Skip to content
graphics.go 6.51 KiB
Newer Older
package pixel

import (
// TrianglesData specifies a list of Triangles vertices with three common properties: Position,
// Color and Texture.
type TrianglesData []struct {
	Position Vec
faiface's avatar
faiface committed
}

// Len returns the number of vertices in TrianglesData.
func (td *TrianglesData) Len() int {
	return len(*td)
faiface's avatar
faiface committed
}

// Draw is unimplemented for TrianglesData and panics.
func (td *TrianglesData) Draw() {
	panic(fmt.Errorf("%T.Draw: invalid operation", td))
faiface's avatar
faiface committed
}

// Update copies vertex properties from the supplied Triangles into this TrianglesData.
faiface's avatar
faiface committed
//
// TrianglesPosition, TrianglesColor and TrianglesTexture are supported.
func (td *TrianglesData) Update(t Triangles) {
	if t.Len() > td.Len() {
		*td = append(*td, make(TrianglesData, t.Len()-td.Len())...)
faiface's avatar
faiface committed
	}
	if t.Len() < td.Len() {
		*td = (*td)[:t.Len()]
faiface's avatar
faiface committed
	}

	// fast path optimization
	if t, ok := t.(*TrianglesData); ok {
		copy(*td, *t)
		return
	}
	if t, ok := t.(*TrianglesColorData); ok {
		for i := range *td {
			(*td)[i].Position = (*t)[i].Position
			(*td)[i].Color = (*t)[i].Color
		}
		return
	}
	if t, ok := t.(*TrianglesTextureData); ok {
		for i := range *td {
			(*td)[i].Position = (*t)[i].Position
			(*td)[i].Texture = (*t)[i].Texture
		}
	// slow path manual copy
	if t, ok := t.(TrianglesPosition); ok {
		for i := range *td {
			(*td)[i].Position = t.Position(i)
	}
	if t, ok := t.(TrianglesColor); ok {
		for i := range *td {
			(*td)[i].Color = NRGBAModel.Convert(t.Color(i)).(NRGBA)
faiface's avatar
faiface committed
		}
	}
	if t, ok := t.(TrianglesTexture); ok {
		for i := range *td {
			(*td)[i].Texture = t.Texture(i)
faiface's avatar
faiface committed
		}
faiface's avatar
faiface committed
	}
faiface's avatar
faiface committed
}

// Position returns the position property of i-th vertex.
func (td *TrianglesData) Position(i int) Vec {
	return (*td)[i].Position
faiface's avatar
faiface committed

// Color returns the color property of i-th vertex.
func (td *TrianglesData) Color(i int) color.Color {
	return (*td)[i].Color
faiface's avatar
faiface committed
}

// Texture returns the texture property of i-th vertex.
func (td *TrianglesData) Texture(i int) Vec {
	return (*td)[i].Texture
faiface's avatar
faiface committed
}

// TrianglesColorData is same as TrianglesData, except is lacks Texture property.
type TrianglesColorData TrianglesData
faiface's avatar
faiface committed

// Len returns the number of vertices in TrianglesColorData.
func (td *TrianglesColorData) Len() int {
	return (*TrianglesData)(td).Len()
faiface's avatar
faiface committed
}

// Draw is unimplemented for TrianglesColorData and panics.
func (td *TrianglesColorData) Draw() {
	(*TrianglesData)(td).Draw()
faiface's avatar
faiface committed
}

// Update copies vertex properties from the supplied Triangles into this TrianglesColorData.
func (td *TrianglesColorData) Update(t Triangles) {
	(*TrianglesData)(td).Update(t)
faiface's avatar
faiface committed
}

// Position returns the position property of i-th vertex.
func (td *TrianglesColorData) Position(i int) Vec {
	return (*TrianglesData)(td).Position(i)
faiface's avatar
faiface committed
}

// Color returns the color property of i-th vertex.
func (td *TrianglesColorData) Color(i int) color.Color {
	return (*TrianglesData)(td).Color(i)
faiface's avatar
faiface committed
}

// TrianglesTextureData is same as TrianglesData, except is lacks Color property.
type TrianglesTextureData TrianglesData
faiface's avatar
faiface committed

