283 lines
7.1 KiB
Go
283 lines
7.1 KiB
Go
package pixel
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import (
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"fmt"
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"image/color"
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)
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// TrianglesData specifies a list of Triangles vertices with three common properties: Position,
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// Color and Texture.
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type TrianglesData []struct {
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Position Vec
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Color NRGBA
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Texture Vec
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}
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// Len returns the number of vertices in TrianglesData.
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func (td *TrianglesData) Len() int {
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return len(*td)
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}
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// Draw is unimplemented for TrianglesData and panics.
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func (td *TrianglesData) Draw() {
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panic(fmt.Errorf("%T.Draw: invalid operation", td))
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}
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func (td *TrianglesData) resize(len int) {
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if len > td.Len() {
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needAppend := len - td.Len()
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for i := 0; i < needAppend; i++ {
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*td = append(*td, struct {
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Position Vec
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Color NRGBA
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Texture Vec
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}{V(0, 0), NRGBA{1, 1, 1, 1}, V(-1, -1)})
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}
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}
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if len < td.Len() {
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*td = (*td)[:len]
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}
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}
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func (td *TrianglesData) updateData(offset int, t Triangles) {
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// fast path optimization
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if t, ok := t.(*TrianglesData); ok {
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copy((*td)[offset:], *t)
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return
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}
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// slow path manual copy
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if t, ok := t.(TrianglesPosition); ok {
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for i := offset; i < len(*td); i++ {
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(*td)[i].Position = t.Position(i)
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}
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}
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if t, ok := t.(TrianglesColor); ok {
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for i := offset; i < len(*td); i++ {
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(*td)[i].Color = t.Color(i)
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}
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}
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if t, ok := t.(TrianglesTexture); ok {
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for i := offset; i < len(*td); i++ {
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(*td)[i].Texture = t.Texture(i)
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}
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}
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}
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// Update copies vertex properties from the supplied Triangles into this TrianglesData.
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//
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// TrianglesPosition, TrianglesColor and TrianglesTexture are supported.
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func (td *TrianglesData) Update(t Triangles) {
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td.resize(t.Len())
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td.updateData(0, t)
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}
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// Append adds supplied Triangles to the end of the TrianglesData.
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func (td *TrianglesData) Append(t Triangles) {
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td.resize(td.Len() + t.Len())
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td.updateData(td.Len()-t.Len(), t)
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}
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// Copy returns an exact independent copy of this TrianglesData.
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func (td *TrianglesData) Copy() Triangles {
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copyTd := make(TrianglesData, td.Len())
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copyTd.Update(td)
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return ©Td
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}
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// Position returns the position property of i-th vertex.
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func (td *TrianglesData) Position(i int) Vec {
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return (*td)[i].Position
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}
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// Color returns the color property of i-th vertex.
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func (td *TrianglesData) Color(i int) NRGBA {
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return (*td)[i].Color
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}
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// Texture returns the texture property of i-th vertex.
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func (td *TrianglesData) Texture(i int) Vec {
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return (*td)[i].Texture
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}
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// TrianglesDrawer is a helper type that wraps Triangles and turns them into a Drawer.
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//
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// It does so by creating a separate Triangles instance for each Target. The instances are
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// correctly updated alongside the wrapped Triangles.
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type TrianglesDrawer struct {
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Triangles
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tris map[Target]Triangles
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dirty bool
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}
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func (td *TrianglesDrawer) flush() {
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if !td.dirty {
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return
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}
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td.dirty = false
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for _, t := range td.tris {
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t.Update(td.Triangles)
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}
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}
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// Draw draws the wrapped Triangles onto the provided Target.
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func (td *TrianglesDrawer) Draw(target Target) {
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if td.tris == nil {
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td.tris = make(map[Target]Triangles)
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}
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td.flush()
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tri := td.tris[target]
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if tri == nil {
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tri = target.MakeTriangles(td.Triangles)
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td.tris[target] = tri
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}
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tri.Draw()
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}
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// Update updates the wrapped Triangles with the supplied Triangles.
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//
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// Call only this method to update the wrapped Triangles, otherwise the TrianglesDrawer will not
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// work correctly.
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func (td *TrianglesDrawer) Update(t Triangles) {
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td.dirty = true
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td.Triangles.Update(t)
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}
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// Append appends the supplied Triangles to the wrapped Triangles.
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//
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// Call only this method to append to the wrapped Triangles, otherwise the TrianglesDrawer will not
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// work correctly.
