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- // 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 (
- "fmt"
- "image"
- "image/color"
- "math"
- "unsafe"
- "github.com/hajimehoshi/ebiten/v2/internal/affine"
- "github.com/hajimehoshi/ebiten/v2/internal/atlas"
- "github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
- "github.com/hajimehoshi/ebiten/v2/internal/graphics"
- "github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
- "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
- "github.com/hajimehoshi/ebiten/v2/internal/restorable"
- "github.com/hajimehoshi/ebiten/v2/internal/shaderir"
- "github.com/hajimehoshi/ebiten/v2/internal/ui"
- )
- // Image represents a rectangle set of pixels.
- // The pixel format is alpha-premultiplied RGBA.
- // Image implements the standard image.Image and draw.Image interfaces.
- type Image struct {
- // addr holds self to check copying.
- // See strings.Builder for similar examples.
- addr *Image
- image *ui.Image
- original *Image
- bounds image.Rectangle
- // tmpVertices must not be reused until ui.Image.Draw* is called.
- tmpVertices []float32
- // tmpIndices must not be reused until ui.Image.Draw* is called.
- tmpIndices []uint32
- // tmpUniforms must not be reused until ui.Image.Draw* is called.
- tmpUniforms []uint32
- // Do not add a 'buffering' member that are resolved lazily.
- // This tends to forget resolving the buffer easily (#2362).
- }
- func (i *Image) copyCheck() {
- if i.addr != i {
- panic("ebiten: illegal use of non-zero Image copied by value")
- }
- }
- // Size returns the size of the image.
- //
- // Deprecated: as of v2.5. Use Bounds().Dx() and Bounds().Dy() or Bounds().Size() instead.
- func (i *Image) Size() (width, height int) {
- s := i.Bounds().Size()
- return s.X, s.Y
- }
- func (i *Image) isDisposed() bool {
- return i.image == nil
- }
- func (i *Image) isSubImage() bool {
- return i.original != nil
- }
- // Clear resets the pixels of the image into 0.
- //
- // When the image is disposed, Clear does nothing.
- func (i *Image) Clear() {
- i.Fill(color.Transparent)
- }
- // Fill fills the image with a solid color.
- //
- // When the image is disposed, Fill does nothing.
- func (i *Image) Fill(clr color.Color) {
- i.copyCheck()
- if i.isDisposed() {
- return
- }
- var crf, cgf, cbf, caf float32
- cr, cg, cb, ca := clr.RGBA()
- crf = float32(cr) / 0xffff
- cgf = float32(cg) / 0xffff
- cbf = float32(cb) / 0xffff
- caf = float32(ca) / 0xffff
- i.image.Fill(crf, cgf, cbf, caf, i.adjustedBounds())
- }
- func canSkipMipmap(det float32, filter builtinshader.Filter) bool {
- if filter != builtinshader.FilterLinear {
- return true
- }
- return math.Abs(float64(det)) >= 0.999
- }
- // DrawImageOptions represents options for DrawImage.
- type DrawImageOptions struct {
- // GeoM is a geometry matrix to draw.
- // The default (zero) value is identity, which draws the image at (0, 0).
- GeoM GeoM
- // ColorScale is a scale of color.
- //
- // ColorScale is slightly different from colorm.ColorM's Scale in terms of alphas.
- // ColorScale is applied to premultiplied-alpha colors, while colorm.ColorM is applied to straight-alpha colors.
- // Thus, ColorM.Scale(r, g, b, a) equals to ColorScale.Scale(r*a, g*a, b*a, a).
- //
- // The default (zero) value is identity, which is (1, 1, 1, 1).
- ColorScale ColorScale
- // ColorM is a color matrix to draw.
- // The default (zero) value is identity, which doesn't change any color.
- //
- // Deprecated: as of v2.5. Use ColorScale or the package colorm instead.
- ColorM ColorM
- // CompositeMode is a composite mode to draw.
- // The default (zero) value is CompositeModeCustom (Blend is used).
- //
- // Deprecated: as of v2.5. Use Blend instead.
- CompositeMode CompositeMode
- // Blend is a blending way of the source color and the destination color.
- // Blend is used only when CompositeMode is CompositeModeCustom.
- // The default (zero) value is the regular alpha blending.
- Blend Blend
- // Filter is a type of texture filter.
- // The default (zero) value is FilterNearest.
- Filter Filter
- // DisableMipmaps disables mipmaps.
- // When Filter is FilterLinear and GeoM shrinks the image, mipmaps are used by default.
- // Mipmap is useful to render a shrunk image with high quality.
- // However, mipmaps can be expensive, especially on mobiles.
- // When DisableMipmaps is true, mipmap is not used.
- // When Filter is not FilterLinear, DisableMipmaps is ignored.
- //
- // The default (zero) value is false.
- DisableMipmaps bool
- }
- // adjustPosition converts the position in the *ebiten.Image coordinate to the *ui.Image coordinate.
- func (i *Image) adjustPosition(x, y int) (int, int) {
- if i.isSubImage() {
- or := i.original.Bounds()
- x -= or.Min.X
- y -= or.Min.Y
- return x, y
- }
- r := i.Bounds()
- x -= r.Min.X
- y -= r.Min.Y
- return x, y
- }
- // adjustPositionF32 converts the position in the *ebiten.Image coordinate to the *ui.Image coordinate.
- func (i *Image) adjustPositionF32(x, y float32) (float32, float32) {
- if i.isSubImage() {
- or := i.original.Bounds()
- x -= float32(or.Min.X)
- y -= float32(or.Min.Y)
- return x, y
- }
- r := i.Bounds()
- x -= float32(r.Min.X)
- y -= float32(r.Min.Y)
- return x, y
- }
- func (i *Image) adjustedBounds() image.Rectangle {
- b := i.Bounds()
- x, y := i.adjustPosition(b.Min.X, b.Min.Y)
- return image.Rect(x, y, x+b.Dx(), y+b.Dy())
- }
- // DrawImage draws the given image on the image i.
- //
- // DrawImage accepts the options. For details, see the document of
- // DrawImageOptions.
- //
- // For drawing, the pixels of the argument image at the time of this call is
- // adopted. Even if the argument image is mutated after this call, the drawing
- // result is never affected.
- //
- // When the image i is disposed, DrawImage does nothing.
- // When the given image img is disposed, DrawImage panics.
- //
- // When the given image is as same as i, DrawImage panics.
