-
Notifications
You must be signed in to change notification settings - Fork 3
/
twine_ebiten_helpers.go
188 lines (158 loc) · 5.23 KB
/
twine_ebiten_helpers.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
//go:build !gtxt
package etxt
import "os"
import "fmt"
import "image"
import "image/color"
import "github.com/hajimehoshi/ebiten/v2"
// --- basic helper functions ---
// variables for fillOver function
var vertices [4]ebiten.Vertex
var stdTriOpts ebiten.DrawTrianglesOptions
var mask1x1 *ebiten.Image
func init() {
mask3x3 := ebiten.NewImage(3, 3)
mask3x3.Fill(color.RGBA{255, 255, 255, 255})
mask1x1 = mask3x3.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image)
for i := 0; i < len(vertices); i++ {
vertices[i].SrcX = 1.0
vertices[i].SrcY = 1.0
}
}
func fillOver(target Target, fillColor color.Color) {
bounds := target.Bounds()
if bounds.Empty() { return }
minX, minY := float32(bounds.Min.X), float32(bounds.Min.Y)
maxX, maxY := float32(bounds.Max.X), float32(bounds.Max.Y)
fillOverF32(target, fillColor, minX, minY, maxX, maxY)
}
func fillOverF32(target Target, fillColor color.Color, minX, minY, maxX, maxY float32) {
r, g, b, a := fillColor.RGBA()
if a == 0 { return }
fr, fg, fb, fa := float32(r)/65535, float32(g)/65535, float32(b)/65535, float32(a)/65535
for i := 0; i < 4; i++ {
vertices[i].ColorR = fr
vertices[i].ColorG = fg
vertices[i].ColorB = fb
vertices[i].ColorA = fa
}
vertices[0].DstX = minX
vertices[0].DstY = minY
vertices[1].DstX = maxX
vertices[1].DstY = minY
vertices[2].DstX = maxX
vertices[2].DstY = maxY
vertices[3].DstX = minX
vertices[3].DstY = maxY
target.DrawTriangles(vertices[0 : 4], []uint16{0, 1, 2, 2, 3, 0}, mask1x1, &stdTriOpts)
}
// ---- shaders ----
var rectShader *ebiten.Shader
var rectShaderOpts ebiten.DrawTrianglesShaderOptions
var rectShaderSrc = []byte(`package main
var Rect vec4 // minX, minY, maxX, maxY
func Fragment(position vec4, _ vec2, color vec4) vec4 {
dist := rectSDF(position.xy)
dist = min( dist, 0)
dist = min(-dist, 1)
return color*dist
}
func rectSDF(position vec2) float {
size := vec2(Rect[2] - Rect[0], Rect[3] - Rect[1])
origPos := position - Rect.xy - size/2
outDistXY := abs(origPos) - size/2
outDist := length(max(outDistXY, 0.0))
inDist := min(max(outDistXY.x, outDistXY.y), 0.0)
return outDist + inDist
}
`)
var roundedRectShader *ebiten.Shader
var roundedRectShaderOpts ebiten.DrawTrianglesShaderOptions
var roundedRectShaderSrc = []byte(`package main
var Rect vec4
var Radius float
func Fragment(position vec4, _ vec2, color vec4) vec4 {
dist := rectSDF(position.xy) - Radius
dist = min( dist, 0)
dist = min(-dist, 1)
return color*dist
}
func rectSDF(position vec2) float {
size := vec2(Rect[2] - Rect[0] - Radius*2, Rect[3] - Rect[1] - Radius*2)
origPos := position - Rect.xy - size/2 - vec2(Radius, Radius)
outDistXY := abs(origPos) - size/2
outDist := length(max(outDistXY, 0.0))
inDist := min(max(outDistXY.x, outDistXY.y), 0.0)
return outDist + inDist
}
`)
func loadShader(target **ebiten.Shader, src []byte) {
shader, err := ebiten.NewShader(src)
if err != nil {
fmt.Printf("Error while loading shader:\n>> %s\n", err.Error())
os.Exit(1)
}
*target = shader
}
func drawSmoothRect(target *ebiten.Image, minX, minY, maxX, maxY float32, fillColor color.Color) {
if rectShader == nil {
loadShader(&rectShader, rectShaderSrc)
rectShaderOpts.Uniforms = make(map[string]interface{}, 1)
rectShaderOpts.Uniforms["Rect"] = []float32{ 0, 0, 0, 0 }
}
// set uniforms
slice := rectShaderOpts.Uniforms["Rect"].([]float32)
slice[0], slice[1] = minX, minY
slice[2], slice[3] = maxX, maxY
// set vertex colors
r, g, b, a := fillColor.RGBA()
if a == 0 { return }
fr, fg, fb, fa := float32(r)/65535, float32(g)/65535, float32(b)/65535, float32(a)/65535
for i := 0; i < 4; i++ {
vertices[i].ColorR = fr
vertices[i].ColorG = fg
vertices[i].ColorB = fb
vertices[i].ColorA = fa
}
vertices[0].DstX = minX - 1.0
vertices[0].DstY = minY - 1.0
vertices[1].DstX = maxX + 1.0
vertices[1].DstY = minY - 1.0
vertices[2].DstX = maxX + 1.0
vertices[2].DstY = maxY + 1.0
vertices[3].DstX = minX - 1.0
vertices[3].DstY = maxY + 1.0
target.DrawTrianglesShader(vertices[0 : 4], []uint16{0, 1, 2, 2, 3, 0}, rectShader, &rectShaderOpts)
}
func drawRoundedRect(target *ebiten.Image, minX, minY, maxX, maxY float32, radius float32, fillColor color.Color) {
if roundedRectShader == nil {
loadShader(&roundedRectShader, roundedRectShaderSrc)
roundedRectShaderOpts.Uniforms = make(map[string]interface{}, 2)
roundedRectShaderOpts.Uniforms["Rect"] = []float32{ 0, 0, 0, 0 }
roundedRectShaderOpts.Uniforms["Radius"] = radius
}
// set uniforms
roundedRectShaderOpts.Uniforms["Radius"] = radius
slice := roundedRectShaderOpts.Uniforms["Rect"].([]float32)
slice[0], slice[1] = minX, minY
slice[2], slice[3] = maxX, maxY
// set vertex colors
r, g, b, a := fillColor.RGBA()
if a == 0 { return }
fr, fg, fb, fa := float32(r)/65535, float32(g)/65535, float32(b)/65535, float32(a)/65535
for i := 0; i < 4; i++ {
vertices[i].ColorR = fr
vertices[i].ColorG = fg
vertices[i].ColorB = fb
vertices[i].ColorA = fa
}
vertices[0].DstX = minX - 1.0
vertices[0].DstY = minY - 1.0
vertices[1].DstX = maxX + 1.0
vertices[1].DstY = minY - 1.0
vertices[2].DstX = maxX + 1.0
vertices[2].DstY = maxY + 1.0
vertices[3].DstX = minX - 1.0
vertices[3].DstY = maxY + 1.0
target.DrawTrianglesShader(vertices[0 : 4], []uint16{0, 1, 2, 2, 3, 0}, roundedRectShader, &roundedRectShaderOpts)
}