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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
}
// 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},
)
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}
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()
}
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// 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()
}