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https://github.com/hajimehoshi/ebiten.git
synced 2025-02-04 15:04:28 +01:00
parent
b6d539d8e8
commit
1a4237213c
@ -125,34 +125,12 @@ func (g *Game) drawLine(screen *ebiten.Image, region image.Rectangle, cap vector
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op.LineJoin = join
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op.MiterLimit = miterLimit
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op.Width = float32(r / 2)
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vs, is := path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
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for i := range vs {
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vs[i].SrcX = 1
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vs[i].SrcY = 1
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vs[i].ColorR = 1
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vs[i].ColorG = 1
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vs[i].ColorB = 1
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vs[i].ColorA = 1
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}
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screen.DrawTriangles(vs, is, whiteSubImage, &ebiten.DrawTrianglesOptions{
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AntiAlias: g.aa,
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})
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vector.StrokePath(screen, &path, color.White, g.aa, op)
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// Draw the center line in red.
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if g.showCenter {
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op.Width = 1
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vs, is := path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
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for i := range vs {
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vs[i].SrcX = 1
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vs[i].SrcY = 1
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vs[i].ColorR = 1
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vs[i].ColorG = 0
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vs[i].ColorB = 0
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vs[i].ColorA = 1
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}
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screen.DrawTriangles(vs, is, whiteSubImage, &ebiten.DrawTrianglesOptions{
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AntiAlias: g.aa,
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})
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vector.StrokePath(screen, &path, color.RGBA{0xff, 0, 0, 0xff}, g.aa, op)
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}
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}
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@ -130,35 +130,10 @@ func (g *Game) drawEbitenText(screen *ebiten.Image, x, y int, aa bool, line bool
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op := &vector.StrokeOptions{}
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op.Width = 5
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op.LineJoin = vector.LineJoinRound
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g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
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vector.StrokePath(screen, &path, color.RGBA{0xdb, 0x56, 0x20, 0xff}, aa, op)
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} else {
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g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
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vector.DrawFilledPath(screen, &path, color.RGBA{0xdb, 0x56, 0x20, 0xff}, aa, vector.FillRuleNonZero)
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}
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for i := range g.vertices {
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g.vertices[i].DstX = (g.vertices[i].DstX + float32(x))
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g.vertices[i].DstY = (g.vertices[i].DstY + float32(y))
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g.vertices[i].SrcX = 1
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g.vertices[i].SrcY = 1
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g.vertices[i].ColorR = 0xdb / float32(0xff)
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g.vertices[i].ColorG = 0x56 / float32(0xff)
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g.vertices[i].ColorB = 0x20 / float32(0xff)
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g.vertices[i].ColorA = 1
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}
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op := &ebiten.DrawTrianglesOptions{}
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op.AntiAlias = aa
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// For strokes (AppendVerticesAndIndicesForStroke), FillRuleFillAll and FillRuleNonZero work.
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//
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// For filling (AppendVerticesAndIndicesForFilling), FillRuleNonZero and FillRuleEvenOdd work.
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// FillRuleNonZero and FillRuleEvenOdd differ when rendering a complex polygons with self-intersections and/or holes.
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// See https://en.wikipedia.org/wiki/Nonzero-rule and https://en.wikipedia.org/wiki/Even%E2%80%93odd_rule .
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//
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// For simplicity, this example always uses FillRuleNonZero, whichever strokes or filling is done.
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op.FillRule = ebiten.FillRuleNonZero
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screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
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}
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func (g *Game) drawEbitenLogo(screen *ebiten.Image, x, y int, aa bool, line bool) {
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@ -191,8 +166,10 @@ func (g *Game) drawEbitenLogo(screen *ebiten.Image, x, y int, aa bool, line bool
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op := &vector.StrokeOptions{}
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op.Width = 5
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op.LineJoin = vector.LineJoinRound
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// TODO: Use vector.StrokePath, but this requries to 'shift' the path by (x, y).
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g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
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} else {
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// TODO: Use vector.DrawFilledPath, but this requries to 'shift' the path by (x, y).
