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https://github.com/hajimehoshi/ebiten.git
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3ca6184294
Closes #2782
121 lines
4.2 KiB
Go
121 lines
4.2 KiB
Go
// Copyright 2022 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package colorm
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import (
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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)
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// DrawImageOptions represents options for DrawImage.
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type DrawImageOptions struct {
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// GeoM is a geometry matrix to draw.
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// The default (zero) value is identity, which draws the image at (0, 0).
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GeoM ebiten.GeoM
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// Blend is a blending way of the source color and the destination color.
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// The default (zero) value is the regular alpha blending.
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Blend ebiten.Blend
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// Filter is a type of texture filter.
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// The default (zero) value is ebiten.FilterNearest.
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Filter ebiten.Filter
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}
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// DrawImage draws src onto dst.
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//
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// DrawImage is basically the same as ebiten.DrawImage, but with a color matrix.
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func DrawImage(dst, src *ebiten.Image, colorM ColorM, op *DrawImageOptions) {
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if op == nil {
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op = &DrawImageOptions{}
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}
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opShader := &ebiten.DrawRectShaderOptions{}
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opShader.GeoM = op.GeoM
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opShader.CompositeMode = ebiten.CompositeModeCustom
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opShader.Blend = op.Blend
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opShader.Uniforms = uniforms(colorM)
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opShader.Images[0] = src
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s := builtinShader(builtinshader.Filter(op.Filter), builtinshader.AddressUnsafe)
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dst.DrawRectShader(src.Bounds().Dx(), src.Bounds().Dy(), s, opShader)
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}
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// DrawTrianglesOptions represents options for DrawTriangles.
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type DrawTrianglesOptions struct {
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// ColorScaleMode is the mode of color scales in vertices.
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// The default (zero) value is ebiten.ColorScaleModeStraightAlpha.
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ColorScaleMode ebiten.ColorScaleMode
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// Blend is a blending way of the source color and the destination color.
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// The default (zero) value is the regular alpha blending.
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Blend ebiten.Blend
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// Filter is a type of texture filter.
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// The default (zero) value is ebiten.FilterNearest.
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Filter ebiten.Filter
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// Address is a sampler address mode.
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// The default (zero) value is ebiten.AddressUnsafe.
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Address ebiten.Address
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// FillRule indicates the rule how an overlapped region is rendered.
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//
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// The rules NonZero and EvenOdd are useful when you want to render a complex polygon.
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// A complex polygon is a non-convex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon.
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// See examples/vector for actual usages.
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//
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// The default (zero) value is ebiten.FillAll.
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FillRule ebiten.FillRule
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// AntiAlias indicates whether the rendering uses anti-alias or not.
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// AntiAlias is useful especially when you pass vertices from the vector package.
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//
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// AntiAlias increases internal draw calls and might affect performance.
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// Use the build tag `ebitenginedebug` to check the number of draw calls if you care.
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//
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// The default (zero) value is false.
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AntiAlias bool
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}
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// DrawTriangles draws triangles onto dst.
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//
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// DrawTriangles is basically the same as ebiten.DrawTriangles, but with a color matrix.
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func DrawTriangles(dst *ebiten.Image, vertices []ebiten.Vertex, indices []uint16, img *ebiten.Image, colorM ColorM, op *DrawTrianglesOptions) {
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if op == nil {
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op = &DrawTrianglesOptions{}
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}
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if op.ColorScaleMode == ebiten.ColorScaleModeStraightAlpha {
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vs := make([]ebiten.Vertex, len(vertices))
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copy(vs, vertices)
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for i := range vertices {
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vs[i].ColorR *= vs[i].ColorA
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vs[i].ColorG *= vs[i].ColorA
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vs[i].ColorB *= vs[i].ColorA
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}
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vertices = vs
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}
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opShader := &ebiten.DrawTrianglesShaderOptions{}
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opShader.CompositeMode = ebiten.CompositeModeCustom
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opShader.Blend = op.Blend
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opShader.FillRule = op.FillRule
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opShader.AntiAlias = op.AntiAlias
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opShader.Uniforms = uniforms(colorM)
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opShader.Images[0] = img
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s := builtinShader(builtinshader.Filter(op.Filter), builtinshader.Address(op.Address))
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dst.DrawTrianglesShader(vertices, indices, s, opShader)
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}
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