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https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
parent
8ed55ef42d
commit
42cd923418
@ -110,7 +110,7 @@ func drawEbitenText(screen *ebiten.Image) {
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path.LineTo(290, 20)
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op := &ebiten.DrawTrianglesOptions{
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EvenOdd: true,
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FillRule: ebiten.EvenOdd,
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}
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vs, is := path.AppendVerticesAndIndicesForFilling(nil, nil)
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for i := range vs {
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@ -150,7 +150,7 @@ func drawEbitenLogo(screen *ebiten.Image, x, y int) {
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path.LineTo(xf+unit, yf+4*unit)
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op := &ebiten.DrawTrianglesOptions{
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EvenOdd: true,
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FillRule: ebiten.EvenOdd,
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}
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vs, is := path.AppendVerticesAndIndicesForFilling(nil, nil)
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for i := range vs {
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@ -178,7 +178,7 @@ func drawArc(screen *ebiten.Image, count int) {
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path.Arc(550, 100, 50, float32(theta1), float32(theta2), vector.Clockwise)
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op := &ebiten.DrawTrianglesOptions{
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EvenOdd: true,
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FillRule: ebiten.EvenOdd,
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}
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vs, is := path.AppendVerticesAndIndicesForFilling(nil, nil)
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for i := range vs {
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@ -221,7 +221,7 @@ func drawWave(screen *ebiten.Image, counter int) {
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path.LineTo(0, screenHeight)
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op := &ebiten.DrawTrianglesOptions{
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EvenOdd: true,
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FillRule: ebiten.EvenOdd,
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}
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vs, is := path.AppendVerticesAndIndicesForFilling(nil, nil)
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for i := range vs {
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40
image.go
40
image.go
@ -253,6 +253,18 @@ const (
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AddressRepeat Address = Address(driver.AddressRepeat)
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)
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// FillRule is the rule whether an overlapped region is rendered with DrawTriangles(Shader).
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type FillRule int
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const (
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// FillAll indicates all the triangles are rendered regardless of overlaps.
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FillAll FillRule = iota
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// EvenOdd means that triangles are rendered based on the even-odd rule.
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// If and only if the number of overlappings is odd, the region is rendered.
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EvenOdd
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)
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// DrawTrianglesOptions represents options for DrawTriangles.
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type DrawTrianglesOptions struct {
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// ColorM is a color matrix to draw.
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@ -274,18 +286,14 @@ type DrawTrianglesOptions struct {
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// The default (zero) value is AddressUnsafe.
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Address Address
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// EvenOdd represents whether the even-odd rule is applied or not.
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// FillRule indicates the rule how an overlapped region is rendered.
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//
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// If EvenOdd is true, triangles are rendered based on the even-odd rule. If false, triangles are rendered without condition.
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// Whether overlapped regions by multiple triangles is rendered or not depends on the number of the overlapping:
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// if and only if the number is odd, the region is rendered.
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//
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// EvenOdd is useful when you want to render a complex polygon.
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// The rule EvenOdd is useful when you want to render a complex polygon.
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// A complex polygon is a non-convex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon.
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// See examples/vector for actual usages.
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//
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// The default value is false.
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EvenOdd bool
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// The default (zero) value is FillAll.
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FillRule FillRule
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}
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// MaxIndicesNum is the maximum number of indices for DrawTriangles.
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@ -364,7 +372,7 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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srcs := [graphics.ShaderImageNum]*mipmap.Mipmap{img.mipmap}
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i.mipmap.DrawTriangles(srcs, vs, is, options.ColorM.affineColorM(), mode, filter, address, dstRegion, sr, [graphics.ShaderImageNum - 1][2]float32{}, nil, nil, options.EvenOdd, false)
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i.mipmap.DrawTriangles(srcs, vs, is, options.ColorM.affineColorM(), mode, filter, address, dstRegion, sr, [graphics.ShaderImageNum - 1][2]float32{}, nil, nil, options.FillRule == EvenOdd, false)
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}
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// DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
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@ -387,18 +395,14 @@ type DrawTrianglesShaderOptions struct {
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// All the image must be the same size.
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Images [4]*Image
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// EvenOdd represents whether the even-odd rule is applied or not.
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// FillRule indicates the rule how an overlapped region is rendered.
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//
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// If EvenOdd is true, triangles are rendered based on the even-odd rule. If false, triangles are rendered without condition.
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// Whether overlapped regions by multiple triangles is rendered or not depends on the number of the overlapping:
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// if and only if the number is odd, the region is rendered.
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//
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// EvenOdd is useful when you want to render a complex polygon.
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// The rule EvenOdd is useful when you want to render a complex polygon.
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// A complex polygon is a non-convex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon.
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// See examples/vector for actual usages.
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//
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// The default value is false.
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EvenOdd bool
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// The default (zero) value is FillAll.
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FillRule FillRule
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}
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func init() {
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@ -514,7 +518,7 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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us := shader.convertUniforms(options.Uniforms)
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i.mipmap.DrawTriangles(imgs, vs, is, affine.ColorMIdentity{}, mode, driver.FilterNearest, driver.AddressUnsafe, dstRegion, sr, offsets, shader.shader, us, options.EvenOdd, false)
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i.mipmap.DrawTriangles(imgs, vs, is, affine.ColorMIdentity{}, mode, driver.FilterNearest, driver.AddressUnsafe, dstRegion, sr, offsets, shader.shader, us, options.FillRule == EvenOdd, false)
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}
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// DrawRectShaderOptions represents options for DrawRectShader.
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