgr.len, length)
gli.Uniform1i(rgr.gradient, 0)
return rgr.vertex
}
if img := style.image; img != nil {
gli.UseProgram(ipr.id)
gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, img.tex)
gli.Uniform2f(ipr.canvasSize, cv.fw, cv.fh)
gli.Uniform2f(ipr.imageSize, float32(img.w), float32(img.h))
gli.Uniform1i(ipr.image, 0)
return ipr.vertex
}
gli.UseProgram(sr.id)
gli.Uniform2f(sr.canvasSize, cv.fw, cv.fh)
c := cv.state.fill.color
gli.Uniform4f(sr.color, c.r, c.g, c.b, c.a)
return sr.vertex
}
// SetLineWidth sets the line width for any line drawing calls
func (cv *Canvas) SetLineWidth(width float32) {
cv.state.lineWidth = width
}
// SetFont sets the font and font size
func (cv *Canvas) SetFont(font *Font, size float32) {
cv.state.font = font
cv.state.fontSize = size
}
// SetLineJoin sets the style of line joints for rendering a path with Stroke
func (cv *Canvas) SetLineJoin(join lineJoin) {
cv.state.lineJoin = join
}
// SetLineEnd sets the style of line endings for rendering a path with Stroke
func (cv *Canvas) SetLineEnd(end lineEnd) {
cv.state.lineEnd = end
}
// SetLineDash sets the line dash style
func (cv *Canvas) SetLineDash(dash []float32) {
l := len(dash)
if l%2 == 0 {
d2 := make([]float32, l)
copy(d2, dash)
cv.state.lineDash = d2
} else {
d2 := make([]float32, l*2)
copy(d2[:l], dash)
copy(d2[l:], dash)
cv.state.lineDash = d2
}
cv.state.lineDashPoint = 0
cv.state.lineDashOffset = 0
}
// 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
}
hadClip := len(cv.state.clip) > 0
cv.state = cv.stateStack[l-1]
cv.stateStack = cv.stateStack[:l-1]
if len(cv.state.clip) > 0 {
cv.clip(cv.state.clip)
} else if hadClip {
gli.StencilMask(0x02)
gli.Clear(gl_STENCIL_BUFFER_BIT)
gli.StencilMask(0xFF)
}
}
func (cv *Canvas) Scale(x, y float32) {
cv.state.transform = cv.state.transform.Mul(lm.Mat3x3Scale(lm.Vec2{x, y}))
}
func (cv *Canvas) Translate(x, y float32) {
cv.state.transform = cv.state.transform.Mul(lm.Mat3x3Translate(lm.Vec2{x, y}))
}
func (cv *Canvas) Rotate(angle float32) {
cv.state.transform = cv.state.transform.Mul(lm.Mat3x3Rotate(angle))
}
func (cv *Canvas) Transform(a, b, c, d, e, f float32) {
cv.state.transform = cv.state.transform.Mul(lm.Mat3x3{a, b, 0, c, d, 0, e, f, 1})
}
func (cv *Canvas) SetTransform(a, b, c, d, e, f float32) {
cv.state.transform = lm.Mat3x3{a, b, 0, c, d, 0, e, f, 1}
}
// FillRect fills a rectangle with the active fill style
func (cv *Canvas) FillRect(x, y, w, h float32) {
cv.activate()
p0 := cv.tf(lm.Vec2{x, y})
p1 := cv.tf(lm.Vec2{x, y + h})
p2 := cv.tf(lm.Vec2{x + w, y + h})
p3 := cv.tf(lm.Vec2{x + w, y})
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
data := [8]float32{p0[0], p0[1], p1[0], p1[1], p2[0], p2[1], p3[0], p3[1]}
gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
vertex := cv.useShader(&cv.state.fill)
gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, nil)
gli.EnableVertexAttribArray(vertex)
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
gli.DisableVertexAttribArray(vertex)
}