720 lines
20 KiB
Go
720 lines
20 KiB
Go
package canvas
|
|
|
|
import (
|
|
"math"
|
|
"unsafe"
|
|
)
|
|
|
|
// BeginPath clears the current path and starts a new one
|
|
func (cv *Canvas) BeginPath() {
|
|
if cv.path.p == nil {
|
|
cv.path.p = make([]pathPoint, 0, 100)
|
|
}
|
|
cv.path.p = cv.path.p[:0]
|
|
}
|
|
|
|
func isSamePoint(a, b vec, maxDist float64) bool {
|
|
return math.Abs(b[0]-a[0]) <= maxDist && math.Abs(b[1]-a[1]) <= maxDist
|
|
}
|
|
|
|
// MoveTo adds a gap and moves the end of the path to x/y
|
|
func (cv *Canvas) MoveTo(x, y float64) {
|
|
tf := cv.tf(vec{x, y})
|
|
cv.path.MoveTo(tf[0], tf[1])
|
|
}
|
|
|
|
// LineTo adds a line to the end of the path
|
|
func (cv *Canvas) LineTo(x, y float64) {
|
|
tf := cv.tf(vec{x, y})
|
|
cv.path.LineTo(tf[0], tf[1])
|
|
}
|
|
|
|
// Arc adds a circle segment to the end of the path. x/y is the center, radius
|
|
// is the radius, startAngle and endAngle are angles in radians, anticlockwise
|
|
// means that the line is added anticlockwise
|
|
func (cv *Canvas) Arc(x, y, radius, startAngle, endAngle float64, anticlockwise bool) {
|
|
tf := cv.tf(vec{x, y})
|
|
cv.path.Arc(tf[0], tf[1], radius, startAngle, endAngle, anticlockwise)
|
|
}
|
|
|
|
// ArcTo adds to the current path by drawing a line toward x1/y1 and a circle
|
|
// segment of a radius given by the radius parameter. The circle touches the
|
|
// lines from the end of the path to x1/y1, and from x1/y1 to x2/y2. The line
|
|
// will only go to where the circle segment would touch the latter line
|
|
func (cv *Canvas) ArcTo(x1, y1, x2, y2, radius float64) {
|
|
tf1 := cv.tf(vec{x1, y1})
|
|
tf2 := cv.tf(vec{x2, y2})
|
|
cv.path.ArcTo(tf1[0], tf1[1], tf2[0], tf2[1], radius)
|
|
}
|
|
|
|
// QuadraticCurveTo adds a quadratic curve to the path. It uses the current end
|
|
// point of the path, x1/y1 defines the curve, and x2/y2 is the end point
|
|
func (cv *Canvas) QuadraticCurveTo(x1, y1, x2, y2 float64) {
|
|
tf1 := cv.tf(vec{x1, y1})
|
|
tf2 := cv.tf(vec{x2, y2})
|
|
cv.path.QuadraticCurveTo(tf1[0], tf1[1], tf2[0], tf2[1])
|
|
}
|
|
|
|
// BezierCurveTo adds a bezier curve to the path. It uses the current end point
|
|
// of the path, x1/y1 and x2/y2 define the curve, and x3/y3 is the end point
|
|
func (cv *Canvas) BezierCurveTo(x1, y1, x2, y2, x3, y3 float64) {
|
|
tf1 := cv.tf(vec{x1, y1})
|
|
tf2 := cv.tf(vec{x2, y2})
|
|
tf3 := cv.tf(vec{x3, y3})
|
|
cv.path.BezierCurveTo(tf1[0], tf1[1], tf2[0], tf2[1], tf3[0], tf3[1])
|
|
}
|
|
|
|
// ClosePath closes the path to the beginning of the path or the last point
|
|
// from a MoveTo call
|
|
func (cv *Canvas) ClosePath() {
|
|
cv.path.ClosePath()
|
|
}
|
|
|
|
// Stroke uses the current StrokeStyle to draw the current path
|
|
