updated ebiten version from 2.7.9 to 2.9.9

This commit is contained in:
2026-06-15 19:06:55 +02:00
parent 21edbc41c4
commit db1b625069
405 changed files with 31913 additions and 12595 deletions
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// Copyright 2025 The Ebitengine Authors
//
// 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 vector
import (
"image"
"math"
"slices"
"github.com/hajimehoshi/ebiten/v2"
)
type atlasRegion struct {
pathIndex int
imageIndex int
imageBounds image.Rectangle
}
type atlas struct {
pathRenderingBounds []image.Rectangle
atlasRegions []atlasRegion
pathIndexToAtlasRegionIndex map[int]int
atlasSizes []image.Point
atlasImages []*ebiten.Image
}
func roundUpAtlasSize(size int) int {
if size < 16 {
return 16
}
return int(math.Ceil(math.Pow(1.5, math.Ceil(math.Log(float64(size))/math.Log(1.5)))))
}
func roundUp16(x int) int {
return (x + 15) &^ 15
}
func (a *atlas) setPaths(dstBounds image.Rectangle, paths []*Path, antialias bool) {
// Reset the members.
a.pathRenderingBounds = slices.Delete(a.pathRenderingBounds, 0, len(a.pathRenderingBounds))
a.atlasRegions = slices.Delete(a.atlasRegions, 0, len(a.atlasRegions))
clear(a.pathIndexToAtlasRegionIndex)
a.atlasSizes = slices.Delete(a.atlasSizes, 0, len(a.atlasSizes))
if len(paths) == 0 {
return
}
a.pathRenderingBounds = slices.Grow(a.pathRenderingBounds, len(paths))[:len(paths)]
for i, p := range paths {
b := p.Bounds().Intersect(dstBounds)
// Round up the size to 16px in order to encourage reusing sub image cache.
a.pathRenderingBounds[i] = image.Rectangle{
Min: b.Min,
Max: b.Min.Add(image.Pt(roundUp16(b.Dx()), roundUp16(b.Dy()))),
}
a.atlasRegions = append(a.atlasRegions, atlasRegion{
pathIndex: i,
})
}
slices.SortFunc(a.atlasRegions, func(ra, rb atlasRegion) int {
ba := a.pathRenderingBounds[ra.pathIndex]
bb := a.pathRenderingBounds[rb.pathIndex]
if ba.Dy() != bb.Dy() {
return bb.Dy() - ba.Dy()
}
if ba.Dx() != bb.Dx() {
return ba.Dx() - bb.Dx()
}
return ra.pathIndex - rb.pathIndex
})
if a.pathIndexToAtlasRegionIndex == nil {
a.pathIndexToAtlasRegionIndex = make(map[int]int, len(a.atlasRegions))
}
for i, r := range a.atlasRegions {
a.pathIndexToAtlasRegionIndex[r.pathIndex] = i
}
w, h := dstBounds.Dx(), dstBounds.Dy()
// For antialiasing, doubled regions in the X direction are used.
if antialias {
w *= 2
}
// Use 2^n - 1, as a region in internal/atlas has 1px padding.
maxImageSize := max(4093, w, h)
// Pack the regions into an atlas with a very simple algorithm:
// Order the regions by height and then place them in a row.
var atlasImageCount int
{
a.atlasSizes = append(a.atlasSizes, image.Point{})
var atlasImageIndex int
var currentRowHeight int
var currentPosition image.Point
for i := range a.atlasRegions {
pb := a.pathRenderingBounds[a.atlasRegions[i].pathIndex]
// TODO: What if s already exceeds maxImageSize (#3357)?
s := pb.Size()
// An additional image for antialiasing must be on the same atlas,
// so extend the width and use it as a sub image.
if antialias {
s.X *= 2
}
if i == 0 {
currentRowHeight = s.Y
} else if currentPosition.X+s.X > maxImageSize {
// Try the next row.
