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