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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
}
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// Group is used to effeciently handle a collection of objects with a common parent. Usually many objects share a parent,
// using a group can significantly increase performance in these cases.
//
// To use a group, first, create a group and as it's parent use the common parent of the collection of objects:
//
// group := pixel.NewGroup(commonParent)
//
// Then, when creating the objects, use the group as their parent, instead of the original common parent, but, don't forget
// to put everything into a With block, like this:
//
// group.With(func() {
// object := newArbitratyObject(group, ...) // group is the parent of the object
// })
//
// When dealing with objects associated with a group, it's always necessary to wrap that into a With block:
//
// group.With(func() {
// for _, obj := range objectsWithCommonParent {
// // do something with obj
// }
// })
//
// That's all!
type Group struct {
parent pixelgl.Doer
context pixelgl.Context
}
// NewGroup creates a new group with the specified parent.
func NewGroup(parent pixelgl.Doer) *Group {
return &Group{
parent: parent,
}
}
// With enables the parent of a group and executes sub.
func (g *Group) With(sub func()) {
g.parent.Do(func(ctx pixelgl.Context) {
g.context = ctx
sub()
})
}
// Do just passes a cached context to sub.
func (g *Group) Do(sub func(pixelgl.Context)) {
sub(g.context)
}
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// Sprite is a picture that can be drawn on the screen. Optionally it can be color masked or tranformed.
//
// Usually, you only transform objects when you're drawing them (by passing transforms to the Draw method).
// With sprites however, it can be useful to also transform them "statically". For example, sprites are
// anchor by their bottom-left corner by default. Setting a transform can change this anchor to the center,
// or wherever you want.
type Sprite struct {
parent pixelgl.Doer
color color.Color
picture Picture
transform Transform
va *pixelgl.VertexArray
}
// NewSprite creates a new sprite with the supplied picture. The sprite's size is the size of the supplied picture.
// If you want to change the sprite's size, change it's transform.
func NewSprite(parent pixelgl.Doer, picture Picture) *Sprite {
s := &Sprite{
parent: parent,
color: color.White,
picture: picture,
transform: Position(0),
}
parent.Do(func(ctx pixelgl.Context) {
var err error
s.va, err = pixelgl.NewVertexArray(
picture.Texture(),
ctx.Shader().VertexFormat(),
pixelgl.DynamicUsage,
4,
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)
if err != nil {
panic(errors.Wrap(err, "failed to create sprite"))
}
})
w, h := picture.Bounds().Size.XY()
for i, p := range []Vec{V(0, 0), V(w, 0), V(w, h), V(0, h)} {
texCoord := V(
(picture.Bounds().X()+p.X())/float64(picture.Texture().Width()),
(picture.Bounds().Y()+p.Y())/float64(picture.Texture().Height()),
)
s.va.SetVertexAttributeVec2(
i,
pixelgl.Position,
mgl32.Vec2{
float32(p.X()),
float32(p.Y()),
},
)
s.va.SetVertexAttributeVec4(i, pixelgl.Color, mgl32.Vec4{1, 1, 1, 1})
s.va.SetVertexAttributeVec2(
i,
pixelgl.TexCoord,
mgl32.Vec2{
float32(texCoord.X()),
float32(texCoord.Y()),
},
)
}
return s
}
// Delete deletes a sprite. Note, that this does not delete it's picture.
func (s *Sprite) Delete() {
s.va.Delete()
}
// Picture returns the sprite's picture.
func (s *Sprite) Picture() Picture {
return s.picture
}
// SetColor sets a mask color of a sprite.
func (s *Sprite) SetColor(c color.Color) {
s.color = c
}
// Color returns the mask color of a sprite. Default is white.
func (s *Sprite) Color() color.Color {
return s.color
}
// SetTransform sets a "static" transform of a sprite. Setting a transform is equivalent to passing
// the transform as the last parameter to Draw.
//
// sprite.SetTransform(transform)
// sprite.Draw(camera)
// // same as below
// sprite.Draw(camera, tranform)
func (s *Sprite) SetTransform(t Transform) {
s.transform = t
}
// Transform returns the static transform of a sprite.
func (s *Sprite) Transform() Transform {
return s.transform
}
// Draw draws a sprite transformed by the supplied transforms applied in the reverse order.
func (s *Sprite) Draw(t ...Transform) {
mat := mgl32.Ident3()
for i := range t {
mat = mat.Mul3(t[i].Mat3())
}
mat = mat.Mul3(s.transform.Mat3())
s.parent.Do(func(ctx pixelgl.Context) {
r, g, b, a := colorToRGBA(s.color)
ctx.Shader().SetUniformVec4(pixelgl.MaskColor, mgl32.Vec4{r, g, b, a})
ctx.Shader().SetUniformMat3(pixelgl.Transform, mat)
ctx.Shader().SetUniformInt(pixelgl.IsTexture, 1)
s.va.Draw()
})
}
// 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,
}
parent.Do(func(ctx pixelgl.Context) {
var err error
lc.va, err = pixelgl.NewVertexArray(
parent,
ctx.Shader().VertexFormat(),
pixelgl.DynamicUsage,
4,
)
if err != nil {
panic(errors.Wrap(err, "failed to create line"))
}
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})
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())
}
lc.parent.Do(func(ctx pixelgl.Context) {
r, g, b, a := colorToRGBA(lc.color)
ctx.Shader().SetUniformVec4(pixelgl.MaskColor, mgl32.Vec4{r, g, b, a})
ctx.Shader().SetUniformMat3(pixelgl.Transform, mat)
ctx.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 indices []int
for i := 2; i < len(points); i++ {
indices = append(indices, 0, i-1, i)
}
parent.Do(func(ctx pixelgl.Context) {
var err error
pc.va, err = pixelgl.NewVertexArray(
parent,
ctx.Shader().VertexFormat(),
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())
}
pc.parent.Do(func(ctx pixelgl.Context) {
r, g, b, a := colorToRGBA(pc.color)
ctx.Shader().SetUniformVec4(pixelgl.MaskColor, mgl32.Vec4{r, g, b, a})
ctx.Shader().SetUniformMat3(pixelgl.Transform, mat)
ctx.Shader().SetUniformInt(pixelgl.IsTexture, 0)
// 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()
}
// 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 indices []int
for i := 2; i < (n+1)*2; i++ {
indices = append(indices, i-2, i-1, i)
}
var err error
ec.va, err = pixelgl.NewVertexArray(
parent,
ctx.Shader().VertexFormat(),
pixelgl.DynamicUsage,
(n+1)*2,
panic(errors.Wrap(err, "failed to create ellipse"))
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})
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())))
ec.parent.Do(func(ctx pixelgl.Context) {
r, g, b, a := colorToRGBA(ec.color)
ctx.Shader().SetUniformVec4(pixelgl.MaskColor, mgl32.Vec4{r, g, b, a})
ctx.Shader().SetUniformMat3(pixelgl.Transform, mat)
ctx.Shader().SetUniformInt(pixelgl.IsTexture, 0)