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mirror of synced 2025-02-22 06:28:04 +00:00

go.mobile/sprite: use f32.Affine and draw to backing image

LGTM=nigeltao
R=nigeltao
CC=golang-codereviews
https://golang.org/cl/146150043
This commit is contained in:
David Crawshaw 2014-10-03 14:56:54 +10:00
parent 925df10ad0
commit c7a16f3e6b
3 changed files with 39 additions and 33 deletions

View File

@ -4,9 +4,13 @@
package portable
import "image"
import (
"image"
func affine(dst *image.RGBA, src *image.RGBA, a [3][3]float32) {
"code.google.com/p/go.mobile/f32"
)
func affine(dst *image.RGBA, src *image.RGBA, a *f32.Affine) {
srcb := src.Bounds()
b := dst.Bounds()
@ -36,7 +40,7 @@ func inBounds(b image.Rectangle, x, y float32) bool {
return true
}
func pt(a [3][3]float32, x0, y0 int) (x1, y1 float32) {
func pt(a *f32.Affine, x0, y0 int) (x1, y1 float32) {
fx := float32(x0) + 0.5
fy := float32(y0) + 0.5
x1 = fx*a[0][0] + fy*a[0][1] + a[0][2]

View File

@ -8,8 +8,10 @@ package portable
import (
"fmt"
"image"
"image/draw"
"code.google.com/p/go.mobile/f32"
"code.google.com/p/go.mobile/geom"
"code.google.com/p/go.mobile/sprite"
)
@ -17,19 +19,14 @@ func Engine(dst *image.RGBA) sprite.Engine {
return &engine{
dst: dst,
nodes: []*node{nil},
sheets: []image.Image{nil},
textures: []*texture{nil},
sheets: []*image.RGBA{nil},
textures: []*image.RGBA{nil},
}
}
type node struct {
// TODO: move this into package sprite as Node.EngineFields.RelTransform??
relTransform f32.Mat3
}
type texture struct {
img image.Image
bounds image.Rectangle
relTransform f32.Affine
}
var _ sprite.Engine = (*engine)(nil)
@ -37,9 +34,9 @@ var _ sprite.Engine = (*engine)(nil)
type engine struct {
dst *image.RGBA
nodes []*node
sheets []image.Image
textures []*texture
absTransforms []f32.Mat3
sheets []*image.RGBA
textures []*image.RGBA
absTransforms []f32.Affine
}
func (e *engine) Register(n *sprite.Node) {
@ -51,7 +48,7 @@ func (e *engine) Register(n *sprite.Node) {
o.relTransform.Identity()
e.nodes = append(e.nodes, o)
n.EngineFields.Index = int32(len(e.nodes))
n.EngineFields.Index = int32(len(e.nodes) - 1)
}
func (e *engine) Unregister(n *sprite.Node) {
@ -59,19 +56,22 @@ func (e *engine) Unregister(n *sprite.Node) {
}
func (e *engine) LoadSheet(a image.Image) (sprite.Sheet, error) {
e.sheets = append(e.sheets, a)
return sprite.Sheet(len(e.sheets)), nil
rgba, ok := a.(*image.RGBA)
if !ok {
b := a.Bounds()
rgba = image.NewRGBA(b)
draw.Draw(rgba, b, a, b.Min, draw.Src)
}
e.sheets = append(e.sheets, rgba)
return sprite.Sheet(len(e.sheets) - 1), nil
}
func (e *engine) LoadTexture(s sprite.Sheet, bounds image.Rectangle) (sprite.Texture, error) {
if s < 0 || len(e.sheets) <= int(s) {
return 0, fmt.Errorf("portable: LoadTexture: sheet %d is out of bounds", s)
}
e.textures = append(e.textures, &texture{
img: e.sheets[s],
bounds: bounds,
})
return sprite.Texture(len(e.textures)), nil
e.textures = append(e.textures, e.sheets[s].SubImage(bounds).(*image.RGBA))
return sprite.Texture(len(e.textures) - 1), nil
}
func (e *engine) UnloadSheet(s sprite.Sheet) error {
@ -87,17 +87,23 @@ func (e *engine) SetTexture(n *sprite.Node, t sprite.Time, x sprite.Texture) {
n.EngineFields.Texture = x
}
func (e *engine) SetTransform(n *sprite.Node, t sprite.Time, m f32.Mat3) {
func (e *engine) SetTransform(n *sprite.Node, t sprite.Time, m f32.Affine) {
n.EngineFields.Dirty = true // TODO: do we need to propagate dirtiness up/down the tree?
e.nodes[n.EngineFields.Index].relTransform = m
}
func (e *engine) Render(scene *sprite.Node, t sprite.Time) {
e.absTransforms = e.absTransforms[:0]
e.absTransforms = append(e.absTransforms[:0], f32.Affine{
{1 / geom.Scale, 0, 0},
{0, 1 / geom.Scale, 0},
})
e.render(scene, t)
}
func (e *engine) render(n *sprite.Node, t sprite.Time) {
if n.EngineFields.Index == 0 {
panic("portable: sprite.Node not registered")
}
if n.Arranger != nil {
n.Arranger.Arrange(e, n, t)
}
@ -105,16 +111,12 @@ func (e *engine) render(n *sprite.Node, t sprite.Time) {
// Push absTransforms.
// TODO: cache absolute transforms and use EngineFields.Dirty?
rel := &e.nodes[n.EngineFields.Index].relTransform
if len(e.absTransforms) == 0 {
e.absTransforms = append(e.absTransforms, *rel)
} else {
m := f32.Mat3{}
m.Mul(rel, &e.absTransforms[len(e.absTransforms)-1]) // TODO: swap args order??
e.absTransforms = append(e.absTransforms, m)
}
m := f32.Affine{}
m.Mul(rel, &e.absTransforms[len(e.absTransforms)-1]) // TODO: swap args order??
e.absTransforms = append(e.absTransforms, m)
if x := e.textures[n.EngineFields.Texture]; x != nil {
// TODO: draw transformed image onto e.dst.
affine(e.dst, x, &m)
}
for c := n.FirstChild; c != nil; c = c.NextSibling {

View File

@ -41,7 +41,7 @@ type Engine interface {
UnloadTexture(x Texture) error
SetTexture(n *Node, t Time, x Texture)
SetTransform(n *Node, t Time, m f32.Mat3) // sets transform relative to parent.
SetTransform(n *Node, t Time, m f32.Affine) // sets transform relative to parent.
Render(scene *Node, t Time)
}