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a5235eea86 |
4
.github/workflows/test.yml
vendored
4
.github/workflows/test.yml
vendored
@ -153,7 +153,7 @@ jobs:
|
|||||||
if: runner.os == 'Linux'
|
if: runner.os == 'Linux'
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||||||
run: |
|
run: |
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||||||
sudo apt-get install libgles2-mesa-dev
|
sudo apt-get install libgles2-mesa-dev
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||||||
env EBITENGINE_GRAPHICS_LIBRARY=opengl EBITENGINE_OPENGL=es go test -shuffle=on -v -p=1 ./...
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env EBITENGINE_GRAPHICS_LIBRARY=opengl go test -shuffle=on -v -p=1 ./...
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||||||
|
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||||||
- name: go test (Windows)
|
- name: go test (Windows)
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||||||
if: runner.os == 'Windows'
|
if: runner.os == 'Windows'
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||||||
@ -168,7 +168,7 @@ jobs:
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|||||||
env GOARCH=386 EBITENGINE_DIRECTX=version=12 go test -shuffle=on -v ./...
|
env GOARCH=386 EBITENGINE_DIRECTX=version=12 go test -shuffle=on -v ./...
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||||||
|
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||||||
- name: go test (Wasm)
|
- name: go test (Wasm)
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||||||
if: ${{ runner.os != 'macOS' }}
|
if: runner.os != 'macOS'
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||||||
run: |
|
run: |
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||||||
# Wasm tests don't work on macOS with the headless mode enabled, but the headless mode cannot be disabled in GitHub Actions (#2972).
|
# Wasm tests don't work on macOS with the headless mode enabled, but the headless mode cannot be disabled in GitHub Actions (#2972).
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||||||
env GOOS=js GOARCH=wasm cleanenv -remove-prefix GITHUB_ -remove-prefix JAVA_ -remove-prefix PSModulePath -remove-prefix STATS_ -remove-prefix RUNNER_ -- go test -shuffle=on -v ./...
|
env GOOS=js GOARCH=wasm cleanenv -remove-prefix GITHUB_ -remove-prefix JAVA_ -remove-prefix PSModulePath -remove-prefix STATS_ -remove-prefix RUNNER_ -- go test -shuffle=on -v ./...
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||||||
|
5
doc.go
5
doc.go
@ -93,11 +93,6 @@
|
|||||||
// The option "featurelevel" is valid only for DirectX 12.
|
// The option "featurelevel" is valid only for DirectX 12.
|
||||||
// The possible values are "11_0", "11_1", "12_0", "12_1", and "12_2". The default value is "11_0".
|
// The possible values are "11_0", "11_1", "12_0", "12_1", and "12_2". The default value is "11_0".
|
||||||
//
|
//
|
||||||
// `EBITENGINE_OPENGL` environment variable specifies various parameters for OpenGL.
|
|
||||||
// You can specify multiple values separated by a comma. The default value is empty (i.e. no parameters).
|
|
||||||
//
|
|
||||||
// "es": Use OpenGL ES. Without this, OpenGL and OpenGL ES are automatically chosen.
|
|
||||||
//
|
|
||||||
// # Build tags
|
// # Build tags
|
||||||
//
|
//
|
||||||
// `ebitenginedebug` outputs a log of graphics commands. This is useful to know what happens in Ebitengine. In general, the
|
// `ebitenginedebug` outputs a log of graphics commands. This is useful to know what happens in Ebitengine. In general, the
|
||||||
|
@ -44,7 +44,17 @@ const (
|
|||||||
screenHeight = 480
|
screenHeight = 480
|
||||||
)
|
)
|
||||||
|
|
||||||
func drawEbitenText(screen *ebiten.Image, x, y int, aa bool, line bool) {
|
type Game struct {
|
||||||
|
counter int
|
||||||
|
|
||||||
|
aa bool
|
||||||
|
line bool
|
||||||
|
|
||||||
|
vertices []ebiten.Vertex
|
||||||
|
indices []uint16
|
||||||
|
}
|
||||||
|
|
||||||
|
func (g *Game) drawEbitenText(screen *ebiten.Image, x, y int, aa bool, line bool) {
|
||||||
var path vector.Path
|
var path vector.Path
|
||||||
|
|
||||||
// E
|
// E
|
||||||
@ -116,26 +126,24 @@ func drawEbitenText(screen *ebiten.Image, x, y int, aa bool, line bool) {
|
|||||||
path.LineTo(290, 20)
|
path.LineTo(290, 20)
|
||||||
path.Close()
|
path.Close()
|
||||||
|
|
||||||
var vs []ebiten.Vertex
|
|
||||||
var is []uint16
|
|
||||||
if line {
|
if line {
|
||||||
op := &vector.StrokeOptions{}
|
op := &vector.StrokeOptions{}
|
||||||
op.Width = 5
|
op.Width = 5
|
||||||
op.LineJoin = vector.LineJoinRound
|
op.LineJoin = vector.LineJoinRound
|
||||||
vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op)
|
g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
|
||||||
} else {
|
} else {
|
||||||
vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
|
g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
|
||||||
}
|
}
|
||||||
|
|
||||||
for i := range vs {
|
for i := range g.vertices {
|
||||||
vs[i].DstX = (vs[i].DstX + float32(x))
|
g.vertices[i].DstX = (g.vertices[i].DstX + float32(x))
|
||||||
vs[i].DstY = (vs[i].DstY + float32(y))
|
g.vertices[i].DstY = (g.vertices[i].DstY + float32(y))
|
||||||
vs[i].SrcX = 1
|
g.vertices[i].SrcX = 1
|
||||||
vs[i].SrcY = 1
|
g.vertices[i].SrcY = 1
|
||||||
vs[i].ColorR = 0xdb / float32(0xff)
|
g.vertices[i].ColorR = 0xdb / float32(0xff)
|
||||||
vs[i].ColorG = 0x56 / float32(0xff)
|
g.vertices[i].ColorG = 0x56 / float32(0xff)
|
||||||
vs[i].ColorB = 0x20 / float32(0xff)
|
g.vertices[i].ColorB = 0x20 / float32(0xff)
|
||||||
vs[i].ColorA = 1
|
g.vertices[i].ColorA = 1
|
||||||
}
|
}
|
||||||
|
|
||||||
op := &ebiten.DrawTrianglesOptions{}
|
op := &ebiten.DrawTrianglesOptions{}
|
||||||
@ -150,10 +158,10 @@ func drawEbitenText(screen *ebiten.Image, x, y int, aa bool, line bool) {
|
|||||||
// For simplicity, this example always uses FillRuleNonZero, whichever strokes or filling is done.