func (cv *Canvas) Stroke() {
|
|
cv.strokePath(&cv.path)
|
|
}
|
|
|
|
// StrokePath uses the current StrokeStyle to draw the given path
|
|
func (cv *Canvas) StrokePath(path *Path2D) {
|
|
for i := range path.p {
|
|
path.p[i].tf = cv.tf(path.p[i].pos)
|
|
}
|
|
cv.strokePath(path)
|
|
}
|
|
|
|
func (cv *Canvas) strokePath(path *Path2D) {
|
|
if len(path.p) == 0 {
|
|
return
|
|
}
|
|
|
|
cv.activate()
|
|
|
|
dashedPath := cv.applyLineDash(path.p)
|
|
|
|
var triBuf [1000]float32
|
|
tris := triBuf[:0]
|
|
tris = append(tris, 0, 0, float32(cv.fw), 0, float32(cv.fw), float32(cv.fh), 0, 0, float32(cv.fw), float32(cv.fh), 0, float32(cv.fh))
|
|
|
|
start := true
|
|
var p0 vec
|
|
for _, p := range dashedPath {
|
|
if p.flags&pathMove != 0 {
|
|
p0 = p.pos
|
|
start = true
|
|
continue
|
|
}
|
|
p1 := p.pos
|
|
|
|
v0 := p1.sub(p0).norm()
|
|
v1 := vec{v0[1], -v0[0]}.mulf(cv.state.lineWidth * 0.5)
|
|
v0 = v0.mulf(cv.state.lineWidth * 0.5)
|
|
|
|
lp0 := p0.add(v1)
|
|
lp1 := p1.add(v1)
|
|
lp2 := p0.sub(v1)
|
|
lp3 := p1.sub(v1)
|
|
|
|
if start {
|
|
switch cv.state.lineEnd {
|
|
case Butt:
|
|
// no need to do anything
|
|
case Square:
|
|
lp0 = lp0.sub(v0)
|
|
lp2 = lp2.sub(v0)
|
|
case Round:
|
|
tris = cv.addCircleTris(p0, cv.state.lineWidth*0.5, tris)
|
|
}
|
|
}
|
|
|
|
if p.flags&pathAttach == 0 {
|
|
switch cv.state.lineEnd {
|
|
case Butt:
|
|
// no need to do anything
|
|
case Square:
|
|
lp1 = lp1.add(v0)
|
|
lp3 = lp3.add(v0)
|
|
case Round:
|
|
tris = cv.addCircleTris(p1, cv.state.lineWidth*0.5, tris)
|
|
}
|
|
}
|
|
|
|
lp0tf := cv.tf(lp0)
|
|
lp1tf := cv.tf(lp1)
|
|
lp2tf := cv.tf(lp2)
|
|
lp3tf := cv.tf(lp3)
|
|
|
|
tris = append(tris,
|
|
float32(lp0tf[0]), float32(lp0tf[1]), float32(lp1tf[0]), float32(lp1tf[1]), float32(lp3tf[0]), float32(lp3tf[1]),
|
|
float32(lp0tf[0]), float32(lp0tf[1]), float32(lp3tf[0]), float32(lp3tf[1]), float32(lp2tf[0]), float32(lp2tf[1]))
|
|
|
|
if p.flags&pathAttach != 0 && cv.state.lineWidth > 1 {
|
|
tris = cv.lineJoint(p, p0, p1, p.next, lp0, lp1, lp2, lp3, tris)
|
|
}
|
|
|
|
p0 = p1
|
|
start = false
|
|
}
|
|
|
|
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
|
|
gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
|
|
|
|
cv.drawShadow(tris)
|
|
|
|
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
|
|
|
|
if cv.state.globalAlpha >= 1 && cv.state.lineAlpha >= 1 && cv.state.stroke.isOpaque() {
|
|
vertex := cv.useShader(&cv.state.stroke)
|
|
|
|
gli.EnableVertexAttribArray(vertex)
|
|
gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
|
|
gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
|
|
gli.DisableVertexAttribArray(vertex)
|
|
} else {
|
|
gli.ColorMask(false, false, false, false)
|
|
gli.StencilFunc(gl_ALWAYS, 1, 0xFF)
|
|
