504 lines
13 KiB
Go
504 lines
13 KiB
Go
package canvas
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import (
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"math"
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"unsafe"
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)
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func (cv *Canvas) BeginPath() {
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if cv.linePath == nil {
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cv.linePath = make([]pathPoint, 0, 100)
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}
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if cv.polyPath == nil {
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cv.polyPath = make([]pathPoint, 0, 100)
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}
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cv.linePath = cv.linePath[:0]
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cv.polyPath = cv.polyPath[:0]
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}
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func isSamePoint(a, b vec, maxDist float64) bool {
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return math.Abs(b[0]-a[0]) <= maxDist && math.Abs(b[1]-a[1]) <= maxDist
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}
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func (cv *Canvas) MoveTo(x, y float64) {
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tf := cv.tf(vec{x, y})
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if len(cv.linePath) > 0 && isSamePoint(cv.linePath[len(cv.linePath)-1].tf, tf, 0.1) {
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return
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}
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cv.linePath = append(cv.linePath, pathPoint{pos: vec{x, y}, tf: tf, move: true})
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cv.polyPath = append(cv.polyPath, pathPoint{pos: vec{x, y}, tf: tf, move: true})
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}
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func (cv *Canvas) LineTo(x, y float64) {
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cv.strokeLineTo(x, y)
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cv.fillLineTo(x, y)
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}
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func (cv *Canvas) strokeLineTo(x, y float64) {
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if len(cv.linePath) > 0 && isSamePoint(cv.linePath[len(cv.linePath)-1].tf, cv.tf(vec{x, y}), 0.1) {
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return
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}
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if len(cv.linePath) == 0 {
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cv.linePath = append(cv.linePath, pathPoint{pos: vec{x, y}, tf: cv.tf(vec{x, y}), move: true})
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return
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}
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if len(cv.state.lineDash) > 0 {
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lp := cv.linePath[len(cv.linePath)-1].pos
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tp := vec{x, y}
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v := tp.sub(lp)
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vl := v.len()
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prev := cv.state.lineDashOffset
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for vl > 0 {
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draw := cv.state.lineDashPoint%2 == 0
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p := tp
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cv.state.lineDashOffset += vl
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if cv.state.lineDashOffset > cv.state.lineDash[cv.state.lineDashPoint] {
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cv.state.lineDashOffset = 0
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dl := cv.state.lineDash[cv.state.lineDashPoint] - prev
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p = lp.add(v.mulf(dl / vl))
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vl -= dl
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cv.state.lineDashPoint++
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cv.state.lineDashPoint %= len(cv.state.lineDash)
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prev = 0
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} else {
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vl = 0
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}
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if draw {
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cv.linePath[len(cv.linePath)-1].next = cv.tf(p)
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cv.linePath[len(cv.linePath)-1].attach = true
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cv.linePath = append(cv.linePath, pathPoint{pos: p, tf: cv.tf(p), move: false})
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} else {
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cv.linePath = append(cv.linePath, pathPoint{pos: p, tf: cv.tf(p), move: true})
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}
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lp = p
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v = tp.sub(lp)
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}
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} else {
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tf := cv.tf(vec{x, y})
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cv.linePath[len(cv.linePath)-1].next = tf
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cv.linePath[len(cv.linePath)-1].attach = true
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cv.linePath = append(cv.linePath, pathPoint{pos: vec{x, y}, tf: tf, move: false})
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}
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}
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func (cv *Canvas) fillLineTo(x, y float64) {
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if len(cv.polyPath) > 0 && isSamePoint(cv.polyPath[len(cv.polyPath)-1].tf, cv.tf(vec{x, y}), 0.1) {
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return
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}
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if len(cv.polyPath) == 0 {
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cv.polyPath = append(cv.polyPath, pathPoint{pos: vec{x, y}, tf: cv.tf(vec{x, y}), move: true})
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return
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}
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tf := cv.tf(vec{x, y})
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cv.polyPath[len(cv.polyPath)-1].next = tf
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cv.polyPath[len(cv.polyPath)-1].attach = true
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cv.polyPath = append(cv.polyPath, pathPoint{pos: vec{x, y}, tf: tf, move: false})
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}
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func (cv *Canvas) Arc(x, y, radius, startAngle, endAngle float64, anticlockwise bool) {
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startAngle = math.Mod(startAngle, math.Pi*2)
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if startAngle < 0 {
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startAngle += math.Pi * 2
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}
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endAngle = math.Mod(endAngle, math.Pi*2)
