ebiten/examples/blend/main.go

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2023-02-07 03:59:49 +01:00
// Copyright 2023 The Ebitengine Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package main
import (
"bytes"
"fmt"
"image"
"image/color"
_ "image/png"
"log"
"golang.org/x/image/font/inconsolata"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/examples/resources/images/blend"
"github.com/hajimehoshi/ebiten/v2/text"
)
const (
screenWidth = 780
screenHeight = 600
)
// mode is a blend mode with description.
type mode struct {
blend ebiten.Blend
name string
}
// Game is a canvas for drawing blend mode tiles.
type Game struct {
source *ebiten.Image
dest *ebiten.Image
offscreen *ebiten.Image
tileSize int
modes []mode
}
func NewGame() (*Game, error) {
source, err := loadImage(blend.Source_png)
if err != nil {
return nil, fmt.Errorf("fail to load source: %w", err)
}
dest, err := loadImage(blend.Dest_png)
if err != nil {
return nil, fmt.Errorf("fail to load dest: %w", err)
}
// Setting up a grid for drawing.
g := &Game{
source: source,
dest: dest,
}
// Adding all known blend modes and their names.
g.modes = []mode{
{blend: ebiten.BlendCopy, name: "BlendCopy"},
{blend: ebiten.BlendSourceAtop, name: "BlendSourceAtop"},
{blend: ebiten.BlendSourceOver, name: "BlendSourceOver"},
{blend: ebiten.BlendSourceIn, name: "BlendSourceIn"},
{blend: ebiten.BlendSourceOut, name: "BlendSourceOut"},
{blend: ebiten.BlendDestination, name: "BlendDestination"},
{blend: ebiten.BlendDestinationAtop, name: "BlendDestinationAtop"},
{blend: ebiten.BlendDestinationOver, name: "BlendDestinationOver"},
{blend: ebiten.BlendDestinationIn, name: "BlendDestinationIn"},
{blend: ebiten.BlendDestinationOut, name: "BlendDestinationOut"},
{blend: ebiten.BlendXor, name: "BlendXor"},
{blend: ebiten.BlendLighter, name: "BlendLighter"},
{blend: ebiten.BlendClear, name: "BlendClear"},
}
// Adjusting the tile size for the available images.
g.tileSize = maxSide(g.source, g.dest)
g.offscreen = ebiten.NewImage(int(g.tileSize), int(g.tileSize))
return g, nil
}
func (g *Game) Update() error {
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
const (
tileSpacing = 64
textSpacing = 16
gridW = 4
gridH = 3
)
// Clearing the screen.
screen.Fill(color.White)
// Get an offset for center alignment.
// Where sw, sh is the screen size in pixels.
// And gw, gh is the grid size in pixels.
totalTileSize := g.tileSize + tileSpacing
gw, gh := gridW*totalTileSize-tileSpacing, gridH*totalTileSize
sw, sh := screen.Bounds().Dx(), screen.Bounds().Dy()
cx, cy := float64(sw-gw)/2, float64(sh-gh)/2
// Drawing a tilemap
for y := 0; y < gridH; y++ {
for x := 0; x < gridW; x++ {
px, py := x*totalTileSize, y*totalTileSize
if y > 0 {
// Making a place for the text.
py += textSpacing * y
}
// Getting the right mode for the coords or skipping the rendering.
m, ok := getMode(g.modes, x, y, gridW, gridH)
if !ok {
continue
}
// Drawing the blend mode and it's name.
tileSize := float64(g.tileSize)
alignedX, alignedY := float64(px)+cx, float64(py)+cy
halfTileSize, spacing := tileSize/2, float64(textSpacing)
g.drawBlendMode(screen, alignedX, alignedY, m.blend)
drawCenteredText(screen, alignedX+halfTileSize, alignedY+tileSize+spacing, m.name)
}
}
}
func (g *Game) Layout(w, h int) (int, int) {
return w, h
}
func (g *Game) drawBlendMode(screen *ebiten.Image, x, y float64, mode ebiten.Blend) {
// Copy the destination image to offscreen so as not to modify it.
g.offscreen.Clear()
g.offscreen.DrawImage(g.dest, nil)
// Select and apply blending mode.
op := &ebiten.DrawImageOptions{}
op.Blend = mode
g.offscreen.DrawImage(g.source, op)
// Draw the result on the passed coordinates.
op = &ebiten.DrawImageOptions{}
op.GeoM.Translate(x, y)
screen.DrawImage(g.offscreen, op)
}
// loadImage is a util function for loading embedded images.
func loadImage(data []byte) (*ebiten.Image, error) {
m, _, err := image.Decode(bytes.NewReader(data))
if err != nil {
return nil, fmt.Errorf("failed to decode image: %w", err)
}
return ebiten.NewImageFromImage(m), nil
}
// max returns the largest of x or y.
func max(x, y int) int {
if x > y {
return x
}
return y
}
// maxSide returns the largest side of a or b images.
func maxSide(a, b *ebiten.Image) int {
return max(
max(a.Bounds().Dx(), b.Bounds().Dx()),
max(a.Bounds().Dy(), b.Bounds().Dy()),
)
}
// getMode returns a blend mode by index and found status.
func getMode(modes []mode, x, y, w, h int) (m mode, ok bool) {
idx := y*w + x
if idx > len(modes)-1 {
return mode{}, false
}
if x < 0 || x > w || y < 0 || y > h {
return mode{}, false
}
return modes[idx], true
}
// drawCenteredText is a util function for drawing blend mode description.
func drawCenteredText(screen *ebiten.Image, cx, cy float64, s string) {
bounds := text.BoundString(inconsolata.Bold8x16, s)
x, y := int(cx)-bounds.Min.X-bounds.Dx()/2, int(cy)-bounds.Min.Y-bounds.Dy()/2
text.Draw(screen, s, inconsolata.Bold8x16, x, y, color.Black)
}
func main() {
ebiten.SetWindowSize(screenWidth, screenHeight)
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
ebiten.SetWindowTitle("Blend modes (Ebitengine Demo)")
game, err := NewGame()
if err != nil {
log.Fatal(err)
}
if err = ebiten.RunGame(game); err != nil {
log.Fatal(err)
}
}