// Copyright 2014 Hajime Hoshi // // 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 ebiten import ( "errors" "fmt" "github.com/hajimehoshi/ebiten/internal/graphics" "github.com/hajimehoshi/ebiten/internal/graphics/opengl" "image" "image/color" ) // Image represents an image. // The pixel format is alpha-premultiplied. // Image implements image.Image. type Image struct { framebuffer *graphics.Framebuffer texture *graphics.Texture pixels []uint8 width int height int } // Size returns the size of the image. func (i *Image) Size() (width, height int) { if i.width == 0 { i.width, i.height = i.framebuffer.Size() } return i.width, i.height } // Clear resets the pixels of the image into 0. func (i *Image) Clear() (err error) { return i.Fill(color.Transparent) } // Fill fills the image with a solid color. func (i *Image) Fill(clr color.Color) (err error) { i.pixels = nil useGLContext(func(c *opengl.Context) { err = i.framebuffer.Fill(c, clr) }) return } // DrawImage draws the given image on the receiver image. // // This method accepts the options. // The parts of the given image at the parts of the destination. // After determining parts to draw, this applies the geometry matrix and the color matrix. // // Here are the default values: // ImageParts: (0, 0) - (source width, source height) to (0, 0) - (source width, source height) // (i.e. the whole source image) // GeoM: Identity matrix // ColorM: Identity matrix (that changes no colors) // // Be careful that this method is potentially slow. // It would be better if you could call this method fewer times. func (i *Image) DrawImage(image *Image, options *DrawImageOptions) (err error) { if i == image { return errors.New("Image.DrawImage: image should be different from the receiver") } i.pixels = nil if options == nil { options = &DrawImageOptions{} } parts := options.ImageParts if parts == nil { // Check options.Parts for backward-compatibility. dparts := options.Parts if dparts != nil { parts = imageParts(dparts) } else { w, h := image.Size() parts = &wholeImage{w, h} } } w, h := image.Size() quads := &textureQuads{parts: parts, width: w, height: h} useGLContext(func(c *opengl.Context) { err = i.framebuffer.DrawTexture(c, image.texture, quads, &options.GeoM, &options.ColorM) }) return } // Bounds returns the bounds of the image. func (i *Image) Bounds() image.Rectangle { w, h := i.Size() return image.Rect(0, 0, w, h) } // ColorModel returns the color model of the image. func (i *Image) ColorModel() color.Model { return color.RGBAModel } // At returns the color of the image at (x, y). // // This method loads pixels from VRAM to system memory if necessary. func (i *Image) At(x, y int) color.Color { if i.pixels == nil { useGLContext(func(c *opengl.Context) { var err error i.pixels, err = i.framebuffer.Pixels(c) if err != nil { panic(err) } }) } w, _ := i.Size() w = graphics.NextPowerOf2Int(w) idx := 4*x + 4*y*w r, g, b, a := i.pixels[idx], i.pixels[idx+1], i.pixels[idx+2], i.pixels[idx+3] return color.RGBA{r, g, b, a} } // Dispose disposes the image data. After disposing, the image becomes invalid. // This is useful to save memory. func (i *Image) Dispose() { if i.isDisposed() { panic("the image is already disposed") } useGLContext(func(c *opengl.Context) { i.framebuffer.Dispose(c) i.framebuffer = nil i.texture.Dispose(c) i.texture = nil }) i.pixels = nil } // IsDisposed returns a boolean indicating wheather the image is disposed. func (i *Image) IsDisposed() bool { return i.texture == nil } // ReplacePixels replaces the pixels of the image with p. // // The given p must represent RGBA pre-multiplied alpha values. len(p) must equal to 4 * (image width) * (image height). // // This function may be slow (as for implementation, this calls glTexSubImage2D). func (i *Image) ReplacePixels(p []uint8) error { // Don't set i.pixels here because i.pixels is used not every time. i.pixels = nil w, h := i.Size() l := 4 * w * h if len(p) != l { return errors.New(fmt.Sprintf("p's length must be %d", l)) } var err error useGLContext(func(c *opengl.Context) { err = i.texture.ReplacePixels(c, p) }) return err } // A DrawImageOptions represents options to render an image on an image. type DrawImageOptions struct { ImageParts ImageParts GeoM GeoM ColorM ColorM // Deprecated (as of 1.1.0-alpha): Use ImageParts instead. Parts []ImagePart } // NewImage returns an empty image. // // NewImage generates a new texture and a new framebuffer. // Be careful that image objects will never be released // even though nothing refers the image object and GC works. // It is because there is no way to define finalizers for Go objects if you use GopherJS. func NewImage(width, height int, filter Filter) (*Image, error) { var img *Image var err error useGLContext(func(c *opengl.Context) { var texture *graphics.Texture var framebuffer *graphics.Framebuffer texture, err = graphics.NewTexture(c, width, height, glFilter(c, filter)) if err != nil { return } framebuffer, err = graphics.NewFramebufferFromTexture(c, texture) if err != nil { return } img = &Image{framebuffer: framebuffer, texture: texture} }) if err != nil { return nil, err } if err := img.Clear(); err != nil { return nil, err } return img, nil } // NewImageFromImage creates a new image with the given image (img). // // NewImageFromImage generates a new texture and a new framebuffer. // Be careful that image objects will never be released // even though nothing refers the image object and GC works. // It is because there is no way to define finalizers for Go objects if you use GopherJS. func NewImageFromImage(img image.Image, filter Filter) (*Image, error) { var eimg *Image var err error useGLContext(func(c *opengl.Context) { var texture *graphics.Texture var framebuffer *graphics.Framebuffer texture, err = graphics.NewTextureFromImage(c, img, glFilter(c, filter)) if err != nil { return } framebuffer, err = graphics.NewFramebufferFromTexture(c, texture) if err != nil { return } eimg = &Image{framebuffer: framebuffer, texture: texture} }) if err != nil { return nil, err } return eimg, nil }