gli.StencilOp(gl_REPLACE, gl_REPLACE, gl_REPLACE)
|
|
gli.StencilMask(0x01)
|
|
|
|
gli.UseProgram(sr.id)
|
|
gli.Uniform4f(sr.color, 0, 0, 0, 0)
|
|
gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh))
|
|
|
|
gli.EnableVertexAttribArray(sr.vertex)
|
|
gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, 0)
|
|
gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
|
|
gli.DisableVertexAttribArray(sr.vertex)
|
|
|
|
gli.ColorMask(true, true, true, true)
|
|
|
|
gli.StencilFunc(gl_EQUAL, 1, 0xFF)
|
|
|
|
origAlpha := cv.state.globalAlpha
|
|
if cv.state.lineAlpha < 1 {
|
|
cv.state.globalAlpha *= cv.state.lineAlpha
|
|
}
|
|
vertex := cv.useShader(&cv.state.stroke)
|
|
cv.state.globalAlpha = origAlpha
|
|
|
|
gli.EnableVertexAttribArray(vertex)
|
|
gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
|
|
gli.DrawArrays(gl_TRIANGLES, 0, 6)
|
|
gli.DisableVertexAttribArray(vertex)
|
|
|
|
gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
|
|
gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
|
|
|
|
gli.Clear(gl_STENCIL_BUFFER_BIT)
|
|
gli.StencilMask(0xFF)
|
|
}
|
|
}
|
|
|
|
func (cv *Canvas) applyLineDash(path []pathPoint) []pathPoint {
|
|
if len(cv.state.lineDash) < 2 || len(path) < 2 {
|
|
return path
|
|
}
|
|
|
|
ldo := cv.state.lineDashOffset
|
|
ldp := cv.state.lineDashPoint
|
|
|
|
path2 := make([]pathPoint, 0, len(path)*2)
|
|
|
|
var lp pathPoint
|
|
for i, pp := range path {
|
|
if i == 0 || pp.flags&pathMove != 0 {
|
|
path2 = append(path2, pp)
|
|
lp = pp
|
|
continue
|
|
}
|
|
|
|
v := pp.pos.sub(lp.pos)
|
|
vtf := pp.tf.sub(lp.tf)
|
|
vl := v.len()
|
|
prev := ldo
|
|
for vl > 0 {
|
|
draw := ldp%2 == 0
|
|
newp := pathPoint{pos: pp.pos, tf: pp.tf}
|
|
ldo += vl
|
|
if ldo > cv.state.lineDash[ldp] {
|
|
ldo = 0
|
|
dl := cv.state.lineDash[ldp] - prev
|
|
dist := dl / vl
|
|
newp.pos = lp.pos.add(v.mulf(dist))
|
|
newp.tf = lp.tf.add(vtf.mulf(dist))
|
|
vl -= dl
|
|
ldp++
|
|
ldp %= len(cv.state.lineDash)
|
|
prev = 0
|
|
} else {
|
|
vl = 0
|
|
}
|
|
|
|
if draw {
|
|
path2[len(path2)-1].next = newp.tf
|
|
path2[len(path2)-1].flags |= pathAttach
|
|
path2 = append(path2, newp)
|
|
} else {
|
|
newp.flags = pathMove
|
|
path2 = append(path2, newp)
|
|
}
|
|
|
|
lp = newp
|
|
v = pp.pos.sub(lp.pos)
|
|
vtf = pp.tf.sub(lp.tf)
|
|
}
|
|
lp = pp
|
|
}
|
|
|
|
return path2
|
|
}
|
|
|
|
func (cv *Canvas) lineJoint(p pathPoint, p0, p1, p2, l0p0, l0p1, l0p2, l0p3 vec, tris []float32) []float32 {
|
|
v2 := p1.sub(p2).norm()
|
|
v3 := vec{v2[1], -v2[0]}.mulf(cv.state.lineWidth * 0.5)
|
|
|
|
p1tf := cv.tf(p1)
|
|
|
|
switch cv.state.lineJoin {
|
|
case Miter:
|
|
l1p0 := p2.sub(v3)
|
|
l1p1 := p1.sub(v3)
|
|
l1p2 := p2.add(v3)
|
|
l1p3 := p1.add(v3)
|
|
// l0p0tf := cv.tf(l0p0)
|
|
l0p1tf := cv.tf(l0p1)