currentPosition.X = 0
currentPosition.Y += currentRowHeight
if currentPosition.Y+s.Y > maxImageSize {
atlasImageIndex++
a.atlasSizes = append(a.atlasSizes, image.Point{})
currentPosition.Y = 0
currentRowHeight = s.Y
} else {
currentRowHeight = max(currentRowHeight, s.Y)
}
}
a.atlasRegions[i].imageIndex = atlasImageIndex
a.atlasRegions[i].imageBounds = image.Rectangle{
Min: currentPosition,
Max: currentPosition.Add(s),
}
a.atlasSizes[atlasImageIndex] = image.Point{
X: max(a.atlasSizes[atlasImageIndex].X, a.atlasRegions[i].imageBounds.Max.X),
Y: max(a.atlasSizes[atlasImageIndex].Y, a.atlasRegions[i].imageBounds.Max.Y),
}
currentPosition.X += s.X
}
atlasImageCount = atlasImageIndex + 1
}
a.atlasImages = slices.Grow(a.atlasImages, atlasImageCount)[:atlasImageCount]
for i := range a.atlasImages {
s := a.atlasSizes[i]
var origWidth, origHeight int
if a.atlasImages[i] != nil {
origWidth = a.atlasImages[i].Bounds().Dx()
origHeight = a.atlasImages[i].Bounds().Dy()
if origWidth < s.X || origHeight < s.Y {
a.atlasImages[i].Deallocate()
a.atlasImages[i] = nil
}
}
if a.atlasImages[i] != nil {
a.atlasImages[i].Clear()
} else {
// Extend the bounds a little bit by roundUpAtlasSize to avoid creating an image too often.
w := min(maxImageSize, max(roundUpAtlasSize(s.X), origWidth))
h := min(maxImageSize, max(roundUpAtlasSize(s.Y), origHeight))
a.atlasImages[i] = ebiten.NewImage(w, h)
}
}
}
func (a *atlas) stencilBufferImageAt(i int, antialias bool, antialiasIndex int) *ebiten.Image {
idx, ok := a.pathIndexToAtlasRegionIndex[i]
if !ok {
return nil
}
ar := a.atlasRegions[idx]
if ar.imageBounds.Empty() {
return nil
}
atlas := a.atlasImages[ar.imageIndex]
b := ar.imageBounds
if antialias {
switch antialiasIndex {
case 0:
b = image.Rectangle{
Min: b.Min,
Max: image.Pt(b.Min.X+b.Dx()/2, b.Max.Y),
}
case 1:
b = image.Rectangle{
Min: image.Pt(b.Min.X+b.Dx()/2, b.Min.Y),
Max: b.Max,
}
default:
panic("not reached")
}
}
return atlas.SubImage(b).(*ebiten.Image)
}
func (a *atlas) pathRenderingPositionAt(i int) image.Point {
return a.pathRenderingBounds[i].Min
}
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// Copyright 2025 The Ebitengine Authors
//
// 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 vector
import (
"fmt"
"image"
"slices"
"github.com/hajimehoshi/ebiten/v2"
)
type offsetAndColor struct {
offsetX float32
offsetY float32
colorR float32
colorG float32
colorB float32
colorA float32
imageIndex int
}
var (
offsetAndColorsNonAA = []offsetAndColor{
{
offsetX: 0,
offsetY: 0,
colorR: 1,
colorG: 0,
colorB: 0,
colorA: 0,
},
}
// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_standard_multisample_quality_levels
offsetAndColorsAA = []offsetAndColor{
{
offsetX: 1.0 / 16.0,
offsetY: -3.0 / 16.0,
colorR: 1,
colorG: 0,
colorB: 0,
colorA: 0,
imageIndex: 0,
},
{
offsetX: -1.0 / 16.0,
offsetY: 3.0 / 16.0,
colorR: 0,
colorG: 1,
colorB: 0,
colorA: 0,
imageIndex: 0,
},
{
offsetX: 5.0 / 16.0,
offsetY: 1.0 / 16.0,
colorR: 0,
colorG: 0,
colorB: 1,
colorA: 0,
imageIndex: 0,
},
{
offsetX: -3.0 / 16.0,
offsetY: -5.0 / 16.0,
colorR: 0,
colorG: 0,
colorB: 0,
colorA: 1,
imageIndex: 0,
},
{
offsetX: -5.0 / 16.0,
offsetY: 5.0 / 16.0,
colorR: 1,
colorG: 0,
colorB: 0,
colorA: 0,
imageIndex: 1,
},
{
offsetX: -7.0 / 16.0,
offsetY: -1.0 / 16.0,
colorR: 0,
colorG: 1,
colorB: 0,
colorA: 0,
imageIndex: 1,
},
{
offsetX: 3.0 / 16.0,
offsetY: 7.0 / 16.0,
colorR: 0,
colorG: 0,
colorB: 1,
colorA: 0,
imageIndex: 1,
},
{
offsetX: 7.0 / 16.0,
offsetY: -7.0 / 16.0,
colorR: 0,
colorG: 0,
colorB: 0,
colorA: 1,
imageIndex: 1,
},
}
)
// theAtlas manages the atlas for stencil buffer images.
// theAtlas is a singleton to avoid unnecessary texture allocations.
//
// theAtlas methods are used only at fillPathsState.fillPