package pixel import ( "image/color" "math" "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, // such as a window, or a graphics effect. 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}, ) } 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() } // 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() }