// Copyright 2019 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 main import ( "fmt" "image" "image/color" "log" "math" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/hajimehoshi/ebiten/v2/vector" ) var ( whiteImage = ebiten.NewImage(3, 3) // whiteSubImage is an internal sub image of whiteImage. // Use whiteSubImage at DrawTriangles instead of whiteImage in order to avoid bleeding edges. whiteSubImage = whiteImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image) ) func init() { whiteImage.Fill(color.White) } const ( screenWidth = 640 screenHeight = 480 ) func drawEbitenText(screen *ebiten.Image, x, y int, aa bool, line bool) { var path vector.Path // E path.MoveTo(20, 20) path.LineTo(20, 70) path.LineTo(70, 70) path.LineTo(70, 60) path.LineTo(30, 60) path.LineTo(30, 50) path.LineTo(70, 50) path.LineTo(70, 40) path.LineTo(30, 40) path.LineTo(30, 30) path.LineTo(70, 30) path.LineTo(70, 20) path.Close() // B path.MoveTo(80, 20) path.LineTo(80, 70) path.LineTo(100, 70) path.QuadTo(150, 57.5, 100, 45) path.QuadTo(150, 32.5, 100, 20) path.Close() // I path.MoveTo(140, 20) path.LineTo(140, 70) path.LineTo(150, 70) path.LineTo(150, 20) path.Close() // T path.MoveTo(160, 20) path.LineTo(160, 30) path.LineTo(180, 30) path.LineTo(180, 70) path.LineTo(190, 70) path.LineTo(190, 30) path.LineTo(210, 30) path.LineTo(210, 20) path.Close() // E path.MoveTo(220, 20) path.LineTo(220, 70) path.LineTo(270, 70) path.LineTo(270, 60) path.LineTo(230, 60) path.LineTo(230, 50) path.LineTo(270, 50) path.LineTo(270, 40) path.LineTo(230, 40) path.LineTo(230, 30) path.LineTo(270, 30) path.LineTo(270, 20) path.Close() // N path.MoveTo(280, 20) path.LineTo(280, 70) path.LineTo(290, 70) path.LineTo(290, 35) path.LineTo(320, 70) path.LineTo(330, 70) path.LineTo(330, 20) path.LineTo(320, 20) path.LineTo(320, 55) path.LineTo(290, 20) path.Close() var vs []ebiten.Vertex var is []uint16 if line { op := &vector.StrokeOptions{} op.Width = 5 op.LineJoin = vector.LineJoinRound vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op) } else { vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil) } for i := range vs { vs[i].DstX = (vs[i].DstX + float32(x)) vs[i].DstY = (vs[i].DstY + float32(y)) vs[i].SrcX = 1 vs[i].SrcY = 1 vs[i].ColorR = 0xdb / float32(0xff) vs[i].ColorG = 0x56 / float32(0xff) vs[i].ColorB = 0x20 / float32(0xff) vs[i].ColorA = 1 } op := &ebiten.DrawTrianglesOptions{} op.AntiAlias = aa // For strokes (AppendVerticesAndIndicesForStroke), FillRuleFillAll and FillRuleNonZero work. // // For filling (AppendVerticesAndIndicesForFilling), FillRuleNonZero and FillRuleEvenOdd work. // FillRuleNonZero and FillRuleEvenOdd differ when rendering a complex polygons with self-intersections and/or holes. // See https://en.wikipedia.org/wiki/Nonzero-rule and https://en.wikipedia.org/wiki/Even%E2%80%93odd_rule . // // For simplicity, this example always uses FillRuleNonZero, whichever strokes or filling is done. op.FillRule = ebiten.FillRuleNonZero screen.DrawTriangles(vs, is, whiteSubImage, op) } func drawEbitenLogo(screen *ebiten.Image, x, y int, aa bool, line bool) { const unit = 16 var path vector.Path // TODO: Add curves path.MoveTo(0, 4*unit) path.LineTo(0, 6*unit) path.LineTo(2*unit, 6*unit) path.LineTo(2*unit, 5*unit) path.LineTo(3*unit, 5*unit) path.LineTo(3*unit, 4*unit) path.LineTo(4*unit, 4*unit) path.LineTo(4*unit, 2*unit) path.LineTo(6*unit, 2*unit) path.LineTo(6*unit, 1*unit) path.LineTo(5*unit, 1*unit) path.LineTo(5*unit, 0) path.LineTo(4*unit, 0) path.LineTo(4*unit, 2*unit) path.LineTo(2*unit, 2*unit) path.LineTo(2*unit, 3*unit) path.LineTo(unit, 3*unit) path.LineTo(unit, 4*unit) path.Close() var vs []ebiten.Vertex var is []uint16 if line { op := &vector.StrokeOptions{} op.Width = 5 op.LineJoin = vector.LineJoinRound vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op) } else { vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil) } for i := range vs { vs[i].DstX = (vs[i].DstX + float32(x)) vs[i].DstY = (vs[i].DstY + float32(y)) vs[i].SrcX = 1 vs[i].SrcY = 1 vs[i].ColorR = 0xdb / float32(0xff) vs[i].ColorG = 0x56 / float32(0xff) vs[i].ColorB = 0x20 / float32(0xff) vs[i].ColorA = 1 } op := &ebiten.DrawTrianglesOptions{} op.AntiAlias = aa op.FillRule = ebiten.FillRuleNonZero screen.DrawTriangles(vs, is, whiteSubImage, op) } func drawArc(screen *ebiten.Image, count int, aa bool, line bool) { var path vector.Path path.MoveTo(350, 100) const cx, cy, r = 450, 100, 70 theta1 := math.Pi * float64(count) / 180 x := cx + r*math.Cos(theta1) y := cy + r*math.Sin(theta1) path.ArcTo(450, 100, float32(x), float32(y), 30) path.LineTo(float32(x), float32(y)) theta2 := math.Pi * float64(count) / 180 / 3 path.MoveTo(550, 100) path.Arc(550, 100, 50, float32(theta1), float32(theta2), vector.Clockwise) path.Close() var vs []ebiten.Vertex var is []uint16 if line { op := &vector.StrokeOptions{} op.Width = 5 op.LineJoin = vector.LineJoinRound vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op) } else { vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil) } for i := range vs { vs[i].SrcX = 1 vs[i].SrcY = 1 vs[i].ColorR = 0x33 / float32(0xff) vs[i].ColorG = 0xcc / float32(0xff) vs[i].ColorB = 0x66 / float32(0xff) vs[i].ColorA = 1 } op := &ebiten.DrawTrianglesOptions{} op.AntiAlias = aa op.FillRule = ebiten.FillRuleNonZero screen.DrawTriangles(vs, is, whiteSubImage, op) } func maxCounter(index int) int { return 128 + (17*index+32)%64 } func drawWave(screen *ebiten.Image, counter int, aa bool, line bool) { var path vector.Path const npoints = 8 indexToPoint := func(i int, counter int) (float32, float32) { x, y := float32(i*screenWidth/(npoints-1)), float32(screenHeight/2) y += float32(30 * math.Sin(float64(counter)*2*math.Pi/float64(maxCounter(i)))) return x, y } for i := 0; i <= npoints; i++ { if i == 0 { path.MoveTo(indexToPoint(i, counter)) continue } cpx0, cpy0 := indexToPoint(i-1, counter) x, y := indexToPoint(i, counter) cpx1, cpy1 := x, y cpx0 += 30 cpx1 -= 30 path.CubicTo(cpx0, cpy0, cpx1, cpy1, x, y) } path.LineTo(screenWidth, screenHeight) path.LineTo(0, screenHeight) var vs []ebiten.Vertex var is []uint16 if line { op := &vector.StrokeOptions{} op.Width = 5 op.LineJoin = vector.LineJoinRound vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op) } else { vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil) } for i := range vs { vs[i].SrcX = 1 vs[i].SrcY = 1 vs[i].ColorR = 0x33 / float32(0xff) vs[i].ColorG = 0x66 / float32(0xff) vs[i].ColorB = 0xff / float32(0xff) vs[i].ColorA = 1 } op := &ebiten.DrawTrianglesOptions{} op.AntiAlias = aa op.FillRule = ebiten.FillRuleNonZero screen.DrawTriangles(vs, is, whiteSubImage, op) } type Game struct { counter int aa bool line bool } func (g *Game) Update() error { g.counter++ // Switch anti-alias. if inpututil.IsKeyJustPressed(ebiten.KeyA) { g.aa = !g.aa } // Switch lines. if inpututil.IsKeyJustPressed(ebiten.KeyL) { g.line = !g.line } return nil } func (g *Game) Draw(screen *ebiten.Image) { dst := screen dst.Fill(color.RGBA{0xe0, 0xe0, 0xe0, 0xff}) drawEbitenText(dst, 0, 50, g.aa, g.line) drawEbitenLogo(dst, 20, 150, g.aa, g.line) drawArc(dst, g.counter, g.aa, g.line) drawWave(dst, g.counter, g.aa, g.line) msg := fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f", ebiten.ActualTPS(), ebiten.ActualFPS()) msg += "\nPress A to switch anti-alias." msg += "\nPress L to switch the fill mode and the line mode." ebitenutil.DebugPrint(screen, msg) } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return screenWidth, screenHeight } func main() { g := &Game{counter: 0} ebiten.SetWindowSize(screenWidth, screenHeight) ebiten.SetWindowTitle("Vector (Ebitengine Demo)") if err := ebiten.RunGame(g); err != nil { log.Fatal(err) } }