- //
- // DrawImage works more efficiently as batches
- // when the successive calls of DrawImages satisfy the below conditions:
- //
- // - All render targets are the same (A in A.DrawImage(B, op))
- // - All Blend values are the same
- // - All Filter values are the same
- //
- // A whole image and its sub-image are considered to be the same, but some
- // environments like browsers might not work efficiently (#2471).
- //
- // Even when all the above conditions are satisfied, multiple draw commands can
- // be used in really rare cases. Ebitengine images usually share an internal
- // automatic texture atlas, but when you consume the atlas, or you create a huge
- // image, those images cannot be on the same texture atlas. In this case, draw
- // commands are separated.
- // Another case is when you use an offscreen as a render source. An offscreen
- // doesn't share the texture atlas with high probability.
- //
- // For more performance tips, see https://ebitengine.org/en/documents/performancetips.html
- func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
- i.copyCheck()
- if img.isDisposed() {
- panic("ebiten: the given image to DrawImage must not be disposed")
- }
- if i.isDisposed() {
- return
- }
- if options == nil {
- options = &DrawImageOptions{}
- }
- var blend graphicsdriver.Blend
- if options.CompositeMode == CompositeModeCustom {
- blend = options.Blend.internalBlend()
- } else {
- blend = options.CompositeMode.blend().internalBlend()
- }
- filter := builtinshader.Filter(options.Filter)
- geoM := options.GeoM
- if offsetX, offsetY := i.adjustPosition(0, 0); offsetX != 0 || offsetY != 0 {
- geoM.Translate(float64(offsetX), float64(offsetY))
- }
- a, b, c, d, tx, ty := geoM.elements32()
- det := a*d - b*c
- if det == 0 {
- return
- }
- bounds := img.Bounds()
- sx0, sy0 := img.adjustPosition(bounds.Min.X, bounds.Min.Y)
- sx1, sy1 := img.adjustPosition(bounds.Max.X, bounds.Max.Y)
- colorm, cr, cg, cb, ca := colorMToScale(options.ColorM.affineColorM())
- cr, cg, cb, ca = options.ColorScale.apply(cr, cg, cb, ca)
- vs := i.ensureTmpVertices(4 * graphics.VertexFloatCount)
- graphics.QuadVerticesFromSrcAndMatrix(vs, float32(sx0), float32(sy0), float32(sx1), float32(sy1), a, b, c, d, tx, ty, cr, cg, cb, ca)
- is := graphics.QuadIndices()
- srcs := [graphics.ShaderSrcImageCount]*ui.Image{img.image}
- useColorM := !colorm.IsIdentity()
- shader := builtinShader(filter, builtinshader.AddressUnsafe, useColorM)
- i.tmpUniforms = i.tmpUniforms[:0]
- if useColorM {
- var body [16]float32
- var translation [4]float32
- colorm.Elements(body[:], translation[:])
- i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, map[string]any{
- builtinshader.UniformColorMBody: body[:],
- builtinshader.UniformColorMTranslation: translation[:],
- })
- }
- dr := i.adjustedBounds()
- hint := restorable.HintNone
- if overwritesDstRegion(options.Blend, dr, geoM, sx0, sy0, sx1, sy1) {
- hint = restorable.HintOverwriteDstRegion
- }
- skipMipmap := options.DisableMipmaps
- if !skipMipmap {
- skipMipmap = canSkipMipmap(det, filter)
- }
- i.image.DrawTriangles(srcs, vs, is, blend, dr, [graphics.ShaderSrcImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, graphicsdriver.FillRuleFillAll, skipMipmap, false, hint)
- }
- // overwritesDstRegion reports whether the given parameters overwrite the destination region completely.
- func overwritesDstRegion(blend Blend, dstRegion image.Rectangle, geoM GeoM, sx0, sy0, sx1, sy1 int) bool {
- // TODO: More precisely, BlendFactorDestinationRGB, BlendFactorDestinationAlpha, and operations should be checked.
- if blend != BlendCopy && blend != BlendClear {
- return false
- }
- // Check the result vertices is not a rotated rectangle.
- if geoM.b != 0 || geoM.c != 0 {
- return false
- }
- // Check the result vertices completely covers dstRegion.
- x0, y0 := geoM.Apply(float64(sx0), float64(sy0))
- x1, y1 := geoM.Apply(float64(sx1), float64(sy1))
- if float64(dstRegion.Min.X) < x0 || float64(dstRegion.Min.Y) < y0 || float64(dstRegion.Max.X) > x1 || float64(dstRegion.Max.Y) > y1 {
- return false
- }
- return true
- }
- // Vertex represents a vertex passed to DrawTriangles.
- type Vertex struct {
- // DstX and DstY represents a point on a destination image.
- DstX float32
- DstY float32
- // SrcX and SrcY represents a point on a source image.
- // Be careful that SrcX/SrcY coordinates are on the image's bounds.
- // This means that an upper-left point of a sub-image might not be (0, 0).
- SrcX float32
- SrcY float32
- // ColorR/ColorG/ColorB/ColorA represents color scaling values.
- // Their interpretation depends on the concrete draw call used:
- // - DrawTriangles: straight-alpha or premultiplied-alpha encoded color multiplier.
- // The format is determined by ColorScaleMode in DrawTrianglesOptions.
- // If ColorA is 0, the vertex is fully transparent and color is ignored.
- // If ColorA is 1, the vertex has the color (ColorR, ColorG, ColorB).
- // Vertex colors are converted to premultiplied-alpha internally and
- // interpolated linearly respecting alpha.
- // - DrawTrianglesShader: arbitrary floating point values sent to the shader.
- // These are interpolated linearly and independently of each other.
- ColorR float32
- ColorG float32
- ColorB float32
- ColorA float32
- // Custom0/Custom1/Custom2/Custom3 represents general-purpose values passed to the shader.
- // In order to use them, Fragment must have an additional vec4 argument.
- //
- // These values are valid only when DrawTrianglesShader is used.
- // In other cases, these values are ignored.
- Custom0 float32
- Custom1 float32
- Custom2 float32
- Custom3 float32
- }
- var _ [0]byte = [unsafe.Sizeof(Vertex{}) - unsafe.Sizeof(float32(0))*graphics.VertexFloatCount]byte{}
- // Address represents a sampler address mode.
- type Address int
- const (
- // AddressUnsafe means there is no guarantee when the texture coordinates are out of range.
- AddressUnsafe Address = Address(builtinshader.AddressUnsafe)
- // AddressClampToZero means that out-of-range texture coordinates return 0 (transparent).
- AddressClampToZero Address = Address(builtinshader.AddressClampToZero)
- // AddressRepeat means that texture coordinates wrap to the other side of the texture.
