// Copyright 2022 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 colorm import ( "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/internal/builtinshader" ) // DrawImageOptions represents options for DrawImage. type DrawImageOptions struct { // GeoM is a geometry matrix to draw. // The default (zero) value is identity, which draws the image at (0, 0). GeoM ebiten.GeoM // Blend is a blending way of the source color and the destination color. // The default (zero) value is the regular alpha blending. Blend ebiten.Blend // Filter is a type of texture filter. // The default (zero) value is ebiten.FilterNearest. Filter ebiten.Filter } // DrawImage draws src onto dst. // // DrawImage is basically the same as ebiten.DrawImage, but with a color matrix. func DrawImage(dst, src *ebiten.Image, colorM ColorM, op *DrawImageOptions) { if op == nil { op = &DrawImageOptions{} } w, h := src.Size() opShader := &ebiten.DrawRectShaderOptions{} opShader.GeoM = op.GeoM opShader.CompositeMode = ebiten.CompositeModeCustom opShader.Blend = op.Blend opShader.Uniforms = uniforms(colorM) opShader.Images[0] = src s := builtinShader(builtinshader.Filter(op.Filter), builtinshader.AddressUnsafe) dst.DrawRectShader(w, h, s, opShader) } // DrawTrianglesOptions represents options for DrawTriangles. type DrawTrianglesOptions struct { // ColorScaleMode is the mode of color scales in vertices. // The default (zero) value is ebiten.ColorScaleModeStraightAlpha. ColorScaleMode ebiten.ColorScaleMode // Blend is a blending way of the source color and the destination color. // The default (zero) value is the regular alpha blending. Blend ebiten.Blend // Filter is a type of texture filter. // The default (zero) value is ebiten.FilterNearest. Filter ebiten.Filter // Address is a sampler address mode. // The default (zero) value is ebiten.AddressUnsafe. Address ebiten.Address // FillRule indicates the rule how an overlapped region is rendered. // // The rule EvenOdd is useful when you want to render a complex polygon. // A complex polygon is a non-convex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon. // See examples/vector for actual usages. // // The default (zero) value is ebiten.FillAll. FillRule ebiten.FillRule // AntiAlias indicates whether the rendering uses anti-alias or not. // AntiAlias is useful especially when you pass vertices from the vector package. // // AntiAlias increases internal draw calls and might affect performance. // Use the build tag `ebitenginedebug` to check the number of draw calls if you care. // // The default (zero) value is false. AntiAlias bool } // DrawTriangles draws triangles onto dst. // // DrawTriangles is basically the same as ebiten.DrawTriangles, but with a color matrix. func DrawTriangles(dst *ebiten.Image, vertices []ebiten.Vertex, indices []uint16, img *ebiten.Image, colorM ColorM, op *DrawTrianglesOptions) { if op == nil { op = &DrawTrianglesOptions{} } if op.ColorScaleMode == ebiten.ColorScaleModeStraightAlpha { vs := make([]ebiten.Vertex, len(vertices)) copy(vs, vertices) for i := range vertices { vs[i].ColorR *= vs[i].ColorA vs[i].ColorG *= vs[i].ColorA vs[i].ColorB *= vs[i].ColorA } vertices = vs } opShader := &ebiten.DrawTrianglesShaderOptions{} opShader.CompositeMode = ebiten.CompositeModeCustom opShader.Blend = op.Blend opShader.FillRule = op.FillRule opShader.AntiAlias = op.AntiAlias opShader.Uniforms = uniforms(colorM) opShader.Images[0] = img s := builtinShader(builtinshader.Filter(op.Filter), builtinshader.Address(op.Address)) dst.DrawTrianglesShader(vertices, indices, s, opShader) }