|
|
// l0p2tf := cv.tf(l0p2)
|
|
l0p3tf := cv.tf(l0p3)
|
|
// l1p0tf := cv.tf(l1p0)
|
|
// l1p2tf := cv.tf(l1p2)
|
|
|
|
var ip0, ip1 vec
|
|
if l0p1.sub(l1p1).lenSqr() < 0.000000001 {
|
|
ip0 = l0p1.sub(l1p1).mulf(0.5).add(l1p1)
|
|
} else {
|
|
var q float64
|
|
ip0, _, q = lineIntersection(l0p0, l0p1, l1p1, l1p0)
|
|
if q >= 1 {
|
|
ip0 = l0p1.add(l1p1).mulf(0.5)
|
|
}
|
|
}
|
|
|
|
if dist := ip0.sub(l0p1).lenSqr(); dist > cv.state.miterLimitSqr {
|
|
l1p1 := p1.sub(v3)
|
|
l1p3 := p1.add(v3)
|
|
l1p1tf := cv.tf(l1p1)
|
|
l1p3tf := cv.tf(l1p3)
|
|
|
|
tris = append(tris,
|
|
float32(p1tf[0]), float32(p1tf[1]), float32(l0p1tf[0]), float32(l0p1tf[1]), float32(l1p1tf[0]), float32(l1p1tf[1]),
|
|
float32(p1tf[0]), float32(p1tf[1]), float32(l1p3tf[0]), float32(l1p3tf[1]), float32(l0p3tf[0]), float32(l0p3tf[1]))
|
|
return tris
|
|
}
|
|
|
|
if l0p3.sub(l1p3).lenSqr() < 0.000000001 {
|
|
ip1 = l0p3.sub(l1p3).mulf(0.5).add(l1p3)
|
|
} else {
|
|
var q float64
|
|
ip1, _, q = lineIntersection(l0p2, l0p3, l1p3, l1p2)
|
|
if q >= 1 {
|
|
ip1 = l0p3.add(l1p3).mulf(0.5)
|
|
}
|
|
}
|
|
|
|
if dist := ip1.sub(l1p1).lenSqr(); dist > cv.state.miterLimitSqr {
|
|
l1p1 := p1.sub(v3)
|
|
l1p3 := p1.add(v3)
|
|
l1p1tf := cv.tf(l1p1)
|
|
l1p3tf := cv.tf(l1p3)
|
|
|
|
tris = append(tris,
|
|
float32(p1tf[0]), float32(p1tf[1]), float32(l0p1tf[0]), float32(l0p1tf[1]), float32(l1p1tf[0]), float32(l1p1tf[1]),
|
|
float32(p1tf[0]), float32(p1tf[1]), float32(l1p3tf[0]), float32(l1p3tf[1]), float32(l0p3tf[0]), float32(l0p3tf[1]))
|
|
return tris
|
|
}
|
|
|
|
ip0tf := cv.tf(ip0)
|
|
ip1tf := cv.tf(ip1)
|
|
l1p1tf := cv.tf(l1p1)
|
|
l1p3tf := cv.tf(l1p3)
|
|
|
|
tris = append(tris,
|
|
float32(p1tf[0]), float32(p1tf[1]), float32(l0p1tf[0]), float32(l0p1tf[1]), float32(ip0tf[0]), float32(ip0tf[1]),
|
|
float32(p1tf[0]), float32(p1tf[1]), float32(ip0tf[0]), float32(ip0tf[1]), float32(l1p1tf[0]), float32(l1p1tf[1]),
|
|
float32(p1tf[0]), float32(p1tf[1]), float32(l1p3tf[0]), float32(l1p3tf[1]), float32(ip1tf[0]), float32(ip1tf[1]),
|
|
float32(p1tf[0]), float32(p1tf[1]), float32(ip1tf[0]), float32(ip1tf[1]), float32(l0p3tf[0]), float32(l0p3tf[1]))
|
|
case Bevel:
|
|
l1p1 := p1.sub(v3)
|
|
l1p3 := p1.add(v3)
|
|
|
|
l0p1tf := cv.tf(l0p1)
|
|
l0p3tf := cv.tf(l0p3)
|
|
l1p1tf := cv.tf(l1p1)
|
|
l1p3tf := cv.tf(l1p3)
|
|
|
|
tris = append(tris,
|
|
float32(p1tf[0]), float32(p1tf[1]), float32(l0p1tf[0]), float32(l0p1tf[1]), float32(l1p1tf[0]), float32(l1p1tf[1]),
|
|
float32(p1tf[0]), float32(p1tf[1]), float32(l1p3tf[0]), float32(l1p3tf[1]), float32(l0p3tf[0]), float32(l0p3tf[1]))
|
|
case Round:
|
|
tris = cv.addCircleTris(p1, cv.state.lineWidth*0.5, tris)
|
|
}
|
|
|
|
return tris
|
|
}
|
|
|
|
