422 lines
12 KiB
Go
422 lines
12 KiB
Go
package pixel
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import (
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"image/color"
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"math"
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"github.com/faiface/pixel/pixelgl"
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"github.com/go-gl/mathgl/mgl32"
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"github.com/pkg/errors"
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)
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// Drawer is anything that can be drawn. It's by no means a drawer inside your table.
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//
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// Drawer consists of a single methods: Draw. Draw methods takes any number of Transform arguments. It applies these
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// transforms in the reverse order and finally draws something transformed by these transforms.
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//
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// Example:
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//
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// // object is a drawer
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// object.Draw(pixel.Position(pixel.V(100, 100).Rotate(math.Pi / 2)))
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// camera := pixel.Camera(pixel.V(0, 0), pixel.V(500, 500), pixel.V(window.Size()))
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// object.Draw(camera, pixel.Position(0).Scale(0.5))
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type Drawer interface {
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Draw(t ...Transform)
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}
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// Deleter is anything that can be deleted. All graphics objects that have some associated video memory
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// are deleters. It is necessary to call Delete when you're done with an object, otherwise you're going
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// to have video memory leaks.
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type Deleter interface {
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Delete()
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}
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// DrawDeleter combines Drawer and Deleter interfaces.
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type DrawDeleter interface {
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Drawer
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Deleter
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}
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// Group is used to effeciently handle a collection of objects with a common parent. Usually many objects share a parent,
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// using a group can significantly increase performance in these cases.
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//
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// To use a group, first, create a group and as it's parent use the common parent of the collection of objects:
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//
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// group := pixel.NewGroup(commonParent)
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//
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// Then, when creating the objects, use the group as their parent, instead of the original common parent, but, don't forget
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// to put everything into a With block, like this:
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//
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// group.With(func() {
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// object := newArbitratyObject(group, ...) // group is the parent of the object
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// })
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//
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// When dealing with objects associated with a group, it's always necessary to wrap that into a With block:
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//
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// group.With(func() {
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// for _, obj := range objectsWithCommonParent {
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// // do something with obj
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// }
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// })
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//
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// That's all!
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type Group struct {
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parent pixelgl.Doer
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context pixelgl.Context
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}
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// NewGroup creates a new group with the specified parent.
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func NewGroup(parent pixelgl.Doer) *Group {
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return &Group{
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parent: parent,
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}
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}
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// With enables the parent of a group and executes sub.
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func (g *Group) With(sub func()) {
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g.parent.Do(func(ctx pixelgl.Context) {
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g.context = ctx
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sub()
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})
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}
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// Do just passes a cached context to sub.
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func (g *Group) Do(sub func(pixelgl.Context)) {
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sub(g.context)
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}
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// Shape is a general drawable shape constructed from vertices.
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//
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// Vertices are specified in the vertex array of a shape. A shape can have a picture, a color (mask) and a static
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// transform.
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//
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// Usually you use this type only indirectly throught other specific shapes (sprites, polygons, ...) embedding it.
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type Shape struct {
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parent pixelgl.Doer
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picture Picture
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color color.Color
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transform Transform
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va *pixelgl.VertexArray
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}
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// NewShape creates a new shape with specified parent, picture, color, transform and vertex array.
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func NewShape(parent pixelgl.Doer, picture Picture, c color.Color, transform Transform, va *pixelgl.VertexArray) *Shape {
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return &Shape{
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parent: parent,
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picture: picture,
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color: c,
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transform: transform,
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va: va,
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}
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}
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// Delete deletes the underlying
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func (s *Shape) Delete() {
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s.va.Delete()
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}
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// SetPicture changes the picture of a shape.
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func (s *Shape) SetPicture(picture Picture) {
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s.picture = picture
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}
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// Picture returns the current picture of a shape.
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func (s *Shape) Picture() Picture {
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return s.picture
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}
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// SetColor changes the color (mask) of a shape.
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func (s *Shape) SetColor(c color.Color) {
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s.color = c
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}
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// Color returns the current color (mask) of a shape.
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func (s *Shape) Color() color.Color {
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return s.color
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}
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// SetTransform changes the ("static") transform of a shape.
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func (s *Shape) SetTransform(transform Transform) {
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s.transform = transform
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}
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// Transform returns the current ("static") transform of a shape.
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func (s *Shape) Transform() Transform {
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return s.transform
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}
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// VertexArray changes the underlying vertex array of a shape.
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func (s *Shape) VertexArray() *pixelgl.VertexArray {
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return s.va
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}
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// Draw draws a sprite transformed by the supplied transforms applied in the reverse order.