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func (td *TrianglesDrawer) Append(t Triangles) {
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td.dirty = true
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td.Triangles.Append(t)
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}
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// Sprite is a picture that can be drawn onto a Target. To change the position/rotation/scale of
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// the Sprite, use Target's SetTransform method.
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type Sprite struct {
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td TrianglesDrawer
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data *TrianglesData
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pic *Picture
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}
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// NewSprite creates a Sprite with the supplied Picture. The dimensions of the returned Sprite match
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// the dimensions of the Picture.
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func NewSprite(pic *Picture) *Sprite {
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data := TrianglesData{
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{Position: V(0, 0), Color: NRGBA{1, 1, 1, 1}, Texture: V(0, 0)},
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{Position: V(0, 0), Color: NRGBA{1, 1, 1, 1}, Texture: V(1, 0)},
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{Position: V(0, 0), Color: NRGBA{1, 1, 1, 1}, Texture: V(1, 1)},
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{Position: V(0, 0), Color: NRGBA{1, 1, 1, 1}, Texture: V(0, 0)},
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{Position: V(0, 0), Color: NRGBA{1, 1, 1, 1}, Texture: V(1, 1)},
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{Position: V(0, 0), Color: NRGBA{1, 1, 1, 1}, Texture: V(0, 1)},
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}
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s := &Sprite{
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td: TrianglesDrawer{Triangles: &data},
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data: &data,
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}
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s.SetPicture(pic)
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return s
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}
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// SetPicture changes the Picture of the Sprite and resizes it accordingly.
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func (s *Sprite) SetPicture(pic *Picture) {
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oldPic := s.pic
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s.pic = pic
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if oldPic.Bounds().Size == pic.Bounds().Size {
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return
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}
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w, h := pic.Bounds().Size.XY()
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(*s.data)[0].Position = V(0, 0)
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(*s.data)[2].Position = V(w, h)
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(*s.data)[1].Position = V(w, 0)
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(*s.data)[3].Position = V(0, 0)
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(*s.data)[4].Position = V(w, h)
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(*s.data)[5].Position = V(0, h)
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s.td.dirty = true
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}
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// Picture returns the current Picture of the Sprite.
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func (s *Sprite) Picture() *Picture {
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return s.pic
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}
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// Draw draws the Sprite onto the provided Target.
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func (s *Sprite) Draw(t Target) {
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t.SetPicture(s.pic)
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s.td.Draw(t)
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}
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// Polygon is a convex polygon shape filled with a single color.
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type Polygon struct {
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td TrianglesDrawer
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data *TrianglesData
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col NRGBA
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}
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// NewPolygon creates a Polygon with specified color and points. Points can be in clock-wise or
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// counter-clock-wise order, it doesn't matter. They should however form a convex polygon.
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func NewPolygon(c color.Color, points ...Vec) *Polygon {
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data := make(TrianglesData, len(points))
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p := &Polygon{
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td: TrianglesDrawer{Triangles: &data},
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data: &data,
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}
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p.SetColor(c)
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p.SetPoints(points...)
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return p
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}
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// SetColor changes the color of the Polygon.
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//
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// If the Polygon is very large, this method might end up being too expensive. Consider using
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// a color mask on a Target, in such a case.
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func (p *Polygon) SetColor(c color.Color) {
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p.col = NRGBAModel.Convert(c).(NRGBA)
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for i := range *p.data {
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(*p.data)[i].Color = p.col
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}
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// dirty stuff, need to update manually
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p.td.dirty = true
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}
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// Color returns the current color of the Polygon.
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func (p *Polygon) Color() NRGBA {
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return p.col
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}
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// SetPoints sets the points of the Polygon. The number of points might differ from the original
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// count.
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//
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// This method is more effective, than creating a new Polygon with the given points.
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//
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// However, it is less expensive than using a transform on a Target.
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func (p *Polygon) SetPoints(points ...Vec) {
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p.data.resize(len(points))
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for i, pt := range points {
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(*p.data)[i].Position = pt
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(*p.data)[i].Color = p.col
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(*p.data)[i].Texture = V(-1, -1)
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}
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// dirty stuff
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p.td.dirty = true
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}
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// Points returns a slice of points of the Polygon in the order they where supplied.
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func (p *Polygon) Points() []Vec {
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points := make([]Vec, p.data.Len())
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for i := range *p.data {
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points[i] = (*p.data)[i].Position
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}
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return points
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}
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// Draw draws the Polygon onto the Target.
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func (p *Polygon) Draw(t Target) {
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t.SetPicture(nil)
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p.td.Draw(t)
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}
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