- AddressRepeat Address = Address(builtinshader.AddressRepeat)
- )
- // FillRule is the rule whether an overlapped region is rendered with DrawTriangles(Shader).
- type FillRule int
- const (
- // FillRuleFillAll indicates all the triangles are rendered regardless of overlaps.
- FillRuleFillAll FillRule = FillRule(graphicsdriver.FillRuleFillAll)
- // FillRuleNonZero means that triangles are rendered based on the non-zero rule.
- // If and only if the number of overlaps is not 0, the region is rendered.
- FillRuleNonZero FillRule = FillRule(graphicsdriver.FillRuleNonZero)
- // FillRuleEvenOdd means that triangles are rendered based on the even-odd rule.
- // If and only if the number of overlaps is odd, the region is rendered.
- FillRuleEvenOdd FillRule = FillRule(graphicsdriver.FillRuleEvenOdd)
- )
- const (
- // FillAll indicates all the triangles are rendered regardless of overlaps.
- //
- // Deprecated: as of v2.8. Use FillRuleFillAll instead.
- FillAll = FillRuleFillAll
- // NonZero means that triangles are rendered based on the non-zero rule.
- // If and only if the number of overlaps is not 0, the region is rendered.
- //
- // Deprecated: as of v2.8. Use FillRuleNonZero instead.
- NonZero = FillRuleNonZero
- // EvenOdd means that triangles are rendered based on the even-odd rule.
- // If and only if the number of overlaps is odd, the region is rendered.
- //
- // Deprecated: as of v2.8. Use FillRuleEvenOdd instead.
- EvenOdd = FillRuleEvenOdd
- )
- // ColorScaleMode is the mode of color scales in vertices.
- type ColorScaleMode int
- const (
- // ColorScaleModeStraightAlpha indicates color scales in vertices are
- // straight-alpha encoded color multiplier.
- ColorScaleModeStraightAlpha ColorScaleMode = iota
- // ColorScaleModePremultipliedAlpha indicates color scales in vertices are
- // premultiplied-alpha encoded color multiplier.
- ColorScaleModePremultipliedAlpha
- )
- // DrawTrianglesOptions represents options for DrawTriangles.
- type DrawTrianglesOptions struct {
- // ColorM is a color matrix to draw.
- // The default (zero) value is identity, which doesn't change any color.
- // ColorM is applied before vertex color scale is applied.
- //
- // Deprecated: as of v2.5. Use the package colorm instead.
- ColorM ColorM
- // ColorScaleMode is the mode of color scales in vertices.
- // ColorScaleMode affects the color calculation with vertex colors, but doesn't affect with a color matrix.
- // The default (zero) value is ColorScaleModeStraightAlpha.
- ColorScaleMode ColorScaleMode
- // CompositeMode is a composite mode to draw.
- // The default (zero) value is CompositeModeCustom (Blend is used).
- //
- // Deprecated: as of v2.5. Use Blend instead.
- CompositeMode CompositeMode
- // Blend is a blending way of the source color and the destination color.
- // Blend is used only when CompositeMode is CompositeModeCustom.
- // The default (zero) value is the regular alpha blending.
- Blend Blend
- // Filter is a type of texture filter.
- // The default (zero) value is FilterNearest.
- Filter Filter
- // Address is a sampler address mode.
- // The default (zero) value is AddressUnsafe.
- Address Address
- // FillRule indicates the rule how an overlapped region is rendered.
- //
- // The rules FillRuleNonZero and FillRuleEvenOdd are useful when you want to render a complex polygon.
- // A complex polygon is a non-convex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon.
- // See examples/vector for actual usages.
- //
- // The default (zero) value is FillRuleFillAll.
- FillRule FillRule
- // AntiAlias indicates whether the rendering uses anti-alias or not.
- // AntiAlias is useful especially when you pass vertices from the vector package.
- //
- // AntiAlias increases internal draw calls and might affect performance.
- // Use the build tag `ebitenginedebug` to check the number of draw calls if you care.
- //
- // The default (zero) value is false.
- AntiAlias bool
- // DisableMipmaps disables mipmaps.
- // When Filter is FilterLinear and GeoM shrinks the image, mipmaps are used by default.
- // Mipmap is useful to render a shrunk image with high quality.
- // However, mipmaps can be expensive, especially on mobiles.
- // When DisableMipmaps is true, mipmap is not used.
- // When Filter is not FilterLinear, DisableMipmaps is ignored.
- //
- // The default (zero) value is false.
- DisableMipmaps bool
- }
- // MaxIndicesCount is the maximum number of indices for DrawTriangles and DrawTrianglesShader.
- //
- // Deprecated: as of v2.6. This constant is no longer used.
- const MaxIndicesCount = (1 << 16) / 3 * 3
- // MaxIndicesNum is the maximum number of indices for DrawTriangles and DrawTrianglesShader.
- //
- // Deprecated: as of v2.4. This constant is no longer used.
- const MaxIndicesNum = MaxIndicesCount
- // MaxVerticesCount is the maximum number of vertices for DrawTriangles and DrawTrianglesShader.
- //
- // Deprecated: as of v2.7. Use MaxVertexCount instead.
- const MaxVerticesCount = graphicscommand.MaxVertexCount
- // MaxVertexCount is the maximum number of vertices for DrawTriangles and DrawTrianglesShader.
- const MaxVertexCount = graphicscommand.MaxVertexCount
- // DrawTriangles draws triangles with the specified vertices and their indices.
- //
- // img is used as a source image. img cannot be nil.
- // If you want to draw triangles with a solid color, use a small white image
- // and adjust the color elements in the vertices. For an actual implementation,
- // see the example 'vector'.
- //
- // Vertex contains color values, which are interpreted as straight-alpha colors by default.
- // This depends on the option's ColorScaleMode.
- //
- // If len(vertices) is more than MaxVertexCount, the exceeding part is ignored.
- //
- // If len(indices) is not multiple of 3, DrawTriangles panics.
- //
- // If a value in indices is out of range of vertices, or not less than MaxVertexCount, DrawTriangles panics.
- //
- // The rule in which DrawTriangles works effectively is same as DrawImage's.
- //
- // When the given image is disposed, DrawTriangles panics.
- //
- // When the image i is disposed, DrawTriangles does nothing.
- func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, options *DrawTrianglesOptions) {
- i.copyCheck()
- if img != nil && img.isDisposed() {
- panic("ebiten: the given image to DrawTriangles must not be disposed")
- }
- if i.isDisposed() {
- return
- }
- if len(vertices) > graphicscommand.MaxVertexCount {
- // The last part cannot be specified by indices. Just omit them.