// Len returns the number of vertices in TrianglesTextureData.
func (td *TrianglesTextureData) Len() int {
	return (*TrianglesData)(td).Len()
faiface's avatar
faiface committed
}

// Draw is unimplemented for TrianglesTextureData and panics.
func (td *TrianglesTextureData) Draw() {
	(*TrianglesData)(td).Draw()
// Update copies vertex properties from the supplied Triangles into this TrianglesTextureData.
func (td *TrianglesTextureData) Update(t Triangles) {
	(*TrianglesData)(td).Update(t)
// Position returns the position property of i-th vertex.
func (td *TrianglesTextureData) Position(i int) Vec {
	return (*TrianglesData)(td).Position(i)
// Texture returns the texture property of i-th vertex.
func (td *TrianglesTextureData) Texture(i int) Vec {
	return (*TrianglesData)(td).Texture(i)
// TrianglesDrawer is a helper type that wraps Triangles and turns them into a Drawer.
// It does so by creating a separate Triangles instance for each Target. The instances are
// correctly updated alongside the wrapped Triangles.
type TrianglesDrawer struct {
	Triangles
	tris  map[Target]Triangles
	dirty bool
faiface's avatar
faiface committed
}

func (td *TrianglesDrawer) flush() {
	if !td.dirty {
		return
faiface's avatar
faiface committed
	}
	for _, t := range td.tris {
		t.Update(td.Triangles)
faiface's avatar
faiface committed

// Draw draws the wrapped Triangles onto the provided Target.
func (td *TrianglesDrawer) Draw(target Target) {
	if td.tris == nil {
		td.tris = make(map[Target]Triangles)
	}
faiface's avatar
faiface committed

	tri := td.tris[target]
	if tri == nil {
		tri = target.MakeTriangles(td.Triangles)
		td.tris[target] = tri
	}
	tri.Draw()
faiface's avatar
faiface committed
}

// Update updates the wrapped Triangles with the supplied Triangles. Call only this method to
// update the wrapped Triangles, otherwise the TrianglesDrawer will not work correctly.
func (td *TrianglesDrawer) Update(t Triangles) {
	td.dirty = true
	td.Triangles.Update(t)
faiface's avatar
faiface committed
}

// Sprite is a picture, positioned somewhere, with an optional mask color.
type Sprite struct {
	td        TrianglesDrawer
	pic       *Picture
	transform []Transform
	maskColor color.Color
}

// NewSprite creates a Sprite with the supplied Picture. The dimensions of the returned Sprite match
// the dimensions of the Picture.
func NewSprite(pic *Picture) *Sprite {
	s := &Sprite{
		td: TrianglesDrawer{Triangles: &TrianglesTextureData{}},
	}
	s.SetPicture(pic)
	return s
}

// SetPicture changes the Picture of the Sprite and resizes it accordingly.
func (s *Sprite) SetPicture(pic *Picture) {
	w, h := pic.Bounds().Size.XY()
	s.td.Update(&TrianglesTextureData{
		{Position: V(0, 0), Texture: V(0, 0)},
		{Position: V(w, 0), Texture: V(1, 0)},
		{Position: V(w, h), Texture: V(1, 1)},
		{Position: V(0, 0), Texture: V(0, 0)},
		{Position: V(w, h), Texture: V(1, 1)},
		{Position: V(0, h), Texture: V(0, 1)},
	})
	s.pic = pic
}

// Picture returns the current Picture of the Sprite.
func (s *Sprite) Picture() *Picture {
	return s.pic
}

// SetTransform sets a chain of Transforms that will be applied to this Sprite in reverse order.
func (s *Sprite) SetTransform(t ...Transform) {
	s.transform = t
}

// Transform returns the current chain of Transforms that this Sprite is transformed by.
func (s *Sprite) Transform() []Transform {
	return s.transform
}

// SetMaskColor changes the mask color of the Sprite.
func (s *Sprite) SetMaskColor(c color.Color) {
	s.maskColor = c
}

// MaskColor returns the current mask color of the Sprite.
func (s *Sprite) MaskColor() color.Color {
	return s.maskColor
}

// Draw draws the Sprite onto the provided Target.
func (s *Sprite) Draw(target Target) {
	target.SetPicture(s.pic)
	target.SetTransform(s.transform...)
	target.SetMaskColor(s.maskColor)
	s.td.Draw(target)
}