package pixel import ( "image/color" "math" ) // Sprite is a drawable Picture. It's always anchored by the center of it's Picture. type Sprite struct { tri *TrianglesData bounds Rect d Drawer } // NewSprite creates a Sprite from the supplied Picture. func NewSprite(pic Picture) *Sprite { tri := MakeTrianglesData(6) s := &Sprite{ tri: tri, d: Drawer{Triangles: tri}, } s.SetPicture(pic) return s } // SetPicture changes the Sprite's Picture. The new Picture may have a different size, everything // works. func (s *Sprite) SetPicture(pic Picture) { s.d.Picture = pic if s.bounds == pic.Bounds() { return } s.bounds = pic.Bounds() var ( center = s.bounds.Center() horizontal = V(s.bounds.W()/2, 0) vertical = V(0, s.bounds.H()/2) ) (*s.tri)[0].Position = -horizontal - vertical (*s.tri)[1].Position = +horizontal - vertical (*s.tri)[2].Position = +horizontal + vertical (*s.tri)[3].Position = -horizontal - vertical (*s.tri)[4].Position = +horizontal + vertical (*s.tri)[5].Position = -horizontal + vertical for i := range *s.tri { (*s.tri)[i].Color = NRGBA{1, 1, 1, 1} (*s.tri)[i].Picture = center + (*s.tri)[i].Position (*s.tri)[i].Intensity = 1 } s.d.Dirty() } // Picture returns the current Sprite's Picture. func (s *Sprite) Picture() Picture { return s.d.Picture } // Draw draws the Sprite onto the provided Target. func (s *Sprite) Draw(t Target) { s.d.Draw(t) } // IM is an immediate-like-mode shape drawer. // // TODO: mode doc type IM struct { points []point opts point matrix Matrix mask NRGBA tri *TrianglesData d Drawer tmp []Vec } type point struct { position Vec color NRGBA picture Vec intensity float64 width float64 precision int endshape EndShape } // EndShape specifies the shape of an end of a line or a curve. type EndShape int const ( // RoundEndShape is a circular end shape. RoundEndShape EndShape = iota // SharpEndShape is a square end shape. SharpEndShape ) // NewIM creates a new empty IM. An optional Picture can be used to draw with a Picture. // // If you just want to draw primitive shapes, pass nil as the Picture. func NewIM(pic Picture) *IM { tri := &TrianglesData{} im := &IM{ tri: tri, d: Drawer{Triangles: tri, Picture: pic}, } im.Precision(64) im.SetMatrix(ZM) im.SetColorMask(NRGBA{1, 1, 1, 1}) return im } // Clear removes all drawn shapes from the IM. This does not remove Pushed points. func (im *IM) Clear() { im.tri.SetLen(0) im.d.Dirty() } // Draw draws all currently drawn shapes inside the IM onto another Target. func (im *IM) Draw(t Target) { im.d.Draw(t) } // Push adds some points to the IM queue. All Pushed points will have the same properties except for // the position. func (im *IM) Push(pts ...Vec) { point := im.opts for _, pt := range pts { point.position = im.matrix.Project(pt) point.color = im.mask.Mul(im.opts.color) im.points = append(im.points, point) } } // Color sets the color of the next Pushed points. func (im *IM) Color(color color.Color) { im.opts.color = NRGBAModel.Convert(color).(NRGBA) } // Picture sets the Picture coordinates of the next Pushed points. func (im *IM) Picture(pic Vec) { im.opts.picture = pic } // Intensity sets the picture Intensity of the next Pushed points. func (im *IM) Intensity(in float64) { im.opts.intensity = in } // Width sets the with property of the next Pushed points. // // Note that this property does not apply to filled shapes. func (im *IM) Width(w float64) { im.opts.width = w } // Precision sets the curve/circle drawing precision of the next Pushed points. // // It is the number of segments per 360 degrees. func (im *IM) Precision(p int) { im.opts.precision = p if p+1 > len(im.tmp) { im.tmp = append(im.tmp, make([]Vec, p+1-len(im.tmp))...) } if p+1 < len(im.tmp) { im.tmp = im.tmp[:p+1] } } // EndShape sets the endshape of the next Pushed points. func (im *IM) EndShape(es EndShape) { im.opts.endshape = es } // SetMatrix sets a Matrix that all further points will be transformed by. func (im *IM) SetMatrix(m Matrix) { im.matrix = m } // SetColorMask sets a color that all futher point's color will be multiplied by. func (im *IM) SetColorMask(color color.Color) { im.mask = NRGBAModel.Convert(color).(NRGBA) } // FillConvexPolygon takes all points Pushed into the IM's queue and fills the convex polygon formed // by them. // // It empties the queue after. func (im *IM) FillConvexPolygon() { points := im.points im.points = nil if len(points) < 3 { return } i := im.tri.Len() im.tri.SetLen(im.tri.Len() + 3*(len(points)-2)) for j := 1; j+1 < len(points); j++ { (*im.tri)[i].Position = points[0].position (*im.tri)[i].Color = points[0].color (*im.tri)[i].Picture = points[0].picture (*im.tri)[i].Intensity = points[0].intensity (*im.tri)[i+1].Position = points[j].position (*im.tri)[i+1].Color = points[j].color (*im.tri)[i+1].Picture = points[j].picture (*im.tri)[i+1].Intensity = points[j].intensity (*im.tri)[i+2].Position = points[j+1].position (*im.tri)[i+2].Color = points[j+1].color (*im.tri)[i+2].Picture = points[j+1].picture (*im.tri)[i+2].Intensity = points[j+1].intensity i += 3 } im.d.Dirty() } // FillEllipseArc draws an ellipse arc around each point in the IM's queue. Low and high angles are // in radians. // // It empties the queue after. func (im *IM) FillEllipseArc(radius Vec, low, high float64) { points := im.points im.points = nil // normalize high if math.Abs(high-low) > 2*math.Pi { high = low + math.Mod(high-low, 2*math.Pi) } for _, pt := range points { im.Push(pt.position) // center num := math.Ceil(math.Abs(high-low) / (2 * math.Pi) * float64(pt.precision)) delta := (high - low) / num for i := range im.tmp[:int(num)+1] { angle := low + float64(i)*delta sin, cos := math.Sincos(angle) im.tmp[i] = pt.position + V( radius.X()*cos, radius.Y()*sin, ) } im.Push(im.tmp[:int(num)+1]...) im.FillConvexPolygon() } }