- vertices = vertices[:graphicscommand.MaxVertexCount]
- }
- if len(indices)%3 != 0 {
- panic("ebiten: len(indices) % 3 must be 0")
- }
- for i, idx := range indices {
- if int(idx) >= len(vertices) {
- panic(fmt.Sprintf("ebiten: indices[%d] must be less than len(vertices) (%d) but was %d", i, len(vertices), idx))
- }
- }
- if options == nil {
- options = &DrawTrianglesOptions{}
- }
- var blend graphicsdriver.Blend
- if options.CompositeMode == CompositeModeCustom {
- blend = options.Blend.internalBlend()
- } else {
- blend = options.CompositeMode.blend().internalBlend()
- }
- address := builtinshader.Address(options.Address)
- filter := builtinshader.Filter(options.Filter)
- colorm, cr, cg, cb, ca := colorMToScale(options.ColorM.affineColorM())
- vs := i.ensureTmpVertices(len(vertices) * graphics.VertexFloatCount)
- dst := i
- if options.ColorScaleMode == ColorScaleModeStraightAlpha {
- // Avoid using `for i, v := range vertices` as adding `v` creates a copy from `vertices` unnecessarily on each loop (#3103).
- for i := range vertices {
- dx, dy := dst.adjustPositionF32(vertices[i].DstX, vertices[i].DstY)
- vs[i*graphics.VertexFloatCount] = dx
- vs[i*graphics.VertexFloatCount+1] = dy
- sx, sy := img.adjustPositionF32(vertices[i].SrcX, vertices[i].SrcY)
- vs[i*graphics.VertexFloatCount+2] = sx
- vs[i*graphics.VertexFloatCount+3] = sy
- vs[i*graphics.VertexFloatCount+4] = vertices[i].ColorR * vertices[i].ColorA * cr
- vs[i*graphics.VertexFloatCount+5] = vertices[i].ColorG * vertices[i].ColorA * cg
- vs[i*graphics.VertexFloatCount+6] = vertices[i].ColorB * vertices[i].ColorA * cb
- vs[i*graphics.VertexFloatCount+7] = vertices[i].ColorA * ca
- }
- } else {
- // See comment above (#3103).
- for i := range vertices {
- dx, dy := dst.adjustPositionF32(vertices[i].DstX, vertices[i].DstY)
- vs[i*graphics.VertexFloatCount] = dx
- vs[i*graphics.VertexFloatCount+1] = dy
- sx, sy := img.adjustPositionF32(vertices[i].SrcX, vertices[i].SrcY)
- vs[i*graphics.VertexFloatCount+2] = sx
- vs[i*graphics.VertexFloatCount+3] = sy
- vs[i*graphics.VertexFloatCount+4] = vertices[i].ColorR * cr
- vs[i*graphics.VertexFloatCount+5] = vertices[i].ColorG * cg
- vs[i*graphics.VertexFloatCount+6] = vertices[i].ColorB * cb
- vs[i*graphics.VertexFloatCount+7] = vertices[i].ColorA * ca
- }
- }
- is := i.ensureTmpIndices(len(indices))
- for i := range is {
- is[i] = uint32(indices[i])
- }
- srcs := [graphics.ShaderSrcImageCount]*ui.Image{img.image}
- useColorM := !colorm.IsIdentity()
- shader := builtinShader(filter, address, useColorM)
- i.tmpUniforms = i.tmpUniforms[:0]
- if useColorM {
- var body [16]float32
- var translation [4]float32
- colorm.Elements(body[:], translation[:])
- i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, map[string]any{
- builtinshader.UniformColorMBody: body[:],
- builtinshader.UniformColorMTranslation: translation[:],
- })
- }
- skipMipmap := options.DisableMipmaps
- if !skipMipmap {
- skipMipmap = filter != builtinshader.FilterLinear
- }
- i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedBounds(), [graphics.ShaderSrcImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, graphicsdriver.FillRule(options.FillRule), skipMipmap, options.AntiAlias, restorable.HintNone)
- }
- // DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
- type DrawTrianglesShaderOptions struct {
- // CompositeMode is a composite mode to draw.
- // The default (zero) value is CompositeModeCustom (Blend is used).
- //
- // Deprecated: as of v2.5. Use Blend instead.
- CompositeMode CompositeMode
- // Blend is a blending way of the source color and the destination color.
- // Blend is used only when CompositeMode is CompositeModeCustom.
- // The default (zero) value is the regular alpha blending.
- Blend Blend
- // Uniforms is a set of uniform variables for the shader.
- // The keys are the names of the uniform variables.
- // The values must be a numeric type, or a slice or an array of a numeric type.
- // If the uniform variable type is an array, a vector or a matrix,
- // you have to specify linearly flattened values as a slice or an array.
- // For example, if the uniform variable type is [4]vec4, the length will be 16.
- //
- // If a uniform variable's name doesn't exist in Uniforms, this is treated as if zero values are specified.
- Uniforms map[string]any
- // Images is a set of the source images.
- // All the images' sizes must be the same.
- Images [4]*Image
- // FillRule indicates the rule how an overlapped region is rendered.
- //
- // The rules FillRuleNonZero and FillRuleEvenOdd are useful when you want to render a complex polygon.
- // A complex polygon is a non-convex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon.
- // See examples/vector for actual usages.
- //
- // The default (zero) value is FillRuleFillAll.
- FillRule FillRule
- // AntiAlias indicates whether the rendering uses anti-alias or not.
- // AntiAlias is useful especially when you pass vertices from the vector package.
- //
- // AntiAlias increases internal draw calls and might affect performance.
- // Use the build tag `ebitenginedebug` to check the number of draw calls if you care.
- //
- // The default (zero) value is false.
- AntiAlias bool
- }
- // Check the number of images.
- var _ [len(DrawTrianglesShaderOptions{}.Images) - graphics.ShaderSrcImageCount]struct{} = [0]struct{}{}
- // DrawTrianglesShader draws triangles with the specified vertices and their indices with the specified shader.
- //
- // Vertex contains color values, which can be interpreted for any purpose by the shader.
- //
- // For the details about the shader, see https://ebitengine.org/en/documents/shader.html.
- //
- // If the shader unit is texels, one of the specified image is non-nil and its size is different from (width, height),
- // DrawTrianglesShader panics.
- // If one of the specified image is non-nil and is disposed, DrawTrianglesShader panics.