|
// For simplicity, this example always uses FillRuleNonZero, whichever strokes or filling is done.
|
||||||
op.FillRule = ebiten.FillRuleNonZero
|
op.FillRule = ebiten.FillRuleNonZero
|
||||||
|
|
||||||
screen.DrawTriangles(vs, is, whiteSubImage, op)
|
screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
|
||||||
}
|
}
|
||||||
|
|
||||||
func drawEbitenLogo(screen *ebiten.Image, x, y int, aa bool, line bool) {
|
func (g *Game) drawEbitenLogo(screen *ebiten.Image, x, y int, aa bool, line bool) {
|
||||||
const unit = 16
|
const unit = 16
|
||||||
|
|
||||||
var path vector.Path
|
var path vector.Path
|
||||||
@ -179,35 +187,33 @@ func drawEbitenLogo(screen *ebiten.Image, x, y int, aa bool, line bool) {
|
|||||||
path.LineTo(unit, 4*unit)
|
path.LineTo(unit, 4*unit)
|
||||||
path.Close()
|
path.Close()
|
||||||
|
|
||||||
var vs []ebiten.Vertex
|
|
||||||
var is []uint16
|
|
||||||
if line {
|
if line {
|
||||||
op := &vector.StrokeOptions{}
|
op := &vector.StrokeOptions{}
|
||||||
op.Width = 5
|
op.Width = 5
|
||||||
op.LineJoin = vector.LineJoinRound
|
op.LineJoin = vector.LineJoinRound
|
||||||
vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op)
|
g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
|
||||||
} else {
|
} else {
|
||||||
vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
|
g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
|
||||||
}
|
}
|
||||||
|
|
||||||
for i := range vs {
|
for i := range g.vertices {
|
||||||
vs[i].DstX = (vs[i].DstX + float32(x))
|
g.vertices[i].DstX = (g.vertices[i].DstX + float32(x))
|
||||||
vs[i].DstY = (vs[i].DstY + float32(y))
|
g.vertices[i].DstY = (g.vertices[i].DstY + float32(y))
|
||||||
vs[i].SrcX = 1
|
g.vertices[i].SrcX = 1
|
||||||
vs[i].SrcY = 1
|
g.vertices[i].SrcY = 1
|
||||||
vs[i].ColorR = 0xdb / float32(0xff)
|
g.vertices[i].ColorR = 0xdb / float32(0xff)
|
||||||
vs[i].ColorG = 0x56 / float32(0xff)
|
g.vertices[i].ColorG = 0x56 / float32(0xff)
|
||||||
vs[i].ColorB = 0x20 / float32(0xff)
|
g.vertices[i].ColorB = 0x20 / float32(0xff)
|
||||||
vs[i].ColorA = 1
|
g.vertices[i].ColorA = 1
|
||||||
}
|
}
|
||||||
|
|
||||||
op := &ebiten.DrawTrianglesOptions{}
|
op := &ebiten.DrawTrianglesOptions{}
|
||||||
op.AntiAlias = aa
|
op.AntiAlias = aa
|
||||||
op.FillRule = ebiten.FillRuleNonZero
|
op.FillRule = ebiten.FillRuleNonZero
|
||||||
screen.DrawTriangles(vs, is, whiteSubImage, op)
|
screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
|
||||||
}
|
}
|
||||||
|
|
||||||
func drawArc(screen *ebiten.Image, count int, aa bool, line bool) {
|
func (g *Game) drawArc(screen *ebiten.Image, count int, aa bool, line bool) {
|
||||||
var path vector.Path
|
var path vector.Path
|
||||||
|
|
||||||
path.MoveTo(350, 100)
|
path.MoveTo(350, 100)
|
||||||
@ -223,37 +229,35 @@ func drawArc(screen *ebiten.Image, count int, aa bool, line bool) {
|
|||||||
path.Arc(550, 100, 50, float32(theta1), float32(theta2), vector.Clockwise)
|
path.Arc(550, 100, 50, float32(theta1), float32(theta2), vector.Clockwise)
|
||||||
path.Close()
|
path.Close()
|
||||||
|
|
||||||
var vs []ebiten.Vertex
|
|
||||||
var is []uint16
|
|
||||||
if line {
|
if line {
|
||||||
op := &vector.StrokeOptions{}
|
op := &vector.StrokeOptions{}
|
||||||
op.Width = 5
|
op.Width = 5
|
||||||
op.LineJoin = vector.LineJoinRound
|
op.LineJoin = vector.LineJoinRound
|
||||||
vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op)
|
g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
|
||||||
} else {
|
} else {
|
||||||
vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
|
g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
|
||||||
}
|
}
|
||||||
|
|
||||||
for i := range vs {
|
for i := range g.vertices {
|
||||||
vs[i].SrcX = 1
|
g.vertices[i].SrcX = 1
|
||||||
vs[i].SrcY = 1
|
g.vertices[i].SrcY = 1
|
||||||
vs[i].ColorR = 0x33 / float32(0xff)
|
g.vertices[i].ColorR = 0x33 / float32(0xff)