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if endAngle < 0 {
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endAngle += math.Pi * 2
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}
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if !anticlockwise && endAngle <= startAngle {
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endAngle += math.Pi * 2
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} else if anticlockwise && endAngle >= startAngle {
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endAngle -= math.Pi * 2
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}
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tr := cv.tf(vec{radius, radius})
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step := 6 / math.Max(tr[0], tr[1])
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if step > 0.8 {
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step = 0.8
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} else if step < 0.05 {
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step = 0.05
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}
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if anticlockwise {
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for a := startAngle; a > endAngle; a -= step {
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s, c := math.Sincos(a)
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cv.LineTo(x+radius*c, y+radius*s)
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}
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} else {
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for a := startAngle; a < endAngle; a += step {
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s, c := math.Sincos(a)
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cv.LineTo(x+radius*c, y+radius*s)
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}
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}
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s, c := math.Sincos(endAngle)
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cv.LineTo(x+radius*c, y+radius*s)
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}
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func (cv *Canvas) ArcTo(x1, y1, x2, y2, radius float64) {
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if len(cv.linePath) == 0 {
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return
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}
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p0, p1, p2 := cv.linePath[len(cv.linePath)-1].pos, vec{x1, y1}, vec{x2, y2}
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v0, v1 := p0.sub(p1).norm(), p2.sub(p1).norm()
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angle := math.Acos(v0.dot(v1))
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// should be in the range [0-pi]. if parallel, use a straight line
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if angle <= 0 || angle >= math.Pi {
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cv.LineTo(x2, y2)
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return
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}
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// cv are the vectors orthogonal to the lines that point to the center of the circle
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cv0 := vec{-v0[1], v0[0]}
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cv1 := vec{v1[1], -v1[0]}
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x := cv1.sub(cv0).div(v0.sub(v1))[0] * radius
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if x < 0 {
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cv0 = cv0.mulf(-1)
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cv1 = cv1.mulf(-1)
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}
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center := p1.add(v0.mulf(math.Abs(x))).add(cv0.mulf(radius))
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a0, a1 := cv0.mulf(-1).atan2(), cv1.mulf(-1).atan2()
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cv.Arc(center[0], center[1], radius, a0, a1, x > 0)
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}
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func (cv *Canvas) QuadraticCurveTo(x1, y1, x2, y2 float64) {
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if len(cv.linePath) == 0 {
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return
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}
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p0 := cv.linePath[len(cv.linePath)-1].pos
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p1 := vec{x1, y1}
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p2 := vec{x2, y2}
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v0 := p1.sub(p0)
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v1 := p2.sub(p1)
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tp0, tp1, tp2 := cv.tf(p0), cv.tf(p1), cv.tf(p2)
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tv0 := tp1.sub(tp0)
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tv1 := tp2.sub(tp1)
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step := 1 / math.Max(math.Max(tv0[0], tv0[1]), math.Max(tv1[0], tv1[1]))
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if step > 0.1 {
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step = 0.1
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} else if step < 0.005 {
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step = 0.005
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}
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for r := 0.0; r < 1; r += step {
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i0 := v0.mulf(r).add(p0)
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i1 := v1.mulf(r).add(p1)
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p := i1.sub(i0).mulf(r).add(i0)
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cv.LineTo(p[0], p[1])
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}
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}
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func (cv *Canvas) BezierCurveTo(x1, y1, x2, y2, x3, y3 float64) {
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if len(cv.linePath) == 0 {
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return
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}
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p0 := cv.linePath[len(cv.linePath)-1].pos
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p1 := vec{x1, y1}
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p2 := vec{x2, y2}
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p3 := vec{x3, y3}
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v0 := p1.sub(p0)
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v1 := p2.sub(p1)
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v2 := p3.sub(p2)
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tp0, tp1, tp2, tp3 := cv.tf(p0), cv.tf(p1), cv.tf(p2), cv.tf(p3)
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tv0 := tp1.sub(tp0)
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tv1 := tp2.sub(tp1)
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tv2 := tp3.sub(tp2)
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step := 1 / math.Max(math.Max(math.Max(tv0[0], tv0[1]), math.Max(tv1[0], tv1[1])), math.Max(tv2[0], tv2[1]))
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if step > 0.1 {
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step = 0.1
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} else if step < 0.005 {
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step = 0.005
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}
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for r := 0.0; r < 1; r += step {
