// Copyright 2023 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 main import ( "bytes" "fmt" "image" "image/color" _ "image/png" "log" "golang.org/x/image/font" "golang.org/x/image/font/inconsolata" "golang.org/x/image/math/fixed" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/examples/resources/images/blend" "github.com/hajimehoshi/ebiten/v2/text" ) const ( screenWidth = 800 screenHeight = 800 ) // mode is a blend mode with description. type mode struct { blend ebiten.Blend name string } // Game is a canvas for drawing blend mode tiles. type Game struct { source *ebiten.Image dest *ebiten.Image offscreen *ebiten.Image tileSize int modes []mode } func NewGame() (*Game, error) { source, err := loadImage(blend.Source_png) if err != nil { return nil, fmt.Errorf("fail to load source: %w", err) } dest, err := loadImage(blend.Dest_png) if err != nil { return nil, fmt.Errorf("fail to load dest: %w", err) } // Set up a grid for drawing. g := &Game{ source: source, dest: dest, } // Add all known blend modes and their names. g.modes = []mode{ {blend: ebiten.BlendCopy, name: "BlendCopy"}, {blend: ebiten.BlendSourceAtop, name: "BlendSourceAtop"}, {blend: ebiten.BlendSourceOver, name: "BlendSourceOver"}, {blend: ebiten.BlendSourceIn, name: "BlendSourceIn"}, {blend: ebiten.BlendSourceOut, name: "BlendSourceOut"}, {blend: ebiten.BlendDestination, name: "BlendDestination"}, {blend: ebiten.BlendDestinationAtop, name: "BlendDestinationAtop"}, {blend: ebiten.BlendDestinationOver, name: "BlendDestinationOver"}, {blend: ebiten.BlendDestinationIn, name: "BlendDestinationIn"}, {blend: ebiten.BlendDestinationOut, name: "BlendDestinationOut"}, {blend: ebiten.BlendXor, name: "BlendXor"}, {blend: ebiten.BlendLighter, name: "BlendLighter"}, {blend: ebiten.BlendClear, name: "BlendClear"}, } // Adjust the tile size for the available images. g.tileSize = maxSide(g.source, g.dest) g.offscreen = ebiten.NewImage(g.tileSize, g.tileSize) return g, nil } func (g *Game) Update() error { return nil } func (g *Game) Draw(screen *ebiten.Image) { const ( tileGap = 64 textGap = 16 gridW = 4 ) // Clear the screen. screen.Fill(color.White) // Get an offset for center alignment. // Where sw, sh is the screen size in pixels. // And gw, gh is the grid size in pixels. totalTileSize := g.tileSize + tileGap gridH := (len(g.modes)-1)/gridW + 1 gw, gh := gridW*totalTileSize-tileGap, gridH*totalTileSize sw, sh := screen.Bounds().Dx(), screen.Bounds().Dy() ox, oy := float64(sw-gw)/2, float64(sh-gh)/2 // Draw a tilemap. for i, m := range g.modes { x := i % gridW y := i / gridW px, py := x*totalTileSize, y*totalTileSize // Making a place for the text. py += textGap * y // Drawing the blend mode and it's name. alignedX, alignedY := float64(px)+ox, float64(py)+oy g.drawBlendMode(screen, alignedX, alignedY, m.blend) drawCenteredText(screen, alignedX+float64(g.tileSize)/2, alignedY+float64(g.tileSize)+textGap, m.name) } } func (g *Game) Layout(w, h int) (int, int) { return screenWidth, screenHeight } func (g *Game) drawBlendMode(screen *ebiten.Image, x, y float64, mode ebiten.Blend) { // Copy the destination image to offscreen so as not to modify it. g.offscreen.Clear() g.offscreen.DrawImage(g.dest, nil) // Select and apply blending mode. op := &ebiten.DrawImageOptions{} op.Blend = mode g.offscreen.DrawImage(g.source, op) // Draw the result on the passed coordinates. op = &ebiten.DrawImageOptions{} op.GeoM.Translate(x, y) screen.DrawImage(g.offscreen, op) } // loadImage is a util function for loading embedded images. func loadImage(data []byte) (*ebiten.Image, error) { m, _, err := image.Decode(bytes.NewReader(data)) if err != nil { return nil, fmt.Errorf("failed to decode image: %w", err) } return ebiten.NewImageFromImage(m), nil } // max returns the largest of x or y. func max(x, y int) int { if x > y { return x } return y } // maxSide returns the largest side of a or b images. func maxSide(a, b *ebiten.Image) int { return max( max(a.Bounds().Dx(), b.Bounds().Dx()), max(a.Bounds().Dy(), b.Bounds().Dy()), ) } func fixed26_6ToFloat64(x fixed.Int26_6) float64 { return float64(x>>6) + float64(x&((1<<6)-1))/float64(1<<6) } // drawCenteredText is a util function for drawing blend mode description. func drawCenteredText(screen *ebiten.Image, cx, cy float64, s string) { advance := font.MeasureString(inconsolata.Bold8x16, s) m := inconsolata.Bold8x16.Metrics() height := m.Ascent + m.Descent x, y := int(cx-fixed26_6ToFloat64(advance)/2), int(cy-fixed26_6ToFloat64(height)/2+fixed26_6ToFloat64(m.Ascent)) text.Draw(screen, s, inconsolata.Bold8x16, x, y, color.Black) } func main() { ebiten.SetWindowSize(640, 640) ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled) ebiten.SetWindowTitle("Blend modes (Ebitengine Demo)") game, err := NewGame() if err != nil { log.Fatal(err) } if err = ebiten.RunGame(game); err != nil { log.Fatal(err) } }