draw2d/draw2dgl/gc.go

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package draw2dgl
import (
"image"
"exp/draw"
"gl"
"freetype-go.googlecode.com/hg/freetype/raster"
"draw2d.googlecode.com/hg/draw2d"
//"log"
)
type GLPainter struct {
// The Porter-Duff composition operator.
Op draw.Op
// The 16-bit color to paint the spans.
cr, cg, cb uint8
ca uint32
colors []uint8
vertices []int32
}
const M16 uint32 = 1<<16 - 1
// Paint satisfies the Painter interface by painting ss onto an image.RGBA.
func (p *GLPainter) Paint(ss []raster.Span, done bool) {
//gl.Begin(gl.LINES)
sslen := len(ss)
clenrequired := sslen * 8
vlenrequired := sslen * 4
if clenrequired >= (cap(p.colors) - len(p.colors)) {
p.Flush()
if clenrequired >= cap(p.colors) {
p.vertices = make([]int32, 0, vlenrequired+(vlenrequired/2))
p.colors = make([]uint8, 0, clenrequired+(clenrequired/2))
}
}
vi := len(p.vertices)
ci := len(p.colors)
p.vertices = p.vertices[0 : vi+vlenrequired]
p.colors = p.colors[0 : ci+clenrequired]
for _, s := range ss {
ma := s.A >> 16
a := ma * p.ca / M16
p.colors[ci] = p.cr
ci++
p.colors[ci] = p.cg
ci++
p.colors[ci] = p.cb
ci++
p.colors[ci] = uint8(a >> 8)
ci++
p.colors[ci] = p.cr
ci++
p.colors[ci] = p.cg
ci++
p.colors[ci] = p.cb
ci++
p.colors[ci] = uint8(a >> 8)
ci++
p.vertices[vi] = int32(s.X0)
vi++
p.vertices[vi] = int32(s.Y)
vi++
p.vertices[vi] = int32(s.X1)
vi++
p.vertices[vi] = int32(s.Y)
vi++
}
}
func (p *GLPainter) Flush() {
if len(p.vertices) != 0 {
gl.EnableClientState(gl.COLOR_ARRAY)
gl.EnableClientState(gl.VERTEX_ARRAY)
gl.ColorPointer(4, 0, p.colors)
gl.VertexPointer(2, 0, p.vertices)
// draw lines
gl.DrawArrays(gl.LINES, 0, len(p.vertices)/2)
gl.DisableClientState(gl.VERTEX_ARRAY)
gl.DisableClientState(gl.COLOR_ARRAY)
p.vertices = p.vertices[0:0]
p.colors = p.colors[0:0]
}
}
// SetColor sets the color to paint the spans.
func (p *GLPainter) SetColor(c image.Color) {
r, g, b, a := c.RGBA()
if a == 0 {
p.cr = 0
p.cg = 0
p.cb = 0
p.ca = a
} else {
p.cr = uint8((r * M16 / a) >> 8)
p.cg = uint8((g * M16 / a) >> 8)
p.cb = uint8((b * M16 / a) >> 8)
p.ca = a
}
}
// NewRGBAPainter creates a new RGBAPainter for the given image.
