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())
//
// To achieve different anchoring, transformations and color masking, use SetMatrix and SetColorMask
// methods.
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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
}
// SetMatrix sets a Matrix that this Sprite will be transformed by. This overrides any previously
// set Matrix.
//
// Note, that this has nothing to do with BasicTarget's SetMatrix method. This only affects this
// Sprite and is usable with any Target.
func (s *Sprite) SetMatrix(matrix Matrix) {
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if s.matrix != matrix {
s.matrix = matrix
s.calcData()
}
}
// Matrix returns the currently set Matrix.
func (s *Sprite) Matrix() Matrix {
return s.matrix
}
// SetColorMask sets a color that this Sprite will be multiplied by. This overrides any previously
// set color mask.
//
// Note, that this has nothing to do with BasicTarget's SetColorMask method. This only affects this
// Sprite and is usable with any Target.
func (s *Sprite) SetColorMask(mask color.Color) {
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rgba := ToRGBA(mask)
if s.mask != rgba {
s.mask = ToRGBA(mask)
s.calcData()
}
}
// ColorMask returns the currently set color mask.
func (s *Sprite) ColorMask() RGBA {
return s.mask
}
// Draw draws the Sprite onto the provided Target.
func (s *Sprite) Draw(t Target) {
s.d.Draw(t)
}
func (s *Sprite) calcData() {
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var (
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center = s.frame.Center()
horizontal = X(s.frame.W() / 2)
vertical = Y(s.frame.H() / 2)
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)
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(*s.tri)[0].Position = -horizontal - vertical
(*s.tri)[1].Position = +horizontal - vertical
(*s.tri)[2].Position = +horizontal + vertical
(*s.tri)[3].Position = -horizontal - vertical
(*s.tri)[4].Position = +horizontal + vertical
(*s.tri)[5].Position = -horizontal + 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 + (*s.tri)[i].Position
(*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()
}