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g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
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}
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@ -233,24 +210,10 @@ func (g *Game) drawArc(screen *ebiten.Image, count int, aa bool, line bool) {
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op := &vector.StrokeOptions{}
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op.Width = 5
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op.LineJoin = vector.LineJoinRound
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g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
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vector.StrokePath(screen, &path, color.RGBA{0x33, 0xcc, 0x66, 0xff}, aa, op)
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} else {
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g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
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vector.DrawFilledPath(screen, &path, color.RGBA{0x33, 0xcc, 0x66, 0xff}, aa, vector.FillRuleNonZero)
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}
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for i := range g.vertices {
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g.vertices[i].SrcX = 1
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g.vertices[i].SrcY = 1
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g.vertices[i].ColorR = 0x33 / float32(0xff)
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g.vertices[i].ColorG = 0xcc / float32(0xff)
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g.vertices[i].ColorB = 0x66 / float32(0xff)
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g.vertices[i].ColorA = 1
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}
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op := &ebiten.DrawTrianglesOptions{}
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op.AntiAlias = aa
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op.FillRule = ebiten.FillRuleNonZero
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screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
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}
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func maxCounter(index int) int {
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@ -286,24 +249,10 @@ func (g *Game) drawWave(screen *ebiten.Image, counter int, aa bool, line bool) {
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op := &vector.StrokeOptions{}
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op.Width = 5
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op.LineJoin = vector.LineJoinRound
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g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
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vector.StrokePath(screen, &path, color.RGBA{0x33, 0x66, 0xff, 0xff}, aa, op)
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} else {
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g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
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vector.DrawFilledPath(screen, &path, color.RGBA{0x33, 0x66, 0xff, 0xff}, aa, vector.FillRuleNonZero)
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}
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for i := range g.vertices {
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g.vertices[i].SrcX = 1
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g.vertices[i].SrcY = 1
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g.vertices[i].ColorR = 0x33 / float32(0xff)
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g.vertices[i].ColorG = 0x66 / float32(0xff)
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g.vertices[i].ColorB = 0xff / float32(0xff)
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g.vertices[i].ColorA = 1
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}
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op := &ebiten.DrawTrianglesOptions{}
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op.AntiAlias = aa
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op.FillRule = ebiten.FillRuleNonZero
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screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
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}
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func (g *Game) Update() error {
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@ -50,7 +50,7 @@ func init() {
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whiteImage.WritePixels(pix)
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}
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func drawVerticesForUtil(dst *ebiten.Image, vs []ebiten.Vertex, is []uint16, clr color.Color, antialias bool) {
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func drawVerticesForUtil(dst *ebiten.Image, vs []ebiten.Vertex, is []uint16, clr color.Color, antialias bool, fillRule ebiten.FillRule) {
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r, g, b, a := clr.RGBA()
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for i := range vs {
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vs[i].SrcX = 1
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@ -64,6 +64,7 @@ func drawVerticesForUtil(dst *ebiten.Image, vs []ebiten.Vertex, is []uint16, clr
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op := &ebiten.DrawTrianglesOptions{}
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op.ColorScaleMode = ebiten.ColorScaleModePremultipliedAlpha
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op.AntiAlias = antialias
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op.FillRule = fillRule
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dst.DrawTriangles(vs, is, whiteSubImage, op)
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}
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@ -79,7 +80,7 @@ func StrokeLine(dst *ebiten.Image, x0, y0, x1, y1 float32, strokeWidth float32,
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useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
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vs, is = path.AppendVerticesAndIndicesForStroke(vs, is, strokeOp)
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drawVerticesForUtil(dst, vs, is, clr, antialias)
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drawVerticesForUtil(dst, vs, is, clr, antialias, ebiten.FillRuleFillAll)
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return vs, is
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})
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}
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@ -94,7 +95,7 @@ func DrawFilledRect(dst *ebiten.Image, x, y, width, height float32, clr color.Co
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useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
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vs, is = path.AppendVerticesAndIndicesForFilling(vs, is)
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drawVerticesForUtil(dst, vs, is, clr, antialias)
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drawVerticesForUtil(dst, vs, is, clr, antialias, ebiten.FillRuleFillAll)
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return vs, is
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})
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}
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@ -116,7 +117,7 @@ func StrokeRect(dst *ebiten.Image, x, y, width, height float32, strokeWidth floa
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useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
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vs, is = path.AppendVerticesAndIndicesForStroke(vs, is, strokeOp)
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drawVerticesForUtil(dst, vs, is, clr, antialias)
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drawVerticesForUtil(dst, vs, is, clr, antialias, ebiten.FillRuleFillAll)
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return vs, is
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})
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}
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@ -128,7 +129,7 @@ func DrawFilledCircle(dst *ebiten.Image, cx, cy, r float32, clr color.Color, ant
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useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
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vs, is = path.AppendVerticesAndIndicesForFilling(vs, is)
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drawVerticesForUtil(dst, vs, is, clr, antialias)
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drawVerticesForUtil(dst, vs, is, clr, antialias, ebiten.FillRuleFillAll)
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return vs, is
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})
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}
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@ -146,7 +147,40 @@ func StrokeCircle(dst *ebiten.Image, cx, cy, r float32, strokeWidth float32, clr
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useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
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vs, is = path.AppendVerticesAndIndicesForStroke(vs, is, strokeOp)
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drawVerticesForUtil(dst, vs, is, clr, antialias)
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drawVerticesForUtil(dst, vs, is, clr, antialias, ebiten.FillRuleFillAll)
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return vs, is
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})
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}
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// FillRule is the rule whether an overlapped region is rendered or not.
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type FillRule int
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const (
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// FillRuleNonZero means that triangles are rendered based on the non-zero rule.
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// If and only if the number of overlaps is not 0, the region is rendered.
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FillRuleNonZero FillRule = FillRule(ebiten.FillRuleNonZero)
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// FillRuleEvenOdd means that triangles are rendered based on the even-odd rule.
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// If and only if the number of overlaps is odd, the region is rendered.
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FillRuleEvenOdd FillRule = FillRule(ebiten.FillRuleEvenOdd)
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)
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// DrawFilledRect fills the specified path with the specified color.
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func DrawFilledPath(dst *ebiten.Image, path *Path, clr color.Color, antialias bool, fillRule FillRule) {
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useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
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vs, is = path.AppendVerticesAndIndicesForFilling(vs, is)
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drawVerticesForUtil(dst, vs, is, clr, antialias, ebiten.FillRule(fillRule))
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return vs, is
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})
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}
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// StrokeCircle strokes the specified path with the specified color and stroke options.
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//
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// clr has be to be a solid (non-transparent) color.
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func StrokePath(dst *ebiten.Image, path *Path, clr color.Color, antialias bool, options *StrokeOptions) {
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useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
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vs, is = path.AppendVerticesAndIndicesForStroke(vs, is, options)
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drawVerticesForUtil(dst, vs, is, clr, antialias, ebiten.FillRuleFillAll)
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return vs, is
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})
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}
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