func (cv *Canvas) addCircleTris(center vec, radius float64, tris []float32) []float32 {
|
|
step := 6 / radius
|
|
if step > 0.8 {
|
|
step = 0.8
|
|
} else if step < 0.05 {
|
|
step = 0.05
|
|
}
|
|
tfcenter := cv.tf(center)
|
|
p0 := cv.tf(vec{center[0], center[1] + radius})
|
|
for angle := step; angle <= math.Pi*2+step; angle += step {
|
|
s, c := math.Sincos(angle)
|
|
p1 := cv.tf(vec{center[0] + s*radius, center[1] + c*radius})
|
|
tris = append(tris,
|
|
float32(tfcenter[0]), float32(tfcenter[1]), float32(p0[0]), float32(p0[1]), float32(p1[0]), float32(p1[1]))
|
|
p0 = p1
|
|
}
|
|
return tris
|
|
}
|
|
|
|
func lineIntersection(a0, a1, b0, b1 vec) (vec, float64, float64) {
|
|
va := a1.sub(a0)
|
|
vb := b1.sub(b0)
|
|
|
|
if (va[0] == 0 && vb[0] == 0) || (va[1] == 0 && vb[1] == 0) || (va[0] == 0 && va[1] == 0) || (vb[0] == 0 && vb[1] == 0) {
|
|
return vec{}, float64(math.Inf(1)), float64(math.Inf(1))
|
|
}
|
|
d := va[1]*vb[0] - va[0]*vb[1]
|
|
if d == 0 {
|
|
return vec{}, float64(math.Inf(1)), float64(math.Inf(1))
|
|
}
|
|
p := (vb[1]*(a0[0]-b0[0]) - a0[1]*vb[0] + b0[1]*vb[0]) / d
|
|
var q float64
|
|
if vb[0] == 0 {
|
|
q = (a0[1] + p*va[1] - b0[1]) / vb[1]
|
|
} else {
|
|
q = (a0[0] + p*va[0] - b0[0]) / vb[0]
|
|
}
|
|
|
|
return a0.add(va.mulf(p)), p, q
|
|
}
|
|
|
|
// Fill fills the current path with the current FillStyle
|
|
func (cv *Canvas) Fill() {
|
|
cv.FillPath(&cv.path)
|
|
}
|
|
|
|
// FillPath fills the given path with the current FillStyle
|
|
func (cv *Canvas) FillPath(path *Path2D) {
|
|
if len(path.p) < 3 {
|
|
return
|
|
}
|
|
cv.activate()
|
|
|
|
var triBuf [1000]float32
|
|
tris := triBuf[:0]
|
|
tris = append(tris, 0, 0, float32(cv.fw), 0, float32(cv.fw), float32(cv.fh), 0, 0, float32(cv.fw), float32(cv.fh), 0, float32(cv.fh))
|
|
|
|
start := 0
|
|
for i, p := range path.p {
|
|
if p.flags&pathMove == 0 {
|
|
continue
|
|
}
|
|
if i >= start+3 {
|
|
tris = cv.appendSubPathTriangles(tris, path.p[start:i])
|
|
}
|
|
start = i
|
|
}
|
|
if len(path.p) >= start+3 {
|
|
tris = cv.appendSubPathTriangles(tris, path.p[start:])
|
|
}
|
|
if len(tris) == 0 {
|
|
return
|
|
}
|
|
|
|
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
|
|
gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
|
|
|
|
cv.drawShadow(tris)
|
|
|
|
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
|
|
|
|
if cv.state.globalAlpha >= 1 && cv.state.lineAlpha >= 1 && cv.state.fill.isOpaque() {
|
|
vertex := cv.useShader(&cv.state.fill)
|
|
|
|
gli.EnableVertexAttribArray(vertex)
|
|
gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
|
|
gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
|
|
gli.DisableVertexAttribArray(vertex)
|
|
} else {
|
|
gli.ColorMask(false, false, false, false)
|
|
gli.StencilFunc(gl_ALWAYS, 1, 0xFF)
|
|