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i0 := v0.mulf(r).add(p0)
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i1 := v1.mulf(r).add(p1)
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i2 := v2.mulf(r).add(p2)
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iv0 := i1.sub(i0)
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iv1 := i2.sub(i1)
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j0 := iv0.mulf(r).add(i0)
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j1 := iv1.mulf(r).add(i1)
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p := j1.sub(j0).mulf(r).add(j0)
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cv.LineTo(p[0], p[1])
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}
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}
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func (cv *Canvas) ClosePath() {
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if len(cv.linePath) < 2 {
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return
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}
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if isSamePoint(cv.linePath[len(cv.linePath)-1].tf, cv.linePath[0].tf, 0.1) {
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return
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}
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cv.LineTo(cv.linePath[0].pos[0], cv.linePath[0].pos[1])
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cv.linePath[len(cv.linePath)-1].next = cv.linePath[0].tf
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cv.polyPath[len(cv.polyPath)-1].next = cv.polyPath[0].tf
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}
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func (cv *Canvas) Stroke() {
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if len(cv.linePath) == 0 {
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return
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}
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cv.activate()
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var triBuf [1000]float32
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tris := triBuf[:0]
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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))
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start := true
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var p0 vec
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for _, p := range cv.linePath {
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if p.move {
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p0 = p.tf
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start = true
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continue
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}
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p1 := p.tf
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v0 := p1.sub(p0).norm()
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v1 := vec{v0[1], -v0[0]}.mulf(cv.state.lineWidth * 0.5)
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v0 = v0.mulf(cv.state.lineWidth * 0.5)
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lp0 := p0.add(v1)
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lp1 := p1.add(v1)
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lp2 := p0.sub(v1)
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lp3 := p1.sub(v1)
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if start {
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switch cv.state.lineEnd {
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case Butt:
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// no need to do anything
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case Square:
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lp0 = lp0.sub(v0)
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lp2 = lp2.sub(v0)
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case Round:
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tris = cv.addCircleTris(p0, cv.state.lineWidth*0.5, tris)
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}
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}
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if !p.attach {
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switch cv.state.lineEnd {
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case Butt:
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// no need to do anything
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case Square:
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lp1 = lp1.add(v0)
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lp3 = lp3.add(v0)
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case Round:
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tris = cv.addCircleTris(p1, cv.state.lineWidth*0.5, tris)
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}
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}
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tris = append(tris,
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float32(lp0[0]), float32(lp0[1]), float32(lp1[0]), float32(lp1[1]), float32(lp3[0]), float32(lp3[1]),
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float32(lp0[0]), float32(lp0[1]), float32(lp3[0]), float32(lp3[1]), float32(lp2[0]), float32(lp2[1]))
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if p.attach {
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tris = cv.lineJoint(p, p0, p1, p.next, lp0, lp1, lp2, lp3, tris)
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}
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p0 = p1
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start = false
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}
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
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gli.ColorMask(false, false, false, false)
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gli.StencilFunc(gl_ALWAYS, 1, 0xFF)
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gli.StencilOp(gl_REPLACE, gl_REPLACE, gl_REPLACE)
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gli.StencilMask(0x01)
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gli.UseProgram(sr.id)
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gli.Uniform4f(sr.color, 0, 0, 0, 0)
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gli.Uniform2f(sr.canvasSize, float32(cv.fw), float32(cv.fh))
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gli.EnableVertexAttribArray(sr.vertex)
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gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil)
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gli.DrawArrays(gl_TRIANGLES, 6, int32(len(tris)/2-6))
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gli.DisableVertexAttribArray(sr.vertex)
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gli.ColorMask(true, true, true, true)
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gli.StencilFunc(gl_EQUAL, 1, 0xFF)
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gli.StencilMask(0xFF)
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vertex := cv.useShader(&cv.state.stroke)
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gli.EnableVertexAttribArray(vertex)
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gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, nil)
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gli.DrawArrays(gl_TRIANGLES, 0, 6)
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gli.DisableVertexAttribArray(vertex)
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gli.StencilOp(gl_KEEP, gl_KEEP, gl_KEEP)
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gli.StencilFunc(gl_ALWAYS, 0, 0xFF)