|
||||||
vs[i].ColorG = 0xcc / float32(0xff)
|
g.vertices[i].ColorG = 0xcc / float32(0xff)
|
||||||
vs[i].ColorB = 0x66 / float32(0xff)
|
g.vertices[i].ColorB = 0x66 / float32(0xff)
|
||||||
vs[i].ColorA = 1
|
g.vertices[i].ColorA = 1
|
||||||
}
|
}
|
||||||
|
|
||||||
op := &ebiten.DrawTrianglesOptions{}
|
op := &ebiten.DrawTrianglesOptions{}
|
||||||
op.AntiAlias = aa
|
op.AntiAlias = aa
|
||||||
op.FillRule = ebiten.FillRuleNonZero
|
op.FillRule = ebiten.FillRuleNonZero
|
||||||
screen.DrawTriangles(vs, is, whiteSubImage, op)
|
screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
|
||||||
}
|
}
|
||||||
|
|
||||||
func maxCounter(index int) int {
|
func maxCounter(index int) int {
|
||||||
return 128 + (17*index+32)%64
|
return 128 + (17*index+32)%64
|
||||||
}
|
}
|
||||||
|
|
||||||
func drawWave(screen *ebiten.Image, counter int, aa bool, line bool) {
|
func (g *Game) drawWave(screen *ebiten.Image, counter int, aa bool, line bool) {
|
||||||
var path vector.Path
|
var path vector.Path
|
||||||
|
|
||||||
const npoints = 8
|
const npoints = 8
|
||||||
@ -278,37 +282,28 @@ func drawWave(screen *ebiten.Image, counter int, aa bool, line bool) {
|
|||||||
path.LineTo(screenWidth, screenHeight)
|
path.LineTo(screenWidth, screenHeight)
|
||||||
path.LineTo(0, screenHeight)
|
path.LineTo(0, screenHeight)
|
||||||
|
|
||||||
var vs []ebiten.Vertex
|
|
||||||
var is []uint16
|
|
||||||
if line {
|
if line {
|
||||||
op := &vector.StrokeOptions{}
|
op := &vector.StrokeOptions{}
|
||||||
op.Width = 5
|
op.Width = 5
|
||||||
op.LineJoin = vector.LineJoinRound
|
op.LineJoin = vector.LineJoinRound
|
||||||
vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op)
|
g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
|
||||||
} else {
|
} else {
|
||||||
vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
|
g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
|
||||||
}
|
}
|
||||||
|
|
||||||
for i := range vs {
|
for i := range g.vertices {
|
||||||
vs[i].SrcX = 1
|
g.vertices[i].SrcX = 1
|
||||||
vs[i].SrcY = 1
|
g.vertices[i].SrcY = 1
|
||||||
vs[i].ColorR = 0x33 / float32(0xff)
|
g.vertices[i].ColorR = 0x33 / float32(0xff)
|
||||||
vs[i].ColorG = 0x66 / float32(0xff)
|
g.vertices[i].ColorG = 0x66 / float32(0xff)
|
||||||
vs[i].ColorB = 0xff / float32(0xff)
|
g.vertices[i].ColorB = 0xff / float32(0xff)
|
||||||
vs[i].ColorA = 1
|
g.vertices[i].ColorA = 1
|
||||||
}
|
}
|
||||||
|
|
||||||
op := &ebiten.DrawTrianglesOptions{}
|
op := &ebiten.DrawTrianglesOptions{}
|
||||||
op.AntiAlias = aa
|
op.AntiAlias = aa
|
||||||
op.FillRule = ebiten.FillRuleNonZero
|
op.FillRule = ebiten.FillRuleNonZero
|
||||||
screen.DrawTriangles(vs, is, whiteSubImage, op)
|
screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
|
||||||
}
|
|
||||||
|
|
||||||
type Game struct {
|
|
||||||
counter int
|
|
||||||
|
|
||||||
aa bool
|
|
||||||
line bool
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *Game) Update() error {
|
func (g *Game) Update() error {
|
||||||
@ -331,10 +326,10 @@ func (g *Game) Draw(screen *ebiten.Image) {
|
|||||||
dst := screen
|
dst := screen
|
||||||
|
|
||||||
dst.Fill(color.RGBA{0xe0, 0xe0, 0xe0, 0xff})
|
dst.Fill(color.RGBA{0xe0, 0xe0, 0xe0, 0xff})
|
||||||
drawEbitenText(dst, 0, 50, g.aa, g.line)
|
g.drawEbitenText(dst, 0, 50, g.aa, g.line)
|
||||||
drawEbitenLogo(dst, 20, 150, g.aa, g.line)
|
g.drawEbitenLogo(dst, 20, 150, g.aa, g.line)
|
||||||
drawArc(dst, g.counter, g.aa, g.line)
|
g.drawArc(dst, g.counter, g.aa, g.line)
|
||||||
drawWave(dst, g.counter, g.aa, g.line)
|
g.drawWave(dst, g.counter, g.aa, g.line)
|
||||||
|
|
||||||
msg := fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f", ebiten.ActualTPS(), ebiten.ActualFPS())
|
msg := fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f", ebiten.ActualTPS(), ebiten.ActualFPS())
|
||||||
msg += "\nPress A to switch anti-alias."