gli.StencilOp(gl_REPLACE, gl_REPLACE, gl_REPLACE)
|
|
gli.StencilMask(0x01)
|
|
|
|
gli.UseProgram(sr.id)
|
|
gli.Uniform4f(sr.color, 0, 0, 0, 0)
|
|
gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh))
|
|
|
|
gli.EnableVertexAttribArray(sr.vertex)
|
|
gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, 0)
|
|
gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
|
|
gli.DisableVertexAttribArray(sr.vertex)
|
|
|
|
gli.ColorMask(true, true, true, true)
|
|
|
|
gli.StencilFunc(gl_EQUAL, 1, 0xFF)
|
|
|
|
vertex := cv.useShader(&cv.state.fill)
|
|
gli.EnableVertexAttribArray(vertex)
|
|
gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
|
|
gli.DrawArrays(gl_TRIANGLES, 0, 6)
|
|
gli.DisableVertexAttribArray(vertex)
|
|
|
|
gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
|
|
gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
|
|
|
|
gli.Clear(gl_STENCIL_BUFFER_BIT)
|
|
gli.StencilMask(0xFF)
|
|
}
|
|
}
|
|
|
|
func (cv *Canvas) appendSubPathTriangles(tris []float32, path []pathPoint) []float32 {
|
|
last := path[len(path)-1]
|
|
if last.flags&pathIsConvex != 0 {
|
|
p0, p1 := path[0].tf, path[1].tf
|
|
last := len(path)
|
|
for i := 2; i < last; i++ {
|
|
p2 := path[i].tf
|
|
tris = append(tris, float32(p0[0]), float32(p0[1]), float32(p1[0]), float32(p1[1]), float32(p2[0]), float32(p2[1]))
|
|
p1 = p2
|
|
}
|
|
} else if last.flags&pathSelfIntersects != 0 {
|
|
path = cv.cutIntersections(path)
|
|
tris = triangulatePath(path, tris)
|
|
} else {
|
|
tris = triangulatePath(path, tris)
|
|
}
|
|
return tris
|
|
}
|
|
|
|
// Clip uses the current path to clip any further drawing. Use Save/Restore to
|
|
// remove the clipping again
|
|
func (cv *Canvas) Clip() {
|
|
if len(cv.path.p) < 3 {
|
|
return
|
|
}
|
|
|
|
path := cv.path.p
|
|
for i := len(path) - 1; i >= 0; i-- {
|
|
if path[i].flags&pathMove != 0 {
|
|
path = path[i:]
|
|
break
|
|
}
|
|
}
|
|
|
|
cv.clip(path)
|
|
}
|
|
|
|
func (cv *Canvas) clip(path []pathPoint) {
|
|
if len(path) < 3 {
|
|
return
|
|
}
|
|
if path[len(path)-1].flags&pathIsRect != 0 {
|
|
cv.scissor(path)
|
|
return
|
|
}
|
|
|
|
cv.activate()
|
|
|
|
var triBuf [1000]float32
|
|
tris := triBuf[:0]
|
|
tris = append(tris, 0, 0, float32(cv.fw), 0, float32(cv.fw), float32(cv.fh), 0, 0, float32(cv.fw), float32(cv.fh), 0, float32(cv.fh))
|
|
baseLen := len(tris)
|
|
tris = triangulatePath(path, tris)
|
|
if len(tris) <= baseLen {
|
|
return
|
|
}
|
|
|
|
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
|
|
gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
|
|
gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, 0)
|
|
|
|
gli.UseProgram(sr.id)
|
|
gli.Uniform4f(sr.color, 1, 1, 1, 1)
|
|
gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh))
|
|