- //
- // If len(vertices) is more than MaxVertexCount, the exceeding part is ignored.
- //
- // If len(indices) is not multiple of 3, DrawTrianglesShader panics.
- //
- // If a value in indices is out of range of vertices, or not less than MaxVertexCount, DrawTrianglesShader panics.
- //
- // When a specified image is non-nil and is disposed, DrawTrianglesShader panics.
- //
- // If a specified uniform variable's length or type doesn't match with an expected one, DrawTrianglesShader panics.
- //
- // Even if a result is an invalid color as a premultiplied-alpha color, i.e. an alpha value exceeds other color values,
- // the value is kept and is not clamped.
- //
- // When the image i is disposed, DrawTrianglesShader does nothing.
- func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader *Shader, options *DrawTrianglesShaderOptions) {
- i.copyCheck()
- if i.isDisposed() {
- return
- }
- if shader.isDisposed() {
- panic("ebiten: the given shader to DrawTrianglesShader must not be disposed")
- }
- if len(vertices) > graphicscommand.MaxVertexCount {
- // The last part cannot be specified by indices. Just omit them.
- vertices = vertices[:graphicscommand.MaxVertexCount]
- }
- if len(indices)%3 != 0 {
- panic("ebiten: len(indices) % 3 must be 0")
- }
- for i, idx := range indices {
- if int(idx) >= len(vertices) {
- panic(fmt.Sprintf("ebiten: indices[%d] must be less than len(vertices) (%d) but was %d", i, len(vertices), idx))
- }
- }
- if options == nil {
- options = &DrawTrianglesShaderOptions{}
- }
- var blend graphicsdriver.Blend
- if options.CompositeMode == CompositeModeCustom {
- blend = options.Blend.internalBlend()
- } else {
- blend = options.CompositeMode.blend().internalBlend()
- }
- vs := i.ensureTmpVertices(len(vertices) * graphics.VertexFloatCount)
- dst := i
- src := options.Images[0]
- // Avoid using `for i, v := range vertices` as adding `v` creates a copy from `vertices` unnecessarily on each loop (#3103).
- for i := range vertices {
- dx, dy := dst.adjustPositionF32(vertices[i].DstX, vertices[i].DstY)
- vs[i*graphics.VertexFloatCount] = dx
- vs[i*graphics.VertexFloatCount+1] = dy
- sx, sy := vertices[i].SrcX, vertices[i].SrcY
- if src != nil {
- sx, sy = src.adjustPositionF32(sx, sy)
- }
- vs[i*graphics.VertexFloatCount+2] = sx
- vs[i*graphics.VertexFloatCount+3] = sy
- vs[i*graphics.VertexFloatCount+4] = vertices[i].ColorR
- vs[i*graphics.VertexFloatCount+5] = vertices[i].ColorG
- vs[i*graphics.VertexFloatCount+6] = vertices[i].ColorB
- vs[i*graphics.VertexFloatCount+7] = vertices[i].ColorA
- vs[i*graphics.VertexFloatCount+8] = vertices[i].Custom0
- vs[i*graphics.VertexFloatCount+9] = vertices[i].Custom1
- vs[i*graphics.VertexFloatCount+10] = vertices[i].Custom2
- vs[i*graphics.VertexFloatCount+11] = vertices[i].Custom3
- }
- is := i.ensureTmpIndices(len(indices))
- for i := range is {
- is[i] = uint32(indices[i])
- }
- var imgs [graphics.ShaderSrcImageCount]*ui.Image
- var imgSize image.Point
- for i, img := range options.Images {
- if img == nil {
- continue
- }
- if img.isDisposed() {
- panic("ebiten: the given image to DrawTrianglesShader must not be disposed")
- }
- if shader.unit == shaderir.Texels {
- if i == 0 {
- imgSize = img.Bounds().Size()
- } else {
- // TODO: Check imgw > 0 && imgh > 0
- if img.Bounds().Size() != imgSize {
- panic("ebiten: all the source images must be the same size with the rectangle")
- }
- }
- }
- imgs[i] = img.image
- }
- var srcRegions [graphics.ShaderSrcImageCount]image.Rectangle
- for i, img := range options.Images {
- if img == nil {
- continue
- }
- srcRegions[i] = img.adjustedBounds()
- }
- i.tmpUniforms = i.tmpUniforms[:0]
- i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, options.Uniforms)
- i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedBounds(), srcRegions, shader.shader, i.tmpUniforms, graphicsdriver.FillRule(options.FillRule), true, options.AntiAlias, restorable.HintNone)
- }
- // DrawRectShaderOptions represents options for DrawRectShader.
- type DrawRectShaderOptions struct {
- // GeoM is a geometry matrix to draw.
- // The default (zero) value is identity, which draws the rectangle at (0, 0).
- GeoM GeoM
- // ColorScale is a scale of color.
- // This scaling values are passed to the `color vec4` argument of the Fragment function in a Kage program.
- // The default (zero) value is identity, which is (1, 1, 1, 1).
- ColorScale ColorScale
- // CompositeMode is a composite mode to draw.
- // The default (zero) value is CompositeModeCustom (Blend is used).
- //
- // Deprecated: as of v2.5. Use Blend instead.
- CompositeMode CompositeMode
- // Blend is a blending way of the source color and the destination color.
- // Blend is used only when CompositeMode is CompositeModeCustom.
- // The default (zero) value is the regular alpha blending.
- Blend Blend
- // Uniforms is a set of uniform variables for the shader.
- // The keys are the names of the uniform variables.
- // The values must be a numeric type, or a slice or an array of a numeric type.
- // If the uniform variable type is an array, a vector or a matrix,
- // you have to specify linearly flattened values as a slice or an array.
- // For example, if the uniform variable type is [4]vec4, the length will be 16.
- //
- // If a uniform variable's name doesn't exist in Uniforms, this is treated as if zero values are specified.
- Uniforms map[string]any
- // Images is a set of the source images.
- // All the images' sizes must be the same.
- Images [4]*Image
- }
- // Check the number of images.
- var _ [len(DrawRectShaderOptions{}.Images)]struct{} = [graphics.ShaderSrcImageCount]struct{}{}
- // DrawRectShader draws a rectangle with the specified width and height with the specified shader.
- //
- // For the details about the shader, see https://ebitengine.org/en/documents/shader.html.
- //
- // When one of the specified image is non-nil and its size is different from (width, height), DrawRectShader panics.
- // When one of the specified image is non-nil and is disposed, DrawRectShader panics.
- //
- // If a specified uniform variable's length or type doesn't match with an expected one, DrawRectShader panics.