|
msg += "\nPress A to switch anti-alias."
|
||||||
|
@ -18,8 +18,6 @@ package gl
|
|||||||
|
|
||||||
import (
|
import (
|
||||||
"fmt"
|
"fmt"
|
||||||
"os"
|
|
||||||
"runtime"
|
|
||||||
"strings"
|
"strings"
|
||||||
|
|
||||||
"github.com/ebitengine/purego"
|
"github.com/ebitengine/purego"
|
||||||
@ -31,25 +29,21 @@ var (
|
|||||||
)
|
)
|
||||||
|
|
||||||
func (c *defaultContext) init() error {
|
func (c *defaultContext) init() error {
|
||||||
var preferES bool
|
|
||||||
if runtime.GOOS == "android" {
|
|
||||||
preferES = true
|
|
||||||
}
|
|
||||||
if !preferES {
|
|
||||||
for _, t := range strings.Split(os.Getenv("EBITENGINE_OPENGL"), ",") {
|
|
||||||
switch strings.TrimSpace(t) {
|
|
||||||
case "es":
|
|
||||||
preferES = true
|
|
||||||
break
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// TODO: Use multiple %w-s as of Go 1.20.
|
// TODO: Use multiple %w-s as of Go 1.20.
|
||||||
var errors []string
|
var errors []string
|
||||||
|
|
||||||
// Try OpenGL first. OpenGL is preferable as this doesn't cause context losses.
|
// Try OpenGL ES first. Some machines like Android and Raspberry Pi might work only with OpenGL ES.
|
||||||
if !preferES {
|
for _, name := range []string{"libGLESv2.so", "libGLESv2.so.2", "libGLESv2.so.1", "libGLESv2.so.0"} {
|
||||||
|
lib, err := purego.Dlopen(name, purego.RTLD_LAZY|purego.RTLD_GLOBAL)
|
||||||
|
if err == nil {
|
||||||
|
libGLES = lib
|
||||||
|
c.isES = true
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
errors = append(errors, fmt.Sprintf("%s: %v", name, err))
|
||||||
|
}
|
||||||
|
|
||||||
|
// Try OpenGL next.
|
||||||
// Usually libGL.so or libGL.so.1 is used. libGL.so.2 might exist only on NetBSD.
|
// Usually libGL.so or libGL.so.1 is used. libGL.so.2 might exist only on NetBSD.
|
||||||
// TODO: Should "libOpenGL.so.0" [1] and "libGLX.so.0" [2] be added? These were added as of GLFW 3.3.9.
|
// TODO: Should "libOpenGL.so.0" [1] and "libGLX.so.0" [2] be added? These were added as of GLFW 3.3.9.
|
||||||
// [1] https://github.com/glfw/glfw/commit/55aad3c37b67f17279378db52da0a3ab81bbf26d
|
// [1] https://github.com/glfw/glfw/commit/55aad3c37b67f17279378db52da0a3ab81bbf26d
|
||||||
@ -62,18 +56,6 @@ func (c *defaultContext) init() error {
|
|||||||
}
|
}
|
||||||
errors = append(errors, fmt.Sprintf("%s: %v", name, err))
|
errors = append(errors, fmt.Sprintf("%s: %v", name, err))
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
// Try OpenGL ES.
|
|
||||||
for _, name := range []string{"libGLESv2.so", "libGLESv2.so.2", "libGLESv2.so.1", "libGLESv2.so.0"} {
|
|
||||||
lib, err := purego.Dlopen(name, purego.RTLD_LAZY|purego.RTLD_GLOBAL)
|
|
||||||
if err == nil {
|
|
||||||
libGLES = lib
|
|
||||||
c.isES = true
|
|
||||||
return nil
|
|
||||||
}
|
|
||||||
errors = append(errors, fmt.Sprintf("%s: %v", name, err))
|
|
||||||
}
|
|
||||||
|
|
||||||
return fmt.Errorf("gl: failed to load libGL.so and libGLESv2.so: %s", strings.Join(errors, ", "))
|
return fmt.Errorf("gl: failed to load libGL.so and libGLESv2.so: %s", strings.Join(errors, ", "))
|
||||||
}
|
}
|
||||||
|
194
vector/path.go
194
vector/path.go
@ -31,6 +31,23 @@ const (
|
|||||||
CounterClockwise
|
CounterClockwise
|
||||||
)
|
)
|
||||||
|
|
||||||
|
type opType int
|
||||||
|
|
||||||
|
const (
|
||||||
|
opTypeMoveTo opType = iota
|
||||||
|
opTypeLineTo
|
||||||
|
opTypeQuadTo
|
||||||
|
opTypeCubicTo
|
||||||
|
opTypeClose
|
||||||
|
)
|
||||||
|
|
||||||
|
type op struct {
|
||||||
|
typ opType
|
||||||
|
p1 point
|
||||||
|
p2 point
|
||||||
|
p3 point
|
||||||
|
}
|
||||||
|
|
||||||
func abs(x float32) float32 {
|
func abs(x float32) float32 {
|
||||||
if x < 0 {
|
if x < 0 {
|
||||||
return -x
|
return -x
|
||||||
@ -48,16 +65,6 @@ type subpath struct {
|
|||||||
closed bool
|
closed bool
|
||||||
}
|
}
|
||||||
|
|
||||||
func (s *subpath) currentPosition() (point, bool) {
|
|
||||||
if len(s.points) == 0 {
|
|
||||||
return point{}, false
|
|
||||||
}
|
|
||||||
if s.closed {
|
|
||||||
return point{}, false
|
|
||||||
}
|
|
||||||
return s.points[len(s.points)-1], true
|
|
||||||
}
|
|
||||||
|
|
||||||
func (s *subpath) pointCount() int {
|
func (s *subpath) pointCount() int {
|
||||||
return len(s.points)
|
return len(s.points)
|
||||||
}
|
}
|
||||||
@ -91,15 +98,51 @@ func (s *subpath) close() {
|
|||||||
|
|
||||||
// Path represents a collection of path subpathments.
