mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
171 lines
4.4 KiB
Go
171 lines
4.4 KiB
Go
/*
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Copyright 2014 Hajime Hoshi
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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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http://www.apache.org/licenses/LICENSE-2.0
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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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*/
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package ebiten
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import (
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"github.com/hajimehoshi/ebiten/internal"
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"github.com/hajimehoshi/ebiten/internal/opengl"
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"github.com/hajimehoshi/ebiten/internal/opengl/internal/shader"
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"image"
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"image/color"
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)
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type innerImage struct {
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framebuffer *opengl.Framebuffer
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texture *opengl.Texture
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}
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func newInnerImage(texture *opengl.Texture) (*innerImage, error) {
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framebuffer, err := opengl.NewFramebufferFromTexture(texture)
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if err != nil {
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return nil, err
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}
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return &innerImage{framebuffer, texture}, nil
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}
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func (i *innerImage) size() (width, height int) {
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return i.framebuffer.Size()
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}
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func (i *innerImage) Clear() error {
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return i.Fill(color.Transparent)
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}
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func (i *innerImage) Fill(clr color.Color) error {
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if err := i.framebuffer.SetAsViewport(); err != nil {
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return err
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}
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r, g, b, a := internal.RGBA(clr)
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opengl.Clear(r, g, b, a)
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return nil
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}
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func (i *innerImage) drawImage(image *innerImage, parts []ImagePart, geo GeometryMatrix, color ColorMatrix) error {
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if err := i.framebuffer.SetAsViewport(); err != nil {
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return err
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}
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w, h := image.texture.Size()
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quads := textureQuads(parts, w, h)
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projectionMatrix := i.framebuffer.ProjectionMatrix()
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shader.DrawTexture(image.texture.Native(), projectionMatrix, quads, &geo, &color)
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return nil
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}
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func u(x float64, width int) float32 {
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return float32(x) / float32(internal.NextPowerOf2Int(width))
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}
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func v(y float64, height int) float32 {
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return float32(y) / float32(internal.NextPowerOf2Int(height))
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}
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func textureQuads(parts []ImagePart, width, height int) []shader.TextureQuad {
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quads := make([]shader.TextureQuad, 0, len(parts))
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for _, part := range parts {
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x1 := float32(part.Dst.Min.X)
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x2 := float32(part.Dst.Max.X)
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y1 := float32(part.Dst.Min.Y)
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y2 := float32(part.Dst.Max.Y)
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u1 := u(float64(part.Src.Min.X), width)
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u2 := u(float64(part.Src.Max.X), width)
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v1 := v(float64(part.Src.Min.Y), height)
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v2 := v(float64(part.Src.Max.Y), height)
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quad := shader.TextureQuad{x1, x2, y1, y2, u1, u2, v1, v2}
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quads = append(quads, quad)
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}
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return quads
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}
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type syncer interface {
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Sync(func())
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}
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// Image represents an image.
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// The pixel format is alpha-premultiplied.
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// Image implements image.Image.
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type Image struct {
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syncer syncer
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inner *innerImage
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pixels []uint8
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}
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// Size returns the size of the image.
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func (i *Image) Size() (width, height int) {
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return i.inner.size()
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}
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// Clear resets the pixels of the image into 0.
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func (i *Image) Clear() (err error) {
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i.pixels = nil
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i.syncer.Sync(func() {
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err = i.inner.Clear()
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})
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return
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}
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// Fill fills the image with a solid color.
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func (i *Image) Fill(clr color.Color) (err error) {
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i.pixels = nil
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i.syncer.Sync(func() {
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err = i.inner.Fill(clr)
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})
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return
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}
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// DrawImage draws the given image on the receiver (i).
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func (i *Image) DrawImage(image *Image, parts []ImagePart, geo GeometryMatrix, color ColorMatrix) (err error) {
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return i.drawImage(image.inner, parts, geo, color)
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}
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func (i *Image) drawImage(image *innerImage, parts []ImagePart, geo GeometryMatrix, color ColorMatrix) (err error) {
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i.pixels = nil
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i.syncer.Sync(func() {
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err = i.inner.drawImage(image, parts, geo, color)
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})
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return
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}
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// Bounds returns the bounds of the image.
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func (i *Image) Bounds() image.Rectangle {
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w, h := i.inner.size()
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return image.Rect(0, 0, w, h)
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}
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// ColorModel returns the color model of the image.
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func (i *Image) ColorModel() color.Model {
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return color.RGBAModel
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}
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// At returns the color of the image at (x, y).
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// This method may read pixels from GPU to VRAM and be slow.
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func (i *Image) At(x, y int) color.Color {
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if i.pixels == nil {
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i.syncer.Sync(func() {
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var err error
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i.pixels, err = i.inner.texture.Pixels()
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if err != nil {
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panic(err)
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}
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})
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}
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w, _ := i.inner.size()
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w = internal.NextPowerOf2Int(w)
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idx := 4*x + 4*y*w
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r, g, b, a := i.pixels[idx], i.pixels[idx+1], i.pixels[idx+2], i.pixels[idx+3]
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return color.RGBA{r, g, b, a}
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}
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