// 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 vector provides functions for vector graphics rendering. // // This package is under experiments and the API might be changed with breaking backward compatibility. package vector import ( "image/color" "math" "github.com/hajimehoshi/ebiten" "github.com/hajimehoshi/ebiten/vector/internal/triangulate" ) var emptyImage *ebiten.Image func init() { emptyImage, _ = ebiten.NewImage(1, 1, ebiten.FilterDefault) emptyImage.Fill(color.White) } // Path represents a collection of path segments. type Path struct { segs [][]triangulate.Point cur triangulate.Point } // MoveTo skips the current position of the path to the given position (x, y) without adding any strokes. func (p *Path) MoveTo(x, y float32) { p.cur = triangulate.Point{X: x, Y: y} p.segs = append(p.segs, []triangulate.Point{p.cur}) } // LineTo adds a line segument to the path, which starts from the current position and ends to the given position (x, y). // // LineTo updates the current position to (x, y). func (p *Path) LineTo(x, y float32) { if len(p.segs) == 0 { p.segs = append(p.segs, []triangulate.Point{p.cur}) } p.segs[len(p.segs)-1] = append(p.segs[len(p.segs)-1], triangulate.Point{X: x, Y: y}) p.cur = triangulate.Point{X: x, Y: y} } func nseg(x0, y0, x1, y1 float32) int { distx := x1 - x0 if distx < 0 { distx = -distx } disty := y1 - y0 if disty < 0 { disty = -disty } dist := distx if dist < disty { dist = disty } return int(math.Ceil(float64(dist))) } func (p *Path) QuadTo(cpx, cpy, x, y float32) { c := p.cur num := nseg(c.X, c.Y, x, y) for t := float32(0.0); t <= 1; t += 1.0 / float32(num) { xf := (1-t)*(1-t)*c.X + 2*t*(1-t)*cpx + t*t*x yf := (1-t)*(1-t)*c.Y + 2*t*(1-t)*cpy + t*t*y p.LineTo(xf, yf) } } func (p *Path) CubicTo(cp0x, cp0y, cp1x, cp1y, x, y float32) { c := p.cur num := nseg(c.X, c.Y, x, y) for t := float32(0.0); t <= 1; t += 1.0 / float32(num) { xf := (1-t)*(1-t)*(1-t)*c.X + 3*(1-t)*(1-t)*t*cp0x + 3*(1-t)*t*t*cp1x + t*t*t*x yf := (1-t)*(1-t)*(1-t)*c.Y + 3*(1-t)*(1-t)*t*cp0y + 3*(1-t)*t*t*cp1y + t*t*t*y p.LineTo(xf, yf) } } func (p *Path) Fill(dst *ebiten.Image, clr color.Color) { var vertices []ebiten.Vertex var indices []uint16 r, g, b, a := clr.RGBA() var rf, gf, bf, af float32 if a > 0 { rf = float32(r) / float32(a) gf = float32(g) / float32(a) bf = float32(b) / float32(a) af = float32(a) / 0xffff } var base uint16 for _, seg := range p.segs { for _, pt := range seg { vertices = append(vertices, ebiten.Vertex{ DstX: pt.X, DstY: pt.Y, SrcX: 0, SrcY: 0, ColorR: rf, ColorG: gf, ColorB: bf, ColorA: af, }) } for _, idx := range triangulate.Triangulate(seg) { indices = append(indices, idx+base) } base += uint16(len(seg)) } dst.DrawTriangles(vertices, indices, emptyImage, nil) }