|
// Path represents a collection of path subpathments.
|
||||||
type Path struct {
|
type Path struct {
|
||||||
|
ops []op
|
||||||
|
|
||||||
subpaths []*subpath
|
subpaths []*subpath
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (p *Path) ensureSubpaths() []*subpath {
|
||||||
|
// TODO: Probably it is better to avoid returning a slice since allocation is heavy.
|
||||||
|
// What about walkSubpaths(func(*subpath))?
|
||||||
|
|
||||||
|
if len(p.subpaths) > 0 || len(p.ops) == 0 {
|
||||||
|
return p.subpaths
|
||||||
|
}
|
||||||
|
|
||||||
|
var cur point
|
||||||
|
for _, op := range p.ops {
|
||||||
|
switch op.typ {
|
||||||
|
case opTypeMoveTo:
|
||||||
|
p.subpaths = append(p.subpaths, &subpath{
|
||||||
|
points: []point{op.p1},
|
||||||
|
})
|
||||||
|
cur = op.p1
|
||||||
|
case opTypeLineTo:
|
||||||
|
p.lineTo(op.p1)
|
||||||
|
cur = op.p1
|
||||||
|
case opTypeQuadTo:
|
||||||
|
p.quadTo(cur, op.p1, op.p2, 0)
|
||||||
|
cur = op.p2
|
||||||
|
case opTypeCubicTo:
|
||||||
|
p.cubicTo(cur, op.p1, op.p2, op.p3, 0)
|
||||||
|
cur = op.p3
|
||||||
|
case opTypeClose:
|
||||||
|
p.close()
|
||||||
|
cur = point{}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return p.subpaths
|
||||||
|
}
|
||||||
|
|
||||||
// MoveTo starts a new subpath with the given position (x, y) without adding a subpath,
|
// MoveTo starts a new subpath with the given position (x, y) without adding a subpath,
|
||||||
func (p *Path) MoveTo(x, y float32) {
|
func (p *Path) MoveTo(x, y float32) {
|
||||||
p.subpaths = append(p.subpaths, &subpath{
|
p.subpaths = p.subpaths[:0]
|
||||||
points: []point{
|
p.ops = append(p.ops, op{
|
||||||
{x: x, y: y},
|
typ: opTypeMoveTo,
|
||||||
},
|
p1: point{x: x, y: y},
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -107,22 +150,54 @@ func (p *Path) MoveTo(x, y float32) {
|
|||||||
// and ends to the given position (x, y).
|
// and ends to the given position (x, y).
|
||||||
// If p doesn't have any subpaths or the last subpath is closed, LineTo sets (x, y) as the start position of a new subpath.
|
// If p doesn't have any subpaths or the last subpath is closed, LineTo sets (x, y) as the start position of a new subpath.
|
||||||
func (p *Path) LineTo(x, y float32) {
|
func (p *Path) LineTo(x, y float32) {
|
||||||
if len(p.subpaths) == 0 || p.subpaths[len(p.subpaths)-1].closed {
|
p.subpaths = p.subpaths[:0]
|
||||||
p.subpaths = append(p.subpaths, &subpath{
|
p.ops = append(p.ops, op{
|
||||||
points: []point{
|
typ: opTypeLineTo,
|
||||||
{x: x, y: y},
|
p1: point{x: x, y: y},
|
||||||
},
|
|
||||||
})
|
})
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
p.subpaths[len(p.subpaths)-1].appendPoint(point{x: x, y: y})
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// QuadTo adds a quadratic Bézier curve to the path.
|
// QuadTo adds a quadratic Bézier curve to the path.
|
||||||
// (x1, y1) is the control point, and (x2, y2) is the destination.
|
// (x1, y1) is the control point, and (x2, y2) is the destination.
|
||||||
func (p *Path) QuadTo(x1, y1, x2, y2 float32) {
|
func (p *Path) QuadTo(x1, y1, x2, y2 float32) {
|
||||||
p.quadTo(point{x: x1, y: y1}, point{x: x2, y: y2}, 0)
|
p.subpaths = p.subpaths[:0]
|
||||||
|
p.ops = append(p.ops, op{
|
||||||
|
typ: opTypeQuadTo,
|
||||||
|
p1: point{x: x1, y: y1},
|
||||||
|
p2: point{x: x2, y: y2},
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
// CubicTo adds a cubic Bézier curve to the path.
|
||||||
|
// (x1, y1) and (x2, y2) are the control points, and (x3, y3) is the destination.