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gli.StencilMask(0x01)
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gli.Clear(gl_STENCIL_BUFFER_BIT)
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gli.StencilMask(0xFF)
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}
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func (cv *Canvas) lineJoint(p pathPoint, p0, p1, p2, l0p0, l0p1, l0p2, l0p3 vec, tris []float32) []float32 {
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v2 := p1.sub(p2).norm()
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v3 := vec{v2[1], -v2[0]}.mulf(cv.state.lineWidth * 0.5)
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switch cv.state.lineJoin {
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case Miter:
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l1p0 := p2.sub(v3)
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l1p1 := p1.sub(v3)
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l1p2 := p2.add(v3)
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l1p3 := p1.add(v3)
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var ip0, ip1 vec
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if l0p1.sub(l1p1).lenSqr() < 0.000000001 {
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ip0 = l0p1.sub(l1p1).mulf(0.5).add(l1p1)
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} else {
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var q float64
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ip0, _, q = lineIntersection(l0p0, l0p1, l1p1, l1p0)
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if q >= 1 {
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ip0 = l0p1.add(l1p1).mulf(0.5)
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}
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}
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if l0p3.sub(l1p3).lenSqr() < 0.000000001 {
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ip1 = l0p3.sub(l1p3).mulf(0.5).add(l1p3)
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} else {
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var q float64
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ip1, _, q = lineIntersection(l0p2, l0p3, l1p3, l1p2)
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if q >= 1 {
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ip1 = l0p3.add(l1p3).mulf(0.5)
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}
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}
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tris = append(tris,
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float32(p1[0]), float32(p1[1]), float32(l0p1[0]), float32(l0p1[1]), float32(ip0[0]), float32(ip0[1]),
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float32(p1[0]), float32(p1[1]), float32(ip0[0]), float32(ip0[1]), float32(l1p1[0]), float32(l1p1[1]),
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float32(p1[0]), float32(p1[1]), float32(l1p3[0]), float32(l1p3[1]), float32(ip1[0]), float32(ip1[1]),
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float32(p1[0]), float32(p1[1]), float32(ip1[0]), float32(ip1[1]), float32(l0p3[0]), float32(l0p3[1]))
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case Bevel:
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l1p1 := p1.sub(v3)
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l1p3 := p1.add(v3)
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tris = append(tris,
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float32(p1[0]), float32(p1[1]), float32(l0p1[0]), float32(l0p1[1]), float32(l1p1[0]), float32(l1p1[1]),
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float32(p1[0]), float32(p1[1]), float32(l1p3[0]), float32(l1p3[1]), float32(l0p3[0]), float32(l0p3[1]))
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case Round:
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tris = cv.addCircleTris(p1, cv.state.lineWidth*0.5, tris)
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}
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return tris
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}
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func (cv *Canvas) addCircleTris(center vec, radius float64, tris []float32) []float32 {
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p0 := vec{center[0], center[1] + radius}
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step := 6 / radius
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if step > 0.8 {
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step = 0.8
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} else if step < 0.05 {
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step = 0.05
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}
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for angle := step; angle <= math.Pi*2+step; angle += step {
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s, c := math.Sincos(angle)
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p1 := vec{center[0] + s*radius, center[1] + c*radius}
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tris = append(tris, float32(center[0]), float32(center[1]), float32(p0[0]), float32(p0[1]), float32(p1[0]), float32(p1[1]))
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p0 = p1
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}
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return tris
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}
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func lineIntersection(a0, a1, b0, b1 vec) (vec, float64, float64) {
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va := a1.sub(a0)
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vb := b1.sub(b0)
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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) {
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return vec{}, float64(math.Inf(1)), float64(math.Inf(1))
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}
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p := (vb[1]*(a0[0]-b0[0]) - a0[1]*vb[0] + b0[1]*vb[0]) / (va[1]*vb[0] - va[0]*vb[1])
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var q float64
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if vb[0] == 0 {
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q = (a0[1] + p*va[1] - b0[1]) / vb[1]
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} else {
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q = (a0[0] + p*va[0] - b0[0]) / vb[0]
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}
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return a0.add(va.mulf(p)), p, q
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}
|
|
|
|
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
|
|
}
|
|
path = cv.cutIntersections(path)
|
|
|
|
cv.activate()
|
|
|
|
gli.BindBuffer(gl_ARRAY_BUFFER, buf)
|
|
var triBuf [1000]float32
|
|
tris := triangulatePath(path, triBuf[:0])
|
|
if len(tris) == 0 {
|
|
return
|
|
}
|
|
gli.BufferData(gl_ARRAY_BUFFER, len(tris)*4, unsafe.Pointer(&tris[0]), gl_STREAM_DRAW)
|
|
|
|
vertex := cv.useShader(&cv.state.fill)
|
|
gli.EnableVertexAttribArray(vertex)
|
|
gli.VertexAttribPointer(vertex, 2, gl_FLOAT, false, 0, nil)
|
|
gli.DrawArrays(gl_TRIANGLES, 0, int32(len(tris)/2))
|
|
gli.DisableVertexAttribArray(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_REPLACE, gl_REPLACE, gl_REPLACE)
|
|
gli.StencilMask(0x02)
|
|
gli.Clear(gl_STENCIL_BUFFER_BIT)
|
|
|
|
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))
|
|
tris = triangulatePath(path, tris)
|
|
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)
|
|
gli.VertexAttribPointer(sr.vertex, 2, gl_FLOAT, false, 0, nil)
|
|
|
|
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.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)
|
|
}
|