Implemented drawing triangles.
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6fdc733f5c
commit
fea745e6e1
5 changed files with 107 additions and 111 deletions
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@ -23,6 +23,27 @@ type Rect struct {
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*gx.DrawableRectangle
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}
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type Tri struct {
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*gx.DrawableTriangles
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}
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func NewTri() *Tri {
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ret := &Tri{}
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ret.DrawableTriangles = &gx.DrawableTriangles{}
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ret.Triangles = gx.Triangles{
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gx.Triangle{
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gx.V(0, 0),
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gx.V(100, 100),
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gx.V(0, -50),
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},
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}
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ret.Color = gx.Color{gx.MaxColorV, gx.MaxColorV, 0, gx.MaxColorV}
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ret.Visible = true
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return ret
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}
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func NewRect() *Rect {
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return &Rect{&gx.DrawableRectangle{
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Rectangle: gx.Rectangle{
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@ -215,10 +236,12 @@ func main() {
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player = NewPlayer()
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rect = NewRect()
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tri := NewTri()
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e.Add(1, &Debug{})
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e.Add(0, player)
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e.Add(-1, rect)
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e.Add(100, tri)
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e.Run()
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}
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@ -8,13 +8,22 @@ import (
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"math"
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)
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type ColorV uint32
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type Image = ebiten.Image
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type ColorV uint32
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type ColorM = ebiten.ColorM
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type Color struct {
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R, G, B, A ColorV
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}
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type Colority struct {
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Color Color
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}
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type Visibility struct {
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Visible bool
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}
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// The interface describes anything that can be
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// drawn. It will be drew corresponding to
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// the layers order.
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@ -30,6 +39,10 @@ const (
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MaxColorV = math.MaxUint32
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)
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func (v Visibility) IsVisible() bool {
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return v.Visible
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}
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func LoadImage(input io.Reader) (*Image, error) {
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img, _, err := image.Decode(input)
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if err != nil {
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@ -1,83 +1,29 @@
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package gx
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// The type represents polygons.
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// Fuck. The package gets too big.
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// Should split it somehow.
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type Polygon []Point
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type PolygonTriangle struct {
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P, S int
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}
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// Returns slice of edges.
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func (p Polygon) Edges() Edges {
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ret := Edges{}
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l := p.Len()
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for i := range p {
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ret = append(ret, Edge{p[i], p[(i+1)%l]})
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type Polygon struct {
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Transform
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base Triangle
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triangles []PolygonTriangle
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}
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type DrawablePolygon struct {
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Polygon
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ShaderOptions
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}
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func NewPolygon(base Triangle) *Polygon {
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ret := &Polygon{
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Transform: T(),
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base: base,
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}
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return ret
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}
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func (p Polygon) Len() int {
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return len(p)
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}
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func (p Polygon) Vertices() []Vertex {
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return p
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}
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func (p Polygon) Barycenter() Point {
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ret := Point{}
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for _, v := range p {
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ret.X += v.X
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ret.Y += v.Y
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}
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l := Float(len(p))
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ret.X /= l
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ret.Y /= l
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return ret
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}
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/*
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func (p Polygon) anyPointInside() Point {
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edges := p.Edges()
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for _, e := range edges {
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if
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}
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}
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*/
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func (p Polygon) Triangles() Triangles {
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/*
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if len(p) < 3 {
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return Triangles{}
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} else
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vertices = p.Vertices()
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ret := Triangles{}
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i := 0
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for len(vertices) != 3{
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i1 = i % len(vertices)
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i2 = (i+1) % len(vertices)
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i3 = (i+2) % len(vertices)
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l1 = LineSegment{vertices[i1], vertices[i2]}.Line()
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l2 = LineSegment{vertices[i1], vertices[i3]}.Line()
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if l1.K > 0 {
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if l1.K
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} else {
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}
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}
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return append(
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ret,
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Triangle{p[0], p[1], p[2]},
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)
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*/
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func (p *Polygon) Triangles() Triangles {
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return Triangles{}
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}
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@ -2,14 +2,37 @@ package gx
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import (
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"math"
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"github.com/hajimehoshi/ebiten/v2"
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)
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// The structure of a triangle. What more you want to hear?