|
||||||
|
func (p *Path) CubicTo(x1, y1, x2, y2, x3, y3 float32) {
|
||||||
|
p.subpaths = p.subpaths[:0]
|
||||||
|
p.ops = append(p.ops, op{
|
||||||
|
typ: opTypeCubicTo,
|
||||||
|
p1: point{x: x1, y: y1},
|
||||||
|
p2: point{x: x2, y: y2},
|
||||||
|
p3: point{x: x3, y: y3},
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
// Close adds a new line from the last position of the current subpath to the first position of the current subpath,
|
||||||
|
// and marks the current subpath closed.
|
||||||
|
// Following operations for this path will start with a new subpath.
|
||||||
|
func (p *Path) Close() {
|
||||||
|
p.subpaths = p.subpaths[:0]
|
||||||
|
p.ops = append(p.ops, op{
|
||||||
|
typ: opTypeClose,
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
func (p *Path) lineTo(pt point) {
|
||||||
|
if len(p.subpaths) == 0 || p.subpaths[len(p.subpaths)-1].closed {
|
||||||
|
p.subpaths = append(p.subpaths, &subpath{
|
||||||
|
points: []point{pt},
|
||||||
|
})
|
||||||
|
return
|
||||||
|
}
|
||||||
|
p.subpaths[len(p.subpaths)-1].appendPoint(pt)
|
||||||
}
|
}
|
||||||
|
|
||||||
// lineForTwoPoints returns parameters for a line passing through p0 and p1.
|
// lineForTwoPoints returns parameters for a line passing through p0 and p1.
|
||||||
@ -154,24 +229,13 @@ func crossingPointForTwoLines(p00, p01, p10, p11 point) point {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func (p *Path) currentPosition() (point, bool) {
|
func (p *Path) quadTo(p0, p1, p2 point, level int) {
|
||||||
if len(p.subpaths) == 0 {
|
|
||||||
return point{}, false
|
|
||||||
}
|
|
||||||
return p.subpaths[len(p.subpaths)-1].currentPosition()
|
|
||||||
}
|
|
||||||
|
|
||||||
func (p *Path) quadTo(p1, p2 point, level int) {
|
|
||||||
if level > 10 {
|
if level > 10 {
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
p0, ok := p.currentPosition()
|
|
||||||
if !ok {
|
|
||||||
p0 = p1
|
|
||||||
}
|
|
||||||
if isPointCloseToSegment(p1, p0, p2, 0.5) {
|
if isPointCloseToSegment(p1, p0, p2, 0.5) {
|
||||||
p.LineTo(p2.x, p2.y)
|
p.lineTo(p2)
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -187,27 +251,17 @@ func (p *Path) quadTo(p1, p2 point, level int) {
|
|||||||
x: (p01.x + p12.x) / 2,
|
x: (p01.x + p12.x) / 2,
|
||||||
y: (p01.y + p12.y) / 2,
|
y: (p01.y + p12.y) / 2,
|
||||||
}
|
}
|
||||||
p.quadTo(p01, p012, level+1)
|
p.quadTo(p0, p01, p012, level+1)
|
||||||
p.quadTo(p12, p2, level+1)
|
p.quadTo(p012, p12, p2, level+1)
|
||||||
}
|
}
|
||||||
|
|
||||||
// CubicTo adds a cubic Bézier curve to the path.
|
func (p *Path) cubicTo(p0, p1, p2, p3 point, level int) {
|
||||||
// (x1, y1) and (x2, y2) are the control points, and (x3, y3) is the destination.
|
|
||||||
func (p *Path) CubicTo(x1, y1, x2, y2, x3, y3 float32) {
|
|
||||||
p.cubicTo(point{x: x1, y: y1}, point{x: x2, y: y2}, point{x: x3, y: y3}, 0)
|
|
||||||
}
|
|
||||||
|
|
||||||
func (p *Path) cubicTo(p1, p2, p3 point, level int) {
|
|
||||||
if level > 10 {
|
if level > 10 {
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
p0, ok := p.currentPosition()
|
|
||||||
if !ok {
|
|
||||||
p0 = p1
|
|
||||||
}
|
|
||||||
if isPointCloseToSegment(p1, p0, p3, 0.5) && isPointCloseToSegment(p2, p0, p3, 0.5) {
|
if isPointCloseToSegment(p1, p0, p3, 0.5) && isPointCloseToSegment(p2, p0, p3, 0.5) {
|
||||||
p.LineTo(p3.x, p3.y)
|
p.lineTo(p3)
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -235,8 +289,8 @@ func (p *Path) cubicTo(p1, p2, p3 point, level int) {
|
|||||||
x: (p012.x + p123.x) / 2,
|
x: (p012.x + p123.x) / 2,
|
||||||
y: (p012.y + p123.y) / 2,
|
y: (p012.y + p123.y) / 2,
|
||||||
}
|
}
|
||||||
p.cubicTo(p01, p012, p0123, level+1)
|
p.cubicTo(p0, p01, p012, p0123, level+1)
|
||||||
p.cubicTo(p123, p23, p3, level+1)
|
p.cubicTo(p0123, p123, p23, p3, level+1)
|
||||||
}
|
}
|
||||||
|
|
||||||
func normalize(p point) point {
|
func normalize(p point) point {
|
||||||
@ -248,6 +302,26 @@ func cross(p0, p1 point) float32 {
|
|||||||
return p0.x*p1.y - p1.x*p0.y
|
return p0.x*p1.y - p1.x*p0.y
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (p *Path) currentPosition() (point, bool) {
|
||||||
|
if len(p.ops) == 0 {
|
||||||
|
return point{}, false
|
||||||
|
}
|
||||||
|
op := p.ops[len(p.ops)-1]
|
||||||
|
switch op.typ {
|
||||||
|
case opTypeMoveTo:
|
||||||
|
return op.p1, true
|
||||||
|
case opTypeLineTo:
|
||||||
|
return op.p1, true
|
||||||
|
case opTypeQuadTo:
|
||||||
|
return op.p2, true
|
||||||
|
case opTypeCubicTo:
|
||||||
|
return op.p3, true
|
||||||
|
case opTypeClose:
|
||||||
|
return point{}, false
|
||||||
|
}
|
||||||
|
return point{}, false
|
||||||
|
}
|
||||||
|
|
||||||
// ArcTo adds an arc curve to the path.
