// Copyright 2016 The Ebiten 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 restorable import ( "fmt" "image" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicscommand" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" ) // Image represents an image. type Image struct { // Image is the underlying image. // This member is exported on purpose. // TODO: Move the implementation to internal/atlas package (#805). Image *graphicscommand.Image width int height int } // NewImage creates an emtpy image with the given size. // // The returned image is cleared. // // Note that Dispose is not called automatically. func NewImage(width, height int, screen bool) *Image { i := &Image{ Image: graphicscommand.NewImage(width, height, screen), width: width, height: height, } // This needs to use 'InternalSize' to render the whole region, or edges are unexpectedly cleared on some // devices. iw, ih := i.Image.InternalSize() clearImage(i.Image, image.Rect(0, 0, iw, ih)) return i } // Extend extends the image by the given size. // Extend creates a new image with the given size and copies the pixels of the given source image. // Extend disposes itself after its call. func (i *Image) Extend(width, height int) *Image { if i.width >= width && i.height >= height { return i } // Assume that the screen image is never extended. newImg := NewImage(width, height, false) // Use DrawTriangles instead of WritePixels because the image i might be stale and not have its pixels // information. srcs := [graphics.ShaderImageCount]*Image{i} sw, sh := i.Image.InternalSize() vs := quadVertices(0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1) is := graphics.QuadIndices() dr := image.Rect(0, 0, sw, sh) newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillAll) i.Image.Dispose() i.Image = nil return newImg } // quadVertices returns vertices to render a quad. These values are passed to graphicscommand.Image. func quadVertices(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1, cr, cg, cb, ca float32) []float32 { return []float32{ dx0, dy0, sx0, sy0, cr, cg, cb, ca, dx1, dy0, sx1, sy0, cr, cg, cb, ca, dx0, dy1, sx0, sy1, cr, cg, cb, ca, dx1, dy1, sx1, sy1, cr, cg, cb, ca, } } func clearImage(i *graphicscommand.Image, region image.Rectangle) { vs := quadVertices(float32(region.Min.X), float32(region.Min.Y), float32(region.Max.X), float32(region.Max.Y), 0, 0, 0, 0, 0, 0, 0, 0) is := graphics.QuadIndices() i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderImageCount]image.Rectangle{}, clearShader.shader, nil, graphicsdriver.FillAll) } // ClearPixels clears the specified region by WritePixels. func (i *Image) ClearPixels(region image.Rectangle) { if region.Dx() <= 0 || region.Dy() <= 0 { panic("restorable: width/height must be positive") } clearImage(i.Image, region.Intersect(image.Rect(0, 0, i.width, i.height))) } // WritePixels replaces the image pixels with the given pixels slice. // // The specified region must not be overlapped with other regions by WritePixels. func (i *Image) WritePixels(pixels *graphics.ManagedBytes, region image.Rectangle) { if region.Dx() <= 0 || region.Dy() <= 0 { panic("restorable: width/height must be positive") } w, h := i.width, i.height if !region.In(image.Rect(0, 0, w, h)) { panic(fmt.Sprintf("restorable: out of range %v", region)) } i.Image.WritePixels(pixels, region) } // DrawTriangles draws triangles with the given image. // // The vertex floats are: // // 0: Destination X in pixels // 1: Destination Y in pixels // 2: Source X in texels // 3: Source Y in texels // 4: Color R [0.0-1.0] // 5: Color G // 6: Color B // 7: Color Y func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) { if len(vertices) == 0 { return } var imgs [graphics.ShaderImageCount]*graphicscommand.Image for i, src := range srcs { if src == nil { continue } imgs[i] = src.Image } i.Image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, fillRule) }