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func (s *Shape) Draw(t ...Transform) {
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mat := mgl32.Ident3()
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for i := range t {
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mat = mat.Mul3(t[i].Mat3())
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}
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mat = mat.Mul3(s.transform.Mat3())
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s.parent.Do(func(ctx pixelgl.Context) {
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r, g, b, a := colorToRGBA(s.color)
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ctx.Shader().SetUniformAttr(maskColorVec4, mgl32.Vec4{r, g, b, a})
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ctx.Shader().SetUniformAttr(transformMat3, mat)
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if s.picture.Texture() != nil {
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s.picture.Texture().Do(func(pixelgl.Context) {
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s.va.Draw()
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})
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} else {
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s.va.Draw()
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}
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})
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}
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// Sprite is a picture that can be drawn on the screen. Optionally it can be color masked or tranformed.
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//
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// Usually, you only transform objects when you're drawing them (by passing transforms to the Draw method).
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// With sprites however, it can be useful to also transform them "statically". For example, sprites are
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// anchor by their bottom-left corner by default. Setting a transform can change this anchor to the center,
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// or wherever you want.
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type Sprite struct {
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*Shape
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}
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// NewSprite creates a new sprite with the supplied picture. The sprite's size is the size of the supplied picture.
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// If you want to change the sprite's size, change it's transform.
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func NewSprite(parent pixelgl.Doer, picture Picture) *Sprite {
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var va *pixelgl.VertexArray
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parent.Do(func(ctx pixelgl.Context) {
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var err error
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va, err = pixelgl.NewVertexArray(
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picture.Texture(),
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ctx.Shader().VertexFormat(),
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pixelgl.DynamicUsage,
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4,
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[]int{0, 1, 2, 0, 2, 3},
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)
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if err != nil {
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panic(errors.Wrap(err, "failed to create sprite"))
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}
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})
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w, h := picture.Bounds().Size.XY()
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for i, p := range []Vec{V(0, 0), V(w, 0), V(w, h), V(0, h)} {
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texCoord := V(
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(picture.Bounds().X()+p.X())/float64(picture.Texture().Width()),
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(picture.Bounds().Y()+p.Y())/float64(picture.Texture().Height()),
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)
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va.SetVertexAttr(i, positionVec2, mgl32.Vec2{float32(p.X()), float32(p.Y())})
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va.SetVertexAttr(i, colorVec4, mgl32.Vec4{1, 1, 1, 1})
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va.SetVertexAttr(i, texCoordVec2, mgl32.Vec2{float32(texCoord.X()), float32(texCoord.Y())})
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}
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return &Sprite{NewShape(parent, picture, color.White, Position(0), va)}
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}
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// LineColor a line shape (with sharp ends) filled with a single color.
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type LineColor struct {
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*Shape
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a, b Vec
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width float64
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}
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// NewLineColor creates a new line shape between points A and B filled with a single color. Parent is an object
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// that this shape belongs to, such as a window, or a graphics effect.
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func NewLineColor(parent pixelgl.Doer, c color.Color, a, b Vec, width float64) *LineColor {
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var va *pixelgl.VertexArray
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parent.Do(func(ctx pixelgl.Context) {
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var err error
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va, err = pixelgl.NewVertexArray(
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parent,
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ctx.Shader().VertexFormat(),
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pixelgl.DynamicUsage,
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4,
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[]int{0, 1, 2, 1, 2, 3},
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)
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if err != nil {
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panic(errors.Wrap(err, "failed to create line"))
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}
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})
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for i := 0; i < 4; i++ {
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va.SetVertexAttr(i, colorVec4, mgl32.Vec4{1, 1, 1, 1})
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va.SetVertexAttr(i, texCoordVec2, mgl32.Vec2{-1, -1})
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}
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lc := &LineColor{NewShape(parent, Picture{}, c, Position(0), va), a, b, width}
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lc.setPoints()
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return lc
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}
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// setPoints updates the vertex array data according to A, B and width.
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func (lc *LineColor) setPoints() {
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r := (lc.b - lc.a).Unit().Scaled(lc.width / 2).Rotated(math.Pi / 2)
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for i, p := range []Vec{lc.a - r, lc.a + r, lc.b - r, lc.b + r} {
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lc.va.SetVertexAttr(i, positionVec2, mgl32.Vec2{float32(p.X()), float32(p.Y())})
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}
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}
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// SetA changes the position of the first endpoint of a line.
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func (lc *LineColor) SetA(a Vec) {
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lc.a = a
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lc.setPoints()
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}
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// A returns the current position of the first endpoint of a line.
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func (lc *LineColor) A() Vec {
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return lc.a
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}
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// SetB changes the position of the second endpoint of a line.
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func (lc *LineColor) SetB(b Vec) {
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lc.b = b
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lc.setPoints()
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}
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// B returns the current position of the second endpoint of a line.
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func (lc *LineColor) B() Vec {
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return lc.b
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}
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// SetWidth changes the width of a line.
