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ebitenutil: use vector's functions again but with anti-alias false
This is basically a revert for bf63d2310d
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As anti-alias options are added to the vector package's functions, we
should be able to emulate the same thing without performance penalty.
Updates #2605
Updates #2606
This commit is contained in:
parent
8bd7ce5c20
commit
34b8c5483a
@ -15,85 +15,35 @@
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package ebitenutil
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package ebitenutil
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import (
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import (
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"image"
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"image/color"
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"image/color"
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"math"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/vector"
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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)
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var (
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whiteImage = ebiten.NewImage(3, 3)
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whiteSubImage = whiteImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image)
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)
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func init() {
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pix := make([]byte, 4*3*3)
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for i := range pix {
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pix[i] = 0xff
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}
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whiteImage.WritePixels(pix)
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}
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// DrawLine draws a line segment on the given destination dst.
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// DrawLine draws a line segment on the given destination dst.
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//
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//
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// DrawLine is intended to be used mainly for debugging or prototyping purpose.
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// DrawLine is intended to be used mainly for debugging or prototyping purpose.
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//
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//
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// Use vector.StrokeLine instead if you require rendering with higher quality.
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// Deprecated: as of v2.5. Use vector.StrokeLine without anti-aliasing instead.
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func DrawLine(dst *ebiten.Image, x1, y1, x2, y2 float64, clr color.Color) {
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func DrawLine(dst *ebiten.Image, x1, y1, x2, y2 float64, clr color.Color) {
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// Use ebiten.Image's DrawImage instead of vector.StrokeLine for backward compatibility (#2605)
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vector.StrokeLine(dst, float32(x1), float32(y1), float32(x2), float32(y2), 1, clr, false)
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length := math.Hypot(x2-x1, y2-y1)
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Scale(length, 1)
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op.GeoM.Rotate(math.Atan2(y2-y1, x2-x1))
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op.GeoM.Translate(x1, y1)
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op.ColorScale.ScaleWithColor(clr)
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// Filter must be 'nearest' filter (default).
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// Linear filtering would make edges blurred.
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dst.DrawImage(whiteSubImage, op)
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}
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}
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// DrawRect draws a rectangle on the given destination dst.
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// DrawRect draws a rectangle on the given destination dst.
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//
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//
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// DrawRect is intended to be used mainly for debugging or prototyping purpose.
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// DrawRect is intended to be used mainly for debugging or prototyping purpose.
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//
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//
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// Use vector.DrawFilledRect instead if you require rendering with higher quality.
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// Deprecated: as of v2.5. Use vector.DrawFilledRect without anti-aliasing instead.
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func DrawRect(dst *ebiten.Image, x, y, width, height float64, clr color.Color) {
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func DrawRect(dst *ebiten.Image, x, y, width, height float64, clr color.Color) {
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// Use ebiten.Image's DrawImage instead of vector.DrawFilledRect for backward compatibility (#2605)
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vector.DrawFilledRect(dst, float32(x), float32(y), float32(width), float32(height), clr, false)
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Scale(width, height)
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op.GeoM.Translate(x, y)
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op.ColorScale.ScaleWithColor(clr)
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// Filter must be 'nearest' filter (default).
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// Linear filtering would make edges blurred.
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dst.DrawImage(whiteImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image), op)
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}
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}
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// DrawCircle draws a circle on given destination dst.
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// DrawCircle draws a circle on given destination dst.
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//
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//
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// DrawCircle is intended to be used mainly for debugging or prototyping puropose.
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// DrawCircle is intended to be used mainly for debugging or prototyping purpose.
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//
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//
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// Use vector.DrawFilledCircle instead if you require rendering with higher quality.
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// Deprecated: as of v2.5. Use vector.DrawFilledCircle without anti-aliasing instead.
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func DrawCircle(dst *ebiten.Image, cx, cy, r float64, clr color.Color) {
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func DrawCircle(dst *ebiten.Image, cx, cy, r float64, clr color.Color) {
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// Use ebiten.Image's DrawTriangles instead of vector.DrawFilledCircle for backward compatibility (#2605)
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vector.DrawFilledCircle(dst, float32(cx), float32(cy), float32(r), clr, false)
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var path vector.Path
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rd, g, b, a := clr.RGBA()
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path.Arc(float32(cx), float32(cy), float32(r), 0, 2*math.Pi, vector.Clockwise)
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vertices, indices := path.AppendVerticesAndIndicesForFilling(nil, nil)
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for i := range vertices {
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vertices[i].SrcX = 1
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vertices[i].SrcY = 1
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vertices[i].ColorR = float32(rd) / 0xffff
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vertices[i].ColorG = float32(g) / 0xffff
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vertices[i].ColorB = float32(b) / 0xffff
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vertices[i].ColorA = float32(a) / 0xffff
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}
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dst.DrawTriangles(vertices, indices, whiteSubImage, nil)
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}
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}
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