- //
- // In a shader, srcPos in Fragment represents a position in a source image.
- // If no source images are specified, srcPos represents the position from (0, 0) to (width, height) in pixels.
- // If the unit is pixels by a compiler directive `//kage:unit pixelss`, srcPos values are valid.
- // If the unit is texels (default), srcPos values still take from (0, 0) to (width, height),
- // but these are invalid since srcPos is expected to be in texels in the texel-unit mode.
- // This behavior is preserved for backward compatibility. It is recommended to use the pixel-unit mode to avoid confusion.
- //
- // If no source images are specified, imageSrc0Size returns a valid size only when the unit is pixels,
- // but always returns 0 when the unit is texels (default).
- //
- // Even if a result is an invalid color as a premultiplied-alpha color, i.e. an alpha value exceeds other color values,
- // the value is kept and is not clamped.
- //
- // When the image i is disposed, DrawRectShader does nothing.
- func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawRectShaderOptions) {
- i.copyCheck()
- if i.isDisposed() {
- return
- }
- if shader.isDisposed() {
- panic("ebiten: the given shader to DrawRectShader must not be disposed")
- }
- if options == nil {
- options = &DrawRectShaderOptions{}
- }
- var blend graphicsdriver.Blend
- if options.CompositeMode == CompositeModeCustom {
- blend = options.Blend.internalBlend()
- } else {
- blend = options.CompositeMode.blend().internalBlend()
- }
- var imgs [graphics.ShaderSrcImageCount]*ui.Image
- for i, img := range options.Images {
- if img == nil {
- continue
- }
- if img.isDisposed() {
- panic("ebiten: the given image to DrawRectShader must not be disposed")
- }
- if img.Bounds().Size() != image.Pt(width, height) {
- panic("ebiten: all the source images must be the same size with the rectangle")
- }
- imgs[i] = img.image
- }
- var srcRegions [graphics.ShaderSrcImageCount]image.Rectangle
- for i, img := range options.Images {
- if img == nil {
- if shader.unit == shaderir.Pixels && i == 0 {
- // Give the source size as pixels only when the unit is pixels so that users can get the source size via imageSrc0Size (#2166).
- // With the texel mode, the imageSrc0Origin and imageSrc0Size values should be in texels so the source position in pixels would not match.
- srcRegions[i] = image.Rect(0, 0, width, height)
- }
- continue
- }
- srcRegions[i] = img.adjustedBounds()
- }
- geoM := options.GeoM
- if offsetX, offsetY := i.adjustPosition(0, 0); offsetX != 0 || offsetY != 0 {
- geoM.Translate(float64(offsetX), float64(offsetY))
- }
- a, b, c, d, tx, ty := geoM.elements32()
- if det := a*d - b*c; det == 0 {
- return
- }
- cr, cg, cb, ca := options.ColorScale.elements()
- vs := i.ensureTmpVertices(4 * graphics.VertexFloatCount)
- // Do not use srcRegions[0].Dx() and srcRegions[0].Dy() as these might be empty.
- graphics.QuadVerticesFromSrcAndMatrix(vs,
- float32(srcRegions[0].Min.X), float32(srcRegions[0].Min.Y),
- float32(srcRegions[0].Min.X+width), float32(srcRegions[0].Min.Y+height),
- a, b, c, d, tx, ty, cr, cg, cb, ca)
- is := graphics.QuadIndices()
- i.tmpUniforms = i.tmpUniforms[:0]
- i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, options.Uniforms)
- dr := i.adjustedBounds()
- hint := restorable.HintNone
- // Do not use srcRegions[0].Dx() and srcRegions[0].Dy() as these might be empty.
- if overwritesDstRegion(options.Blend, dr, geoM, srcRegions[0].Min.X, srcRegions[0].Min.Y, srcRegions[0].Min.X+width, srcRegions[0].Min.Y+height) {
- hint = restorable.HintOverwriteDstRegion
- }
- i.image.DrawTriangles(imgs, vs, is, blend, dr, srcRegions, shader.shader, i.tmpUniforms, graphicsdriver.FillRuleFillAll, true, false, hint)
- }
- // SubImage returns an image representing the portion of the image p visible through r.
- // The returned value shares pixels with the original image.
- //
- // The returned value is always *ebiten.Image.
- //
- // If the image is disposed, SubImage returns nil.
- //
- // A sub-image returned by SubImage can be used as a rendering source and a rendering destination.
- // If a sub-image is used as a rendering source, the image is used as if it is a small image.
- // If a sub-image is used as a rendering destination, the region being rendered is clipped.
- //
- // Successive uses of multiple various regions as rendering destination is still efficient
- // when all the underlying images are the same, but some platforms like browsers might not work efficiently.
- func (i *Image) SubImage(r image.Rectangle) image.Image {
- i.copyCheck()
- if i.isDisposed() {
- return nil
- }
- r = r.Intersect(i.Bounds())
- // Need to check Empty explicitly. See the standard image package implementations.
- if r.Empty() {
- r = image.ZR
- }
- var orig = i
- if i.isSubImage() {
- orig = i.original
- }
- img := &Image{
- image: i.image,
- bounds: r,
- original: orig,
- }
- img.addr = img
- return img
- }
- // Bounds returns the bounds of the image.
- //
- // Bounds implements the standard image.Image's Bounds.
- func (i *Image) Bounds() image.Rectangle {
- if i.isDisposed() {
- panic("ebiten: the image is already disposed")
- }
- return i.bounds
- }
- // ColorModel returns the color model of the image.
- //
- // ColorModel implements the standard image.Image's ColorModel.
- func (i *Image) ColorModel() color.Model {
- return color.RGBAModel
- }
- // ReadPixels reads the image's pixels from the image.
- //
- // The given pixels represent RGBA pre-multiplied alpha values.
- //
- // ReadPixels loads pixels from GPU to system memory if necessary, which means that ReadPixels can be slow.
- //
- // ReadPixels always sets a transparent color if the image is disposed.
- //
- // len(pixels) must be 4 * (bounds width) * (bounds height).
- // If len(pixels) is not correct, ReadPixels panics.
- //
- // ReadPixels also works on a sub-image.
- //
- // Note that an important logic should not rely on values returned by ReadPixels, since
- // the returned values can include very slight differences between some machines.
- //
- // ReadPixels can't be called outside the main loop (ebiten.Run's updating function) starts.