gli.EnableVertexAttribArray(sr.vertex)
|
|
|
|
gli.ColorMask(false, false, false, false)
|
|
|
|
gli.StencilMask(0x04)
|
|
gli.StencilFunc(gl_ALWAYS, 4, 0x04)
|
|
gli.StencilOp(gl_REPLACE, gl_REPLACE, gl_REPLACE)
|
|
gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
|
|
|
|
gli.StencilMask(0x02)
|
|
gli.StencilFunc(gl_EQUAL, 0, 0x06)
|
|
gli.StencilOp(gl_KEEP, gl_INVERT, gl_INVERT)
|
|
gli.DrawArrays(gl_TRIANGLES, 0, 6)
|
|
|
|
gli.StencilMask(0x04)
|
|
gli.StencilFunc(gl_ALWAYS, 0, 0x04)
|
|
gli.StencilOp(gl_ZERO, gl_ZERO, gl_ZERO)
|
|
gli.DrawArrays(gl_TRIANGLES, 0, 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 = cv.path
|
|
cv.state.clip.p = make([]pathPoint, len(cv.path.p))
|
|
copy(cv.state.clip.p, cv.path.p)
|
|
}
|
|
|
|
func (cv *Canvas) scissor(path []pathPoint) {
|
|
tl, br := vec{math.MaxFloat64, math.MaxFloat64}, vec{}
|
|
for _, p := range path {
|
|
tl[0] = math.Min(p.tf[0], tl[0])
|
|
tl[1] = math.Min(p.tf[1], tl[1])
|
|
br[0] = math.Max(p.tf[0], br[0])
|
|
br[1] = math.Max(p.tf[1], br[1])
|
|
}
|
|
|
|
if cv.state.scissor.on {
|
|
tl[0] = math.Max(tl[0], cv.state.scissor.tl[0])
|
|
tl[1] = math.Max(tl[1], cv.state.scissor.tl[1])
|
|
br[0] = math.Min(br[0], cv.state.scissor.br[0])
|
|
br[1] = math.Min(br[1], cv.state.scissor.br[1])
|
|
}
|
|
|
|
cv.state.scissor = scissor{tl: tl, br: br, on: true}
|
|
cv.applyScissor()
|
|
}
|
|
|
|
func (cv *Canvas) applyScissor() {
|
|
s := &cv.state.scissor
|
|
if s.on {
|
|
gli.Scissor(int32(s.tl[0]+0.5), int32(cv.fh-s.br[1]+0.5), int32(s.br[0]-s.tl[0]+0.5), int32(s.br[1]-s.tl[1]+0.5))
|
|
} else {
|
|
gli.Scissor(0, 0, int32(cv.w), int32(cv.h))
|
|
}
|
|
}
|
|
|
|
// Rect creates a closed rectangle path for stroking or filling
|
|
func (cv *Canvas) Rect(x, y, w, h float64) {
|
|
lastWasMove := len(cv.path.p) == 0 || cv.path.p[len(cv.path.p)-1].flags&pathMove != 0
|
|
cv.MoveTo(x, y)
|
|
cv.LineTo(x+w, y)
|
|
cv.LineTo(x+w, y+h)
|
|
cv.LineTo(x, y+h)
|
|
cv.LineTo(x, y)
|
|
if lastWasMove {
|
|
cv.path.p[len(cv.path.p)-1].flags |= pathIsRect
|
|
cv.path.p[len(cv.path.p)-1].flags |= pathIsConvex
|
|
}
|
|
}
|
|
|
|
// StrokeRect draws a rectangle using the current stroke style
|
|
func (cv *Canvas) StrokeRect(x, y, w, h float64) {
|
|
v0 := vec{x, y}
|
|
v1 := vec{x + w, y}
|
|
v2 := vec{x + w, y + h}
|
|
v3 := vec{x, y + h}
|
|
v0t, v1t, v2t, v3t := cv.tf(v0), cv.tf(v1), cv.tf(v2), cv.tf(v3)
|
|
var p [5]pathPoint
|
|
p[0] = pathPoint{pos: v0, tf: v0t, flags: pathMove | pathAttach, next: v1t}
|
|
p[1] = pathPoint{pos: v1, tf: v1t, next: v2, flags: pathAttach}
|
|
p[2] = pathPoint{pos: v2, tf: v2t, next: v3, flags: pathAttach}
|
|
p[3] = pathPoint{pos: v3, tf: v3t, next: v0, flags: pathAttach}
|
|
p[4] = pathPoint{pos: v0, tf: v0t, next: v1, flags: pathAttach}