|
// ArcTo adds an arc curve to the path.
|
||||||
// (x1, y1) is the first control point, and (x2, y2) is the second control point.
|
// (x1, y1) is the first control point, and (x2, y2) is the second control point.
|
||||||
func (p *Path) ArcTo(x1, y1, x2, y2, radius float32) {
|
func (p *Path) ArcTo(x1, y1, x2, y2, radius float32) {
|
||||||
@ -362,7 +436,7 @@ func (p *Path) Arc(x, y, radius, startAngle, endAngle float32, dir Direction) {
|
|||||||
p.LineTo(x0, y0)
|
p.LineTo(x0, y0)
|
||||||
|
|
||||||
// Calculate the control points for an approximated Bézier curve.
|
// Calculate the control points for an approximated Bézier curve.
|
||||||
// See https://docs.microsoft.com/en-us/xamarin/xamarin-forms/user-interface/graphics/skiasharp/curves/beziers.
|
// See https://learn.microsoft.com/en-us/previous-versions/xamarin/xamarin-forms/user-interface/graphics/skiasharp/curves/beziers.
|
||||||
l := radius * float32(math.Tan(da/4)*4/3)
|
l := radius * float32(math.Tan(da/4)*4/3)
|
||||||
var cx0, cy0, cx1, cy1 float32
|
var cx0, cy0, cx1, cy1 float32
|
||||||
if dir == Clockwise {
|
if dir == Clockwise {
|
||||||
@ -379,10 +453,7 @@ func (p *Path) Arc(x, y, radius, startAngle, endAngle float32, dir Direction) {
|
|||||||
p.CubicTo(cx0, cy0, cx1, cy1, x1, y1)
|
p.CubicTo(cx0, cy0, cx1, cy1, x1, y1)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Close adds a new line from the last position of the current subpath to the first position of the current subpath,
|
func (p *Path) close() {
|
||||||
// and marks the current subpath closed.
|
|
||||||
// Following operations for this path will start with a new subpath.
|
|
||||||
func (p *Path) Close() {
|
|
||||||
if len(p.subpaths) == 0 {
|
if len(p.subpaths) == 0 {
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
@ -405,7 +476,7 @@ func (p *Path) AppendVerticesAndIndicesForFilling(vertices []ebiten.Vertex, indi
|
|||||||
// TODO: Add tests.
|
// TODO: Add tests.
|
||||||
|
|
||||||
base := uint16(len(vertices))
|
base := uint16(len(vertices))
|
||||||
for _, subpath := range p.subpaths {
|
for _, subpath := range p.ensureSubpaths() {
|
||||||
if subpath.pointCount() < 3 {
|
if subpath.pointCount() < 3 {
|
||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
@ -486,12 +557,13 @@ func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indic
|
|||||||
return vertices, indices
|
return vertices, indices
|
||||||
}
|
}
|
||||||
|
|
||||||
for _, subpath := range p.subpaths {
|
var rects [][4]point
|
||||||
|
for _, subpath := range p.ensureSubpaths() {
|
||||||
if subpath.pointCount() < 2 {
|
if subpath.pointCount() < 2 {
|
||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
|
|
||||||
var rects [][4]point
|
rects = rects[:0]
|
||||||
for i := 0; i < subpath.pointCount()-1; i++ {
|
for i := 0; i < subpath.pointCount()-1; i++ {
|
||||||
pt := subpath.points[i]
|
pt := subpath.points[i]
|
||||||
|
|
||||||
|
@ -18,6 +18,7 @@ import (
|
|||||||
"image"
|
"image"
|
||||||
"image/color"
|
"image/color"
|
||||||
"math"
|
"math"
|
||||||
|
"sync"
|
||||||
|
|
||||||
"github.com/hajimehoshi/ebiten/v2"
|
"github.com/hajimehoshi/ebiten/v2"
|
||||||
)
|
)
|
||||||
@ -27,6 +28,18 @@ var (
|
|||||||
whiteSubImage = whiteImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image)
|
whiteSubImage = whiteImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image)
|
||||||
)
|
)
|
||||||
|
|
||||||
|
var (
|
||||||
|
cachedVertices []ebiten.Vertex
|
||||||
|
cachedIndices []uint16
|
||||||
|
cacheM sync.Mutex
|
||||||
|
)
|
||||||
|
|
||||||
|
func useCachedVerticesAndIndices(fn func([]ebiten.Vertex, []uint16) (vs []ebiten.Vertex, is []uint16)) {
|
||||||
|
cacheM.Lock()
|
||||||
|
defer cacheM.Unlock()
|
||||||
|
cachedVertices, cachedIndices = fn(cachedVertices[:0], cachedIndices[:0])
|
||||||
|
}
|
||||||
|
|
||||||
func init() {
|
func init() {
|
||||||
b := whiteImage.Bounds()
|
b := whiteImage.Bounds()
|
||||||
pix := make([]byte, 4*b.Dx()*b.Dy())
|
pix := make([]byte, 4*b.Dx()*b.Dy())
|
||||||
@ -63,9 +76,12 @@ func StrokeLine(dst *ebiten.Image, x0, y0, x1, y1 float32, strokeWidth float32,
|
|||||||
path.LineTo(x1, y1)
|
path.LineTo(x1, y1)
|
||||||
strokeOp := &StrokeOptions{}
|
strokeOp := &StrokeOptions{}
|
||||||
strokeOp.Width = strokeWidth
|
strokeOp.Width = strokeWidth
|
||||||
vs, is := path.AppendVerticesAndIndicesForStroke(nil, nil, strokeOp)
|
|
||||||
|
|
||||||
|
useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
|
||||||
|
vs, is = path.AppendVerticesAndIndicesForStroke(vs, is, strokeOp)
|
||||||
drawVerticesForUtil(dst, vs, is, clr, antialias)
|
drawVerticesForUtil(dst, vs, is, clr, antialias)
|
||||||
|
return vs, is
|
||||||
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
// DrawFilledRect fills a rectangle with the specified width and color.
