go-opengl-pixel/sprite.go

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package pixel
import "image/color"
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// Sprite is a drawable frame of a Picture. It's anchored by the center of it's Picture's frame.
//
// Frame specifies a rectangular portion of the Picture that will be drawn. For example, this
// creates a Sprite that draws the whole Picture:
//
// sprite := pixel.NewSprite(pic, pic.Bounds())
//
// Note, that Sprite caches the results of MakePicture from Targets it's drawn to for each Picture
// it's set to. What it means is that using a Sprite with an unbounded number of Pictures leads to a
// memory leak, since Sprite caches them and never forgets. In such a situation, create a new Sprite
// for each Picture.
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type Sprite struct {
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tri *TrianglesData
frame Rect
d Drawer
matrix Matrix
mask RGBA
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}
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// NewSprite creates a Sprite from the supplied frame of a Picture.
func NewSprite(pic Picture, frame Rect) *Sprite {
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tri := MakeTrianglesData(6)
s := &Sprite{
tri: tri,
d: Drawer{Triangles: tri},
}
s.matrix = IM
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s.mask = Alpha(1)
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s.Set(pic, frame)
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return s
}
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// Set sets a new frame of a Picture for this Sprite.
func (s *Sprite) Set(pic Picture, frame Rect) {
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s.d.Picture = pic
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if frame != s.frame {
s.frame = frame
s.calcData()
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}
}
// Picture returns the current Sprite's Picture.
func (s *Sprite) Picture() Picture {
return s.d.Picture
}
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// Frame returns the current Sprite's frame.
func (s *Sprite) Frame() Rect {
return s.frame
}
// Draw draws the Sprite onto the provided Target. The Sprite will be transformed by the given Matrix.
//
// This method is equivalent to calling DrawColorMask with nil color mask.
func (s *Sprite) Draw(t Target, matrix Matrix) {
s.DrawColorMask(t, matrix, nil)
}
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// DrawColorMask draws the Sprite onto the provided Target. The Sprite will be transformed by the
// given Matrix and all of it's color will be multiplied by the given mask.
//
// If the mask is nil, a fully opaque white mask will be used, which causes no effect.
func (s *Sprite) DrawColorMask(t Target, matrix Matrix, mask color.Color) {
dirty := false
if matrix != s.matrix {
s.matrix = matrix
dirty = true
}
if mask == nil {
mask = Alpha(1)
}
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rgba := ToRGBA(mask)
if rgba != s.mask {
s.mask = rgba
dirty = true
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}
if dirty {
s.calcData()
}
s.d.Draw(t)
}
func (s *Sprite) calcData() {
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var (
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center = s.frame.Center()
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horizontal = V(s.frame.W()/2, 0)
vertical = V(0, s.frame.H()/2)
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)
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(*s.tri)[0].Position = Vec{}.Sub(horizontal).Sub(vertical)
(*s.tri)[1].Position = Vec{}.Add(horizontal).Sub(vertical)
(*s.tri)[2].Position = Vec{}.Add(horizontal).Add(vertical)
(*s.tri)[3].Position = Vec{}.Sub(horizontal).Sub(vertical)
(*s.tri)[4].Position = Vec{}.Add(horizontal).Add(vertical)
(*s.tri)[5].Position = Vec{}.Sub(horizontal).Add(vertical)
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for i := range *s.tri {
(*s.tri)[i].Color = s.mask
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(*s.tri)[i].Picture = center.Add((*s.tri)[i].Position)
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(*s.tri)[i].Intensity = 1
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}
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// matrix and mask
for i := range *s.tri {
(*s.tri)[i].Position = s.matrix.Project((*s.tri)[i].Position)
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(*s.tri)[i].Color = s.mask
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}
s.d.Dirty()
}