|
|
path := Path2D{p: p[:]}
|
|
cv.strokePath(&path)
|
|
}
|
|
|
|
// FillRect fills a rectangle with the active fill style
|
|
func (cv *Canvas) FillRect(x, y, w, h float64) {
|
|
cv.activate()
|
|
|
|
p0 := cv.tf(vec{x, y})
|
|
p1 := cv.tf(vec{x, y + h})
|
|
p2 := cv.tf(vec{x + w, y + h})
|
|
p3 := cv.tf(vec{x + w, y})
|
|
|
|
if cv.state.shadowColor.a != 0 {
|
|
tris := [24]float32{
|
|
0, 0,
|
|
float32(cv.fw), 0,
|
|
float32(cv.fw), float32(cv.fh),
|
|
0, 0,
|
|
float32(cv.fw), float32(cv.fh),
|
|
0, float32(cv.fh),
|
|
float32(p0[0]), float32(p0[1]),
|
|
float32(p3[0]), float32(p3[1]),
|
|
float32(p2[0]), float32(p2[1]),
|
|
float32(p0[0]), float32(p0[1]),
|
|
float32(p2[0]), float32(p2[1]),
|
|
float32(p1[0]), float32(p1[1]),
|
|
}
|
|
cv.drawShadow(tris[:])
|
|
}
|
|
|
|
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
|
|
data := [8]float32{float32(p0[0]), float32(p0[1]), float32(p1[0]), float32(p1[1]), float32(p2[0]), float32(p2[1]), float32(p3[0]), float32(p3[1])}
|
|
gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
|
|
|
|
gli.StencilFunc(gl_EQUAL, 0, 0xFF)
|
|
|
|
vertex := cv.useShader(&cv.state.fill)
|
|
gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, 0)
|
|
gli.EnableVertexAttribArray(vertex)
|
|
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
|
|
gli.DisableVertexAttribArray(vertex)
|
|
|
|
gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
|
|
}
|
|
|
|
// ClearRect sets the color of the rectangle to transparent black
|
|
func (cv *Canvas) ClearRect(x, y, w, h float64) {
|
|
cv.activate()
|
|
|
|
if cv.state.transform == matIdentity() {
|
|
gli.Scissor(int32(x+0.5), int32(cv.fh-y-h+0.5), int32(w+0.5), int32(h+0.5))
|
|
gli.ClearColor(0, 0, 0, 0)
|
|
gli.Clear(gl_COLOR_BUFFER_BIT)
|
|
cv.applyScissor()
|
|
return
|
|
}
|
|
|
|
gli.UseProgram(sr.id)
|
|
gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh))
|
|
gli.Uniform4f(sr.color, 0, 0, 0, 0)
|
|
gli.Uniform1f(sr.globalAlpha, 1)
|
|
|
|
gli.Disable(gl_BLEND)
|
|
|
|
p0 := cv.tf(vec{x, y})
|
|
p1 := cv.tf(vec{x, y + h})
|
|
p2 := cv.tf(vec{x + w, y + h})
|
|
p3 := cv.tf(vec{x + w, y})
|
|
|
|
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
|
|
data := [8]float32{float32(p0[0]), float32(p0[1]), float32(p1[0]), float32(p1[1]), float32(p2[0]), float32(p2[1]), float32(p3[0]), float32(p3[1])}
|
|
gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
|
|
|
|
gli.StencilFunc(gl_EQUAL, 0, 0xFF)
|
|
|
|
gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, 0)
|
|
gli.EnableVertexAttribArray(sr.vertex)
|
|
gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
|
|
gli.DisableVertexAttribArray(sr.vertex)
|
|
|
|
gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
|
|
|
|
gli.Enable(gl_BLEND)
|
|
}
|