Newer
Older
package pixel
import (
"image/color"
"github.com/faiface/pixel/pixelgl"
"github.com/go-gl/mathgl/mgl32"
"github.com/pkg/errors"
)
// Drawer is anything that can be drawn. It's by no means a drawer inside your table.
//
// Drawer consists of a single methods: Draw. Draw methods takes any number of Transform arguments. It applies these
// transforms in the reverse order and finally draws something transformed by these transforms.
//
// Example:
//
// // object is a drawer
// object.Draw(pixel.Position(pixel.V(100, 100).Rotate(math.Pi / 2)))
// camera := pixel.Camera(pixel.V(0, 0), pixel.V(500, 500), pixel.V(window.Size()))
// object.Draw(camera, pixel.Position(0).Scale(0.5))
type Drawer interface {
Draw(t ...Transform)
}
// Deleter is anything that can be deleted. All graphics objects that have some associated video memory
// are deleters. It is necessary to call Delete when you're done with an object, otherwise you're going
// to have video memory leaks.
type Deleter interface {
Delete()
}
// DrawDeleter combines Drawer and Deleter interfaces.
type DrawDeleter interface {
Drawer
Deleter
}
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
// LineColor a line shape (with sharp ends) filled with a single color.
type LineColor struct {
parent pixelgl.Doer
color color.Color
a, b Vec
width float64
va *pixelgl.VertexArray
}
// NewLineColor creates a new line shape between points A and B filled with a single color. Parent is an object
// that this shape belongs to, such as a window, or a graphics effect.
func NewLineColor(parent pixelgl.Doer, c color.Color, a, b Vec, width float64) *LineColor {
lc := &LineColor{
parent: parent,
color: c,
a: a,
b: b,
width: width,
}
var format pixelgl.VertexFormat
parent.Do(func(ctx pixelgl.Context) {
format = ctx.Shader().VertexFormat()
})
var err error
lc.va, err = pixelgl.NewVertexArray(
parent,
format,
pixelgl.TriangleStripDrawMode,
pixelgl.DynamicUsage,
4,
)
if err != nil {
panic(errors.Wrap(err, "failed to create line"))
}
lc.va.SetVertexAttributeVec4(0, pixelgl.Color, mgl32.Vec4{1, 1, 1, 1})
lc.va.SetVertexAttributeVec4(1, pixelgl.Color, mgl32.Vec4{1, 1, 1, 1})
lc.va.SetVertexAttributeVec4(2, pixelgl.Color, mgl32.Vec4{1, 1, 1, 1})
lc.va.SetVertexAttributeVec4(3, pixelgl.Color, mgl32.Vec4{1, 1, 1, 1})
lc.setPoints()
return lc
}
// setPoints updates the vertex array data according to A, B and width.
func (lc *LineColor) setPoints() {
r := (lc.b - lc.a).Unit().Scaled(lc.width / 2).Rotated(math.Pi / 2)
for i, p := range []Vec{lc.a - r, lc.a + r, lc.b - r, lc.b + r} {
lc.va.SetVertexAttributeVec2(i, pixelgl.Position, mgl32.Vec2{float32(p.X()), float32(p.Y())})
}
}
// SetColor changes the color of a line.
func (lc *LineColor) SetColor(c color.Color) {
lc.color = c
}
// Color returns the current color of a line.
func (lc *LineColor) Color() color.Color {
return lc.color
}
// SetA changes the position of the first endpoint of a line.
func (lc *LineColor) SetA(a Vec) {
lc.a = a
lc.setPoints()
}
// A returns the current position of the first endpoint of a line.
func (lc *LineColor) A() Vec {
return lc.a
}
// SetB changes the position of the second endpoint of a line.
func (lc *LineColor) SetB(b Vec) {
lc.b = b
lc.setPoints()
}
// B returns the current position of the second endpoint of a line.
func (lc *LineColor) B() Vec {
return lc.b
}
// SetWidth changes the width of a line.
func (lc *LineColor) SetWidth(width float64) {
lc.width = width
lc.setPoints()
}
// Width returns the current width of a line.
func (lc *LineColor) Width() float64 {
return lc.width
}
// Draw draws a line transformed by the supplied transforms applied in the reverse order.
func (lc *LineColor) Draw(t ...Transform) {
mat := mgl32.Ident3()
for i := range t {
mat = mat.Mul3(t[i].Mat3())
}
var shader *pixelgl.Shader
lc.parent.Do(func(ctx pixelgl.Context) {
shader = ctx.Shader()
})
r, g, b, a := colorToRGBA(lc.color)
shader.SetUniformVec4(pixelgl.MaskColor, mgl32.Vec4{r, g, b, a})
shader.SetUniformMat3(pixelgl.Transform, mat)
shader.SetUniformInt(pixelgl.IsTexture, 0)
lc.va.Draw()
}
// Delete destroys a line shape and releases it's video memory. Do not use this shape after calling Delete.
func (lc *LineColor) Delete() {
lc.va.Delete()
}
// PolygonColor is a polygon shape filled with a single color.