|
// DrawFilledRect fills a rectangle with the specified width and color.
|
||||||
@ -75,9 +91,12 @@ func DrawFilledRect(dst *ebiten.Image, x, y, width, height float32, clr color.Co
|
|||||||
path.LineTo(x, y+height)
|
path.LineTo(x, y+height)
|
||||||
path.LineTo(x+width, y+height)
|
path.LineTo(x+width, y+height)
|
||||||
path.LineTo(x+width, y)
|
path.LineTo(x+width, y)
|
||||||
vs, is := path.AppendVerticesAndIndicesForFilling(nil, nil)
|
|
||||||
|
|
||||||
|
useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
|
||||||
|
vs, is = path.AppendVerticesAndIndicesForFilling(vs, is)
|
||||||
drawVerticesForUtil(dst, vs, is, clr, antialias)
|
drawVerticesForUtil(dst, vs, is, clr, antialias)
|
||||||
|
return vs, is
|
||||||
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
// StrokeRect strokes a rectangle with the specified width and color.
|
// StrokeRect strokes a rectangle with the specified width and color.
|
||||||
@ -94,18 +113,24 @@ func StrokeRect(dst *ebiten.Image, x, y, width, height float32, strokeWidth floa
|
|||||||
strokeOp := &StrokeOptions{}
|
strokeOp := &StrokeOptions{}
|
||||||
strokeOp.Width = strokeWidth
|
strokeOp.Width = strokeWidth
|
||||||
strokeOp.MiterLimit = 10
|
strokeOp.MiterLimit = 10
|
||||||
vs, is := path.AppendVerticesAndIndicesForStroke(nil, nil, strokeOp)
|
|
||||||
|
|
||||||
|
useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
|
||||||
|
vs, is = path.AppendVerticesAndIndicesForStroke(vs, is, strokeOp)
|
||||||
drawVerticesForUtil(dst, vs, is, clr, antialias)
|
drawVerticesForUtil(dst, vs, is, clr, antialias)
|
||||||
|
return vs, is
|
||||||
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
// DrawFilledCircle fills a circle with the specified center position (cx, cy), the radius (r), width and color.
|
// DrawFilledCircle fills a circle with the specified center position (cx, cy), the radius (r), width and color.
|
||||||
func DrawFilledCircle(dst *ebiten.Image, cx, cy, r float32, clr color.Color, antialias bool) {
|
func DrawFilledCircle(dst *ebiten.Image, cx, cy, r float32, clr color.Color, antialias bool) {
|
||||||
var path Path
|
var path Path
|
||||||
path.Arc(cx, cy, r, 0, 2*math.Pi, Clockwise)
|
path.Arc(cx, cy, r, 0, 2*math.Pi, Clockwise)
|
||||||
vs, is := path.AppendVerticesAndIndicesForFilling(nil, nil)
|
|
||||||
|
|
||||||
|
useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
|
||||||
|
vs, is = path.AppendVerticesAndIndicesForFilling(vs, is)
|
||||||
drawVerticesForUtil(dst, vs, is, clr, antialias)
|
drawVerticesForUtil(dst, vs, is, clr, antialias)
|
||||||
|
return vs, is
|
||||||
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
// StrokeCircle strokes a circle with the specified center position (cx, cy), the radius (r), width and color.
|
// StrokeCircle strokes a circle with the specified center position (cx, cy), the radius (r), width and color.
|
||||||
@ -118,7 +143,10 @@ func StrokeCircle(dst *ebiten.Image, cx, cy, r float32, strokeWidth float32, clr
|
|||||||
|
|
||||||
strokeOp := &StrokeOptions{}
|
strokeOp := &StrokeOptions{}
|
||||||
strokeOp.Width = strokeWidth
|
strokeOp.Width = strokeWidth
|
||||||
vs, is := path.AppendVerticesAndIndicesForStroke(nil, nil, strokeOp)
|
|
||||||
|
|
||||||
|
useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
|
||||||
|
vs, is = path.AppendVerticesAndIndicesForStroke(vs, is, strokeOp)
|
||||||
drawVerticesForUtil(dst, vs, is, clr, antialias)
|
drawVerticesForUtil(dst, vs, is, clr, antialias)
|
||||||
|
return vs, is
|
||||||
|
})
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user