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func (lc *LineColor) SetWidth(width float64) {
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lc.width = width
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lc.setPoints()
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}
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// Width returns the current width of a line.
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func (lc *LineColor) Width() float64 {
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return lc.width
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}
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// PolygonColor is a convex polygon shape filled with a single color.
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type PolygonColor struct {
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*Shape
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points []Vec
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}
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// NewPolygonColor creates a new polygon shape filled with a single color. Parent is an object that this shape belongs to,
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// such as a window, or a graphics effect.
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func NewPolygonColor(parent pixelgl.Doer, c color.Color, points ...Vec) *PolygonColor {
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var va *pixelgl.VertexArray
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var indices []int
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for i := 2; i < len(points); i++ {
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indices = append(indices, 0, i-1, i)
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}
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parent.Do(func(ctx pixelgl.Context) {
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var err error
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va, err = pixelgl.NewVertexArray(
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parent,
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ctx.Shader().VertexFormat(),
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pixelgl.DynamicUsage,
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len(points),
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indices,
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)
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if err != nil {
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panic(errors.Wrap(err, "failed to create polygon"))
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}
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})
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for i, p := range points {
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va.SetVertexAttr(i, positionVec2, mgl32.Vec2{float32(p.X()), float32(p.Y())})
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va.SetVertexAttr(i, colorVec4, mgl32.Vec4{1, 1, 1, 1})
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va.SetVertexAttr(i, texCoordVec2, mgl32.Vec2{-1, -1})
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}
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return &PolygonColor{NewShape(parent, Picture{}, c, Position(0), va), points}
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}
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// PointNum returns the number of points in a polygon.
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func (pc *PolygonColor) PointNum() int {
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return len(pc.points)
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}
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// SetPoint changes the position of a point in a polygon.
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//
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// If the index is out of range, this function panics.
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func (pc *PolygonColor) SetPoint(i int, point Vec) {
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pc.points[i] = point
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pc.va.SetVertexAttr(i, positionVec2, mgl32.Vec2{float32(point.X()), float32(point.Y())})
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}
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// Point returns the position of a point in a polygon.
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//
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// If the index is out of range, this function panics.
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func (pc *PolygonColor) Point(i int) Vec {
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return pc.points[i]
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}
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// EllipseColor is an ellipse shape filled with a single color.
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type EllipseColor struct {
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*Shape
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radius Vec
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fill float64
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}
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// NewEllipseColor creates a new ellipse shape filled with a single color. Parent is an object that this shape belongs to,
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// such as a window, or a graphics effect. Fill should be a number between 0 and 1 which specifies how much of the ellipse will
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// be filled (from the outside). The value of 1 means that the whole ellipse is filled. The value of 0 means that none of the
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// ellipse is filled (which makes the ellipse invisible).
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func NewEllipseColor(parent pixelgl.Doer, c color.Color, radius Vec, fill float64) *EllipseColor {
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var va *pixelgl.VertexArray
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const n = 256
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var indices []int
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for i := 2; i < (n+1)*2; i++ {
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indices = append(indices, i-2, i-1, i)
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}
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parent.Do(func(ctx pixelgl.Context) {
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var err error
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va, err = pixelgl.NewVertexArray(
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parent,
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ctx.Shader().VertexFormat(),
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pixelgl.DynamicUsage,
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(n+1)*2,
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indices,
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)
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if err != nil {
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panic(errors.Wrap(err, "failed to create ellipse"))
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}
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})
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for k := 0; k < n+1; k++ {
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i, j := k*2, k*2+1
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angle := math.Pi * 2 * float64(k%n) / n
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va.SetVertexAttr(i, positionVec2, mgl32.Vec2{
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float32(math.Cos(angle) * radius.X()),
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float32(math.Sin(angle) * radius.Y()),
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})
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va.SetVertexAttr(i, colorVec4, mgl32.Vec4{1, 1, 1, 1})
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va.SetVertexAttr(i, texCoordVec2, mgl32.Vec2{-1, -1})
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va.SetVertexAttr(j, positionVec2, mgl32.Vec2{
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float32(math.Cos(angle) * radius.X() * (1 - fill)),
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float32(math.Sin(angle) * radius.Y() * (1 - fill)),
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})
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va.SetVertexAttr(j, colorVec4, mgl32.Vec4{1, 1, 1, 1})
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va.SetVertexAttr(j, texCoordVec2, mgl32.Vec2{-1, -1})
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}
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return &EllipseColor{NewShape(parent, Picture{}, c, Position(0), va), radius, fill}
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}
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// Radius returns the radius of an ellipse.
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func (ec *EllipseColor) Radius() Vec {
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return ec.radius
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}
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// Fill returns the fill ratio of an ellipse.
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func (ec *EllipseColor) Fill() float64 {
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return ec.fill
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}
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