type PolygonColor struct {
parent pixelgl.Doer
color color.Color
points []Vec
va *pixelgl.VertexArray
}
// NewPolygonColor creates a new polygon shape filled with a single color. Parent is an object that this shape belongs to,
func NewPolygonColor(parent pixelgl.Doer, c color.Color, points ...Vec) *PolygonColor {
pc := &PolygonColor{
parent: parent,
color: c,
points: points,
}
var format pixelgl.VertexFormat
parent.Do(func(ctx pixelgl.Context) {
format = ctx.Shader().VertexFormat()
})
var err error
pc.va, err = pixelgl.NewVertexArray(
parent,
format,
pixelgl.TriangleFanDrawMode,
pixelgl.DynamicUsage,
len(points),
)
if err != nil {
panic(errors.Wrap(err, "failed to create polygon"))
}
for i, p := range points {
pc.va.SetVertexAttributeVec2(
i,
pixelgl.Position,
mgl32.Vec2{
float32(p.X()),
float32(p.Y()),
},
)
pc.va.SetVertexAttributeVec4(
i,
pixelgl.Color,
mgl32.Vec4{1, 1, 1, 1},
)
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
}
return pc
}
// Count returns the number of points in a polygon.
func (pc *PolygonColor) Count() int {
return len(pc.points)
}
// SetColor changes the color of a polygon to c.
func (pc *PolygonColor) SetColor(c color.Color) {
pc.color = c
}
// Color returns the current color of a polygon.
func (pc *PolygonColor) Color() color.Color {
return pc.color
}
// SetPoint changes the position of a point in a polygon.
//
// If the index is out of range, this function panics.
func (pc *PolygonColor) SetPoint(i int, point Vec) {
pc.points[i] = point
pc.va.SetVertexAttributeVec2(i, pixelgl.Position, mgl32.Vec2{float32(point.X()), float32(point.Y())})
}
// Point returns the position of a point in a polygon.
//
// If the index is out of range, this function panics.
func (pc *PolygonColor) Point(i int) Vec {
return pc.points[i]
}
// Draw draws a polygon transformed by the supplied transforms applied in the reverse order.
func (pc *PolygonColor) Draw(t ...Transform) {
mat := mgl32.Ident3()
for i := range t {
mat = mat.Mul3(t[i].Mat3())
}
var shader *pixelgl.Shader
pc.parent.Do(func(ctx pixelgl.Context) {
shader = ctx.Shader()
})
r, g, b, a := colorToRGBA(pc.color)
shader.SetUniformVec4(pixelgl.MaskColor, mgl32.Vec4{r, g, b, a})
shader.SetUniformMat3(pixelgl.Transform, mat)
shader.SetUniformInt(pixelgl.IsTexture, 0)
pc.va.Draw()
}
// Delete destroys a polygon shape and releases it's video memory. Do not use this shape after calling Delete.
func (pc *PolygonColor) Delete() {
pc.va.Delete()
}
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
// EllipseColor is an ellipse shape filled with a single color.
type EllipseColor struct {
parent pixelgl.Doer
color color.Color
radius Vec
fill float64
va *pixelgl.VertexArray
}
// NewEllipseColor creates a new ellipse shape filled with a single color. Parent is an object that this shape belongs to,
// 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
// 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
// ellipse is filled (which makes the ellipse invisible).
func NewEllipseColor(parent pixelgl.Doer, c color.Color, radius Vec, fill float64) *EllipseColor {
const n = 256
ec := &EllipseColor{
parent: parent,
color: c,
radius: radius,
fill: fill,
}
var format pixelgl.VertexFormat
parent.Do(func(ctx pixelgl.Context) {
format = ctx.Shader().VertexFormat()
})
var err error
ec.va, err = pixelgl.NewVertexArray(
parent,
format,
pixelgl.TriangleStripDrawMode,
pixelgl.DynamicUsage,
(n+1)*2,
)
if err != nil {
panic(errors.Wrap(err, "failed to create circle"))
}
for k := 0; k < n+1; k++ {
i, j := k*2, k*2+1
angle := math.Pi * 2 * float64(k%n) / n
ec.va.SetVertexAttributeVec2(
i,
pixelgl.Position,
mgl32.Vec2{
float32(math.Cos(angle)),
float32(math.Sin(angle)),
},
)
ec.va.SetVertexAttributeVec4(
i,
pixelgl.Color,
mgl32.Vec4{1, 1, 1, 1},
)
ec.va.SetVertexAttributeVec2(
j,
pixelgl.Position,
mgl32.Vec2{
float32(math.Cos(angle) * (1 - fill)),
float32(math.Sin(angle) * (1 - fill)),
},
)
ec.va.SetVertexAttributeVec4(
j,
pixelgl.Color,
mgl32.Vec4{1, 1, 1, 1},
)
}
return ec
}
// SetColor changes the color of an ellipse.
func (ec *EllipseColor) SetColor(c color.Color) {
ec.color = c
}
// Color returns the current color of an ellipse.
func (ec *EllipseColor) Color() color.Color {
return ec.color
}
// SetRadius sets the radius (which can be different in X and Y axis) of an ellipse.
func (ec *EllipseColor) SetRadius(radius Vec) {
ec.radius = radius
}
// Radius returns the current radius of an ellipse.
func (ec *EllipseColor) Radius() Vec {
return ec.radius
}
// Draw dras an ellipse transformed by the supplied transforms applied in the reverse order.
func (ec *EllipseColor) Draw(t ...Transform) {
mat := mgl32.Ident3()
for i := range t {
mat = mat.Mul3(t[i].Mat3())
}
mat = mat.Mul3(mgl32.Scale2D(float32(ec.radius.X()), float32(ec.radius.Y())))
var shader *pixelgl.Shader
ec.parent.Do(func(ctx pixelgl.Context) {
shader = ctx.Shader()
})
r, g, b, a := colorToRGBA(ec.color)
shader.SetUniformVec4(pixelgl.MaskColor, mgl32.Vec4{r, g, b, a})
shader.SetUniformMat3(pixelgl.Transform, mat)
shader.SetUniformInt(pixelgl.IsTexture, 0)
ec.va.Draw()
}