ebiten/examples/vector/main.go
2024-08-10 05:22:53 +09:00

353 lines
9.1 KiB
Go

// 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
)
type Game struct {
counter int
aa bool
line bool
vertices []ebiten.Vertex
indices []uint16
}
func (g *Game) 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()
if line {
op := &vector.StrokeOptions{}
op.Width = 5
op.LineJoin = vector.LineJoinRound
g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
} else {
g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
}
for i := range g.vertices {
g.vertices[i].DstX = (g.vertices[i].DstX + float32(x))
g.vertices[i].DstY = (g.vertices[i].DstY + float32(y))
g.vertices[i].SrcX = 1
g.vertices[i].SrcY = 1
g.vertices[i].ColorR = 0xdb / float32(0xff)
g.vertices[i].ColorG = 0x56 / float32(0xff)
g.vertices[i].ColorB = 0x20 / float32(0xff)
g.vertices[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(g.vertices, g.indices, whiteSubImage, op)
}
func (g *Game) 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()
if line {
op := &vector.StrokeOptions{}
op.Width = 5
op.LineJoin = vector.LineJoinRound
g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
} else {
g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
}
for i := range g.vertices {
g.vertices[i].DstX = (g.vertices[i].DstX + float32(x))
g.vertices[i].DstY = (g.vertices[i].DstY + float32(y))
g.vertices[i].SrcX = 1
g.vertices[i].SrcY = 1
g.vertices[i].ColorR = 0xdb / float32(0xff)
g.vertices[i].ColorG = 0x56 / float32(0xff)
g.vertices[i].ColorB = 0x20 / float32(0xff)
g.vertices[i].ColorA = 1
}
op := &ebiten.DrawTrianglesOptions{}
op.AntiAlias = aa
op.FillRule = ebiten.FillRuleNonZero
screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
}
func (g *Game) 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()
if line {
op := &vector.StrokeOptions{}
op.Width = 5
op.LineJoin = vector.LineJoinRound
g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
} else {
g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
}
for i := range g.vertices {
g.vertices[i].SrcX = 1
g.vertices[i].SrcY = 1
g.vertices[i].ColorR = 0x33 / float32(0xff)
g.vertices[i].ColorG = 0xcc / float32(0xff)
g.vertices[i].ColorB = 0x66 / float32(0xff)
g.vertices[i].ColorA = 1
}
op := &ebiten.DrawTrianglesOptions{}
op.AntiAlias = aa
op.FillRule = ebiten.FillRuleNonZero
screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
}
func maxCounter(index int) int {
return 128 + (17*index+32)%64
}
func (g *Game) 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)
if line {
op := &vector.StrokeOptions{}
op.Width = 5
op.LineJoin = vector.LineJoinRound
g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
} else {
g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
}
for i := range g.vertices {
g.vertices[i].SrcX = 1
g.vertices[i].SrcY = 1
g.vertices[i].ColorR = 0x33 / float32(0xff)
g.vertices[i].ColorG = 0x66 / float32(0xff)
g.vertices[i].ColorB = 0xff / float32(0xff)
g.vertices[i].ColorA = 1
}
op := &ebiten.DrawTrianglesOptions{}
op.AntiAlias = aa
op.FillRule = ebiten.FillRuleNonZero
screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
}
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})
g.drawEbitenText(dst, 0, 50, g.aa, g.line)
g.drawEbitenLogo(dst, 20, 150, g.aa, g.line)
g.drawArc(dst, g.counter, g.aa, g.line)
g.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)
}
}