func NewGLPainter() *GLPainter {
p := new(GLPainter)
p.vertices = make([]int32, 0, 1024)
p.colors = make([]uint8, 0, 1024)
return p
}
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type GraphicContext struct {
*draw2d.StackGraphicContext
painter *GLPainter
fillRasterizer *raster.Rasterizer
strokeRasterizer *raster.Rasterizer
}
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type GLVertex struct {
x, y float64
}
func NewGLVertex() *GLVertex {
return &GLVertex{}
}
func (glVertex *GLVertex) NextCommand(cmd draw2d.VertexCommand) {
}
func (glVertex *GLVertex) Vertex(x, y float64) {
gl.Vertex2d(x, y)
}
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/**
* Create a new Graphic context from an image
*/
func NewGraphicContext(width, height int) *GraphicContext {
gc := &GraphicContext{
draw2d.NewStackGraphicContext(),
NewGLPainter(),
raster.NewRasterizer(width, height),
raster.NewRasterizer(width, height),
}
return gc
}
func (gc *GraphicContext) SetDPI(dpi int) {
}
func (gc *GraphicContext) GetDPI() int {
return -1
}
func (gc *GraphicContext) Clear() {
}
func (gc *GraphicContext) ClearRect(x1, y1, x2, y2 int) {
}
func (gc *GraphicContext) DrawImage(img image.Image) {
}
func (gc *GraphicContext) FillString(text string) (cursor float64) {
return 0
}
func (gc *GraphicContext) paint(rasterizer *raster.Rasterizer, color image.Color) {
gc.painter.SetColor(color)
rasterizer.Rasterize(gc.painter)
rasterizer.Clear()
gc.painter.Flush()
}
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func (gc *GraphicContext) Stroke(paths ...*draw2d.PathStorage){
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paths = append(paths, gc.Current.Path)
gc.strokeRasterizer.UseNonZeroWinding = true
stroker := draw2d.NewLineStroker(gc.Current.Cap, gc.Current.Join, draw2d.NewVertexMatrixTransform(gc.Current.Tr, draw2d.NewVertexAdder(gc.strokeRasterizer)))
stroker.HalfLineWidth = gc.Current.LineWidth / 2
var pathConverter *draw2d.PathConverter
if gc.Current.Dash != nil && len(gc.Current.Dash) > 0 {
dasher := draw2d.NewDashConverter(gc.Current.Dash, gc.Current.DashOffset, stroker)
pathConverter = draw2d.NewPathConverter(dasher)
} else {
pathConverter = draw2d.NewPathConverter(stroker)
}
pathConverter.ApproximationScale = gc.Current.Tr.GetScale() // From agg code
pathConverter.Convert(paths...)
gc.paint(gc.strokeRasterizer, gc.Current.StrokeColor)
gc.Current.Path.Clear()
}
func (gc *GraphicContext) Fill(paths ...*draw2d.PathStorage) {
paths = append(paths, gc.Current.Path)
gc.fillRasterizer.UseNonZeroWinding = gc.Current.FillRule.UseNonZeroWinding()
pathConverter := draw2d.NewPathConverter(draw2d.NewVertexMatrixTransform(gc.Current.Tr, draw2d.NewVertexAdder(gc.fillRasterizer)))
pathConverter.ApproximationScale = gc.Current.Tr.GetScale() // From agg code
pathConverter.Convert(paths...)
gc.paint(gc.fillRasterizer, gc.Current.FillColor)
gc.Current.Path.Clear()
}
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/*
func (gc *GraphicContext) Fill(paths ...*draw2d.PathStorage) {
paths = append(paths, gc.Current.Path)
gc.fillRasterizer.UseNonZeroWinding = gc.Current.FillRule.UseNonZeroWinding()
pathConverter := draw2d.NewPathAdder(draw2d.NewMatrixTransformAdder(gc.Current.Tr, gc.fillRasterizer))
pathConverter.ApproximationScale = gc.Current.Tr.GetScale()
pathConverter.Convert(paths...)
gc.paint(gc.fillRasterizer, gc.Current.FillColor)
gc.Current.Path.Clear()
}
*/
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func (gc *GraphicContext) FillStroke(paths ...*draw2d.PathStorage) {
gc.fillRasterizer.UseNonZeroWinding = gc.Current.FillRule.UseNonZeroWinding()
gc.strokeRasterizer.UseNonZeroWinding = true
filler := draw2d.NewVertexMatrixTransform(gc.Current.Tr, draw2d.NewVertexAdder(gc.fillRasterizer))
stroker := draw2d.NewLineStroker(gc.Current.Cap, gc.Current.Join, draw2d.NewVertexMatrixTransform(gc.Current.Tr, draw2d.NewVertexAdder(gc.strokeRasterizer)))
stroker.HalfLineWidth = gc.Current.LineWidth / 2
demux := draw2d.NewDemuxConverter(filler, stroker)
paths = append(paths, gc.Current.Path)
pathConverter := draw2d.NewPathConverter(demux)
pathConverter.ApproximationScale = gc.Current.Tr.GetScale() // From agg code
pathConverter.Convert(paths...)
gc.paint(gc.fillRasterizer, gc.Current.FillColor)
gc.paint(gc.strokeRasterizer, gc.Current.StrokeColor)
gc.Current.Path = draw2d.NewPathStorage()
}