- func (i *Image) ReadPixels(pixels []byte) {
- b := i.Bounds()
- if got, want := len(pixels), 4*b.Dx()*b.Dy(); got != want {
- panic(fmt.Sprintf("ebiten: len(pixels) must be %d but %d at ReadPixels", want, got))
- }
- if i.isDisposed() {
- for i := range pixels {
- pixels[i] = 0
- }
- return
- }
- i.image.ReadPixels(pixels, i.adjustedBounds())
- }
- // At returns the color of the image at (x, y).
- //
- // At implements the standard image.Image's At.
- //
- // At loads pixels from GPU to system memory if necessary, which means that At can be slow.
- //
- // At always returns a transparent color if the image is disposed.
- //
- // Note that an important logic should not rely on values returned by At, since
- // the returned values can include very slight differences between some machines.
- //
- // At can't be called outside the main loop (ebiten.Run's updating function) starts.
- func (i *Image) At(x, y int) color.Color {
- r, g, b, a := i.at(x, y)
- return color.RGBA{R: r, G: g, B: b, A: a}
- }
- // RGBA64At implements the standard image.RGBA64Image's RGBA64At.
- //
- // RGBA64At loads pixels from GPU to system memory if necessary, which means
- // that RGBA64At can be slow.
- //
- // RGBA64At always returns a transparent color if the image is disposed.
- //
- // Note that an important logic should not rely on values returned by RGBA64At,
- // since the returned values can include very slight differences between some machines.
- //
- // RGBA64At can't be called outside the main loop (ebiten.Run's updating function) starts.
- func (i *Image) RGBA64At(x, y int) color.RGBA64 {
- r, g, b, a := i.at(x, y)
- return color.RGBA64{R: uint16(r) * 0x101, G: uint16(g) * 0x101, B: uint16(b) * 0x101, A: uint16(a) * 0x101}
- }
- func (i *Image) at(x, y int) (r, g, b, a byte) {
- if i.isDisposed() {
- return 0, 0, 0, 0
- }
- if !image.Pt(x, y).In(i.Bounds()) {
- return 0, 0, 0, 0
- }
- x, y = i.adjustPosition(x, y)
- var pix [4]byte
- i.image.ReadPixels(pix[:], image.Rect(x, y, x+1, y+1))
- return pix[0], pix[1], pix[2], pix[3]
- }
- // Set sets the color at (x, y).
- //
- // Set implements the standard draw.Image's Set.
- //
- // Even if a result is an invalid color as a premultiplied-alpha color, i.e. an alpha value exceeds other color values,
- // the value is kept and is not clamped.
- //
- // If the image is disposed, Set does nothing.
- func (i *Image) Set(x, y int, clr color.Color) {
- i.copyCheck()
- if i.isDisposed() {
- return
- }
- if !image.Pt(x, y).In(i.Bounds()) {
- return
- }
- if i.isSubImage() {
- i = i.original
- }
- dx, dy := i.adjustPosition(x, y)
- cr, cg, cb, ca := clr.RGBA()
- i.image.WritePixels([]byte{byte(cr >> 8), byte(cg >> 8), byte(cb >> 8), byte(ca >> 8)}, image.Rect(dx, dy, dx+1, dy+1))
- }
- // Dispose disposes the image data.
- // After disposing, most of the image functions do nothing and returns meaningless values.
- //
- // Calling Dispose is not mandatory. GC automatically collects internal resources that no objects refer to.
- // However, calling Dispose explicitly is helpful if memory usage matters.
- //
- // If the image is a sub-image, Dispose does nothing.
- //
- // If the image is disposed, Dispose does nothing.
- //
- // Deprecated: as of v2.7. Use Deallocate instead.
- func (i *Image) Dispose() {
- i.copyCheck()
- if i.isDisposed() {
- return
- }
- if i.isSubImage() {
- return
- }
- i.image.Deallocate()
- i.image = nil
- }
- // Deallocate clears the image and deallocates the internal state of the image.
- // Even after Deallocate is called, the image is still available.
- // In this case, the image's internal state is allocated again.
- //
- // Usually, you don't have to call Deallocate since the internal state is automatically released by GC.
- // However, if you are sure that the image is no longer used but not sure how this image object is referred,
- // you can call Deallocate to make sure that the internal state is deallocated.
- //
- // If the image is a sub-image, Deallocate does nothing.
- //
- // If the image is disposed, Deallocate does nothing.
- func (i *Image) Deallocate() {
- i.copyCheck()
- if i.isDisposed() {
- return
- }
- if i.isSubImage() {
- return
- }
- i.image.Deallocate()
- }
- // WritePixels replaces the pixels of the image.
- //
- // The given pixels are treated as RGBA pre-multiplied alpha values.
- //
- // len(pix) must be 4 * (bounds width) * (bounds height).
- // If len(pix) is not correct, WritePixels panics.
- //
- // WritePixels also works on a sub-image.
- //
- // Even if a result is an invalid color as a premultiplied-alpha color, i.e. an alpha value exceeds other color values,
- // the value is kept and is not clamped.
- //
- // When the image is disposed, WritePixels does nothing.
- func (i *Image) WritePixels(pixels []byte) {
- i.copyCheck()
- if i.isDisposed() {
- return
- }
- // Do not need to copy pixels here.
- // * In internal/mipmap, pixels are copied when necessary.
- // * In internal/atlas, pixels are copied to make its paddings.
- i.image.WritePixels(pixels, i.adjustedBounds())
- }
- // ReplacePixels replaces the pixels of the image.
- //
- // Deprecated: as of v2.4. Use WritePixels instead.
- func (i *Image) ReplacePixels(pixels []byte) {
- i.WritePixels(pixels)
- }
- // NewImage returns an empty image.
- //
- // If width or height is less than 1 or more than device-dependent maximum size, NewImage panics.
- //
- // NewImage should be called only when necessary.
- // For example, you should avoid to call NewImage every Update or Draw call.
- // Reusing the same image by Clear is much more efficient than creating a new image.
- //
- // NewImage panics if RunGame already finishes.
- func NewImage(width, height int) *Image {
- return newImage(image.Rect(0, 0, width, height), atlas.ImageTypeRegular)
- }
- // NewImageOptions represents options for NewImage.
- type NewImageOptions struct {
- // Unmanaged represents whether the image is unmanaged or not.
- // The default (zero) value is false, that means the image is managed.
- //
- // An unmanaged image is never on an internal automatic texture atlas.
- // A regular image is a part of an internal texture atlas, and locating them is done automatically in Ebitengine.
- // Unmanaged is useful when you want finer controls over the image for performance and memory reasons.
