package pixel import ( "image/color" "github.com/go-gl/mathgl/mgl32" ) // Batch is a Target that allows for efficient drawing of many objects with the same Picture (but // different slices of the same Picture are allowed). // // To put an object into a Batch, just draw it onto it: // object.Draw(batch) type Batch struct { cont TrianglesDrawer pic *Picture mat mgl32.Mat3 col NRGBA } // NewBatch creates an empty Batch with the specified Picture and container. // // The container is where objects get accumulated. Batch will support precisely those vertex // properties, that the supplied container supports. // // Note, that if the container does not support TrianglesColor, color masking will not work. func NewBatch(pic *Picture, container Triangles) *Batch { return &Batch{ cont: TrianglesDrawer{Triangles: container}, pic: pic, } } // Clear removes all objects from the Batch. func (b *Batch) Clear() { b.cont.Update(&TrianglesData{}) } // Draw draws all objects that are currently in the Batch onto another Target. func (b *Batch) Draw(t Target) { t.SetPicture(b.pic) b.cont.Draw(t) } // MakeTriangles returns a specialized copy of the provided Triangles, that draws onto this Batch. func (b *Batch) MakeTriangles(t Triangles) Triangles { return &batchTriangles{ Triangles: t.Copy(), trans: t.Copy(), batch: b, } } // SetPicture does nothing, because the Picture of any Batch is fixed. func (b *Batch) SetPicture(p *Picture) { // nothing, Batch has a fixed Picture } // SetTransform sets transforms used in the following draws onto the Batch. func (b *Batch) SetTransform(t ...Transform) { b.mat = transformToMat(t...) } // SetMaskColor sets a mask color used in the following draws onto the Batch. func (b *Batch) SetMaskColor(c color.Color) { if c == nil { b.col = NRGBA{1, 1, 1, 1} return } b.col = NRGBAModel.Convert(c).(NRGBA) } type batchTriangles struct { Triangles trans Triangles batch *Batch } func (bt *batchTriangles) Draw() { // need to apply transforms and mask color and picture bounds trans := make(TrianglesData, bt.Len()) trans.Update(bt.Triangles) for i := range trans { transPos := bt.batch.mat.Mul3x1(mgl32.Vec3{ float32(trans[i].Position.X()), float32(trans[i].Position.Y()), 1, }) trans[i].Position = V(float64(transPos.X()), float64(transPos.Y())) trans[i].Color = trans[i].Color.Mul(bt.batch.col) //TODO: texture } bt.trans.Update(&trans) bt.batch.cont.Append(bt.trans) }