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type Triangle [3]Point
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// Ebitens vector in better abstractions like Vectors.
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type Vertex struct {
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Dst Vector
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Src Vector
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Colority
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}
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type Triangle [3]Vector
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type Triangles []Triangle
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type DrawableTriangle struct {
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Triangle
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type DrawableTriangles struct {
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Triangles
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Visibility
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Colority
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ShaderOptions
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ebiten.DrawTrianglesOptions
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}
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func (v Vertex) Ebiten() ebiten.Vertex {
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return ebiten.Vertex {
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DstX: float32(v.Dst.X),
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DstY: float32(v.Dst.Y),
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SrcX: float32(v.Src.X),
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SrcY: float32(v.Src.Y),
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ColorR: float32(v.Color.R)/(float32(MaxColorV)),
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ColorG: float32(v.Color.G)/(float32(MaxColorV)),
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ColorB: float32(v.Color.B)/(float32(MaxColorV)),
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ColorA: float32(v.Color.A)/(float32(MaxColorV)),
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}
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}
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// Returns the area of the triangle.
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@ -65,52 +88,44 @@ func (ts Triangles) ContainsPoint(p Point) bool {
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return false
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}
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//func (t Triangle)
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/*
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func (r *DrawableRectangle) Draw(
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func (r *DrawableTriangles) Draw(
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e *Engine,
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i *Image,
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) {
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t := r.T
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m := e.Camera().RealMatrix(e)
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cm := &m
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// Draw solid color if no shader.
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if r.Shader == nil {
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t.S.X *= r.W
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t.S.Y *= r.H
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m := t.Matrix(e)
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rm := e.Camera().RealMatrix(e, true)
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m.Concat(rm)
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opts := &ebiten.DrawImageOptions{
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GeoM: m,
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vs := make([]ebiten.Vertex, len(r.Triangles) * 3)
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var buf Vertex
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buf.Color = r.Color
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for i := range r.Triangles {
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for j := range r.Triangles[i] {
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buf.Dst = r.Triangles[i][j].Apply(cm)
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vs[i*3 + j] = buf.Ebiten()
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}
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}
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i.DrawTriangles(img, opts)
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is := make([]uint16, len(r.Triangles) * 3)
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for i := 0 ; i < len(is) ; i++ {
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is[i] = uint16(i)
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}
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img := NewImage(1, 1)
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img.Set(0, 0, r.Color)
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i.DrawTriangles(vs, is, img, &r.DrawTrianglesOptions)
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return
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}
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// Use the Color as base image if no is provided.
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var did bool
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if r.Images[0] == nil {
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/*if r.Images[0] == nil {
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r.Images[0] = NewImage(1, 1)
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r.Images[0].Set(0, 0, r.Color)
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did = true
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}
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w, h := r.Images[0].Size()
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if !did {
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t.S.X /= Float(w)
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t.S.Y /= Float(h)
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t.S.X *= r.W
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t.S.Y *= r.H
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}
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rm := e.Camera().RealMatrix(e, true)
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m := t.Matrix(e)
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m.Concat(rm)
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// Drawing with shader.
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opts := &ebiten.DrawRectShaderOptions{
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@ -118,7 +133,6 @@ func (r *DrawableRectangle) Draw(
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Images: r.Images,
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Uniforms: r.Uniforms,
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}
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i.DrawRectShader(w, h, r.Shader, opts)
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i.DrawRectShader(w, h, r.Shader, opts)*/
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}
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*/
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@ -9,7 +9,7 @@ type Vector struct {
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X, Y Float
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}
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type Point = Vector
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type Vertex = Vector
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//type Vertex = Vector
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type Vectors []Vector
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type Points []Point
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