- Unmanaged bool
- }
- // NewImageWithOptions returns an empty image with the given bounds and the options.
- //
- // If width or height is less than 1 or more than device-dependent maximum size, NewImageWithOptions panics.
- //
- // The rendering origin position is (0, 0) of the given bounds.
- // If DrawImage is called on a new image created by NewImageOptions,
- // for example, the center of scaling and rotating is (0, 0), that might not be an upper-left position.
- //
- // If options is nil, the default setting is used.
- //
- // NewImageWithOptions should be called only when necessary.
- // For example, you should avoid to call NewImageWithOptions every Update or Draw call.
- // Reusing the same image by Clear is much more efficient than creating a new image.
- //
- // NewImageWithOptions panics if RunGame already finishes.
- func NewImageWithOptions(bounds image.Rectangle, options *NewImageOptions) *Image {
- imageType := atlas.ImageTypeRegular
- if options != nil && options.Unmanaged {
- imageType = atlas.ImageTypeUnmanaged
- }
- return newImage(bounds, imageType)
- }
- func newImage(bounds image.Rectangle, imageType atlas.ImageType) *Image {
- if isRunGameEnded() {
- panic(fmt.Sprintf("ebiten: NewImage cannot be called after RunGame finishes"))
- }
- width, height := bounds.Dx(), bounds.Dy()
- if width <= 0 {
- panic(fmt.Sprintf("ebiten: width at NewImage must be positive but %d", width))
- }
- if height <= 0 {
- panic(fmt.Sprintf("ebiten: height at NewImage must be positive but %d", height))
- }
- i := &Image{
- image: ui.Get().NewImage(width, height, imageType),
- bounds: bounds,
- }
- i.addr = i
- return i
- }
- // NewImageFromImage creates a new image with the given image (source).
- //
- // If source's width or height is less than 1 or more than device-dependent maximum size, NewImageFromImage panics.
- //
- // NewImageFromImage should be called only when necessary.
- // For example, you should avoid to call NewImageFromImage every Update or Draw call.
- // Reusing the same image by Clear and WritePixels is much more efficient than creating a new image.
- //
- // NewImageFromImage panics if RunGame already finishes.
- //
- // The returned image's upper-left position is always (0, 0). The source's bounds are not respected.
- func NewImageFromImage(source image.Image) *Image {
- return NewImageFromImageWithOptions(source, nil)
- }
- // NewImageFromImageOptions represents options for NewImageFromImage.
- type NewImageFromImageOptions struct {
- // Unmanaged represents whether the image is unmanaged or not.
- // The default (zero) value is false, that means the image is managed.
- //
- // An unmanaged image is never on an internal automatic texture atlas.
- // A regular image is a part of an internal texture atlas, and locating them is done automatically in Ebitengine.
- // Unmanaged is useful when you want finer controls over the image for performance and memory reasons.
- Unmanaged bool
- // PreserveBounds represents whether the new image's bounds are the same as the given image.
- // The default (zero) value is false, that means the new image's upper-left position is adjusted to (0, 0).
- PreserveBounds bool
- }
- // NewImageFromImageWithOptions creates a new image with the given image (source) with the given options.
- //
- // If source's width or height is less than 1 or more than device-dependent maximum size, NewImageFromImageWithOptions panics.
- //
- // If options is nil, the default setting is used.
- //
- // NewImageFromImageWithOptions should be called only when necessary.
- // For example, you should avoid to call NewImageFromImageWithOptions every Update or Draw call.
- // Reusing the same image by Clear and WritePixels is much more efficient than creating a new image.
- //
- // NewImageFromImageWithOptions panics if RunGame already finishes.
- func NewImageFromImageWithOptions(source image.Image, options *NewImageFromImageOptions) *Image {
- if options == nil {
- options = &NewImageFromImageOptions{}
- }
- var r image.Rectangle
- if options.PreserveBounds {
- r = source.Bounds()
- } else {
- size := source.Bounds().Size()
- r = image.Rect(0, 0, size.X, size.Y)
- }
- i := NewImageWithOptions(r, &NewImageOptions{
- Unmanaged: options.Unmanaged,
- })
- // If the given image is an Ebitengine image, use DrawImage instead of reading pixels from the source.
- // This works even before the game loop runs.
- if source, ok := source.(*Image); ok {
- op := &DrawImageOptions{}
- if options.PreserveBounds {
- b := source.Bounds()
- op.GeoM.Translate(float64(b.Min.X), float64(b.Min.Y))
- }
- i.DrawImage(source, op)
- return i
- }
- i.WritePixels(imageToBytes(source))
- return i
- }
- // colorMToScale returns a new color matrix and color scales that equal to the given matrix in terms of the effect.
- //
- // If the given matrix is merely a scaling matrix, colorMToScale returns
- // an identity matrix and its scaling factors in premultiplied-alpha format.
- // This is useful to optimize the rendering speed by avoiding the use of the
- // color matrix and instead multiplying all vertex colors by the scale.
- func colorMToScale(colorm affine.ColorM) (newColorM affine.ColorM, r, g, b, a float32) {
- if colorm.IsIdentity() {
- return colorm, 1, 1, 1, 1
- }
- if !colorm.ScaleOnly() {
- return colorm, 1, 1, 1, 1
- }
- r = colorm.At(0, 0)
- g = colorm.At(1, 1)
- b = colorm.At(2, 2)
- a = colorm.At(3, 3)
- // Color matrices work on non-premultiplied colors.
- // This color matrix can only make colors darker or equal,
- // and thus can never invoke color clamping.
- // Thus the simpler vertex color scale based shader can be used.
- //
- // Negative color values can become positive and out-of-range
- // after applying to vertex colors below, which can make the min() in the shader kick in.
- //
- // Alpha values smaller than 0, combined with negative vertex colors,
- // can also make the min() kick in, so that shall be ruled out too.
- if r < 0 || g < 0 || b < 0 || a < 0 || r > 1 || g > 1 || b > 1 {
- return colorm, 1, 1, 1, 1
- }
- return affine.ColorMIdentity{}, r * a, g * a, b * a, a
- }
- func (i *Image) ensureTmpVertices(n int) []float32 {
- if cap(i.tmpVertices) < n {
- i.tmpVertices = make([]float32, n)
- }
- return i.tmpVertices[:n]
- }
- func (i *Image) ensureTmpIndices(n int) []uint32 {
- if cap(i.tmpIndices) < n {
- i.tmpIndices = make([]uint32, n)
- }
- return i.tmpIndices[:n]
- }
- // private implements FinalScreen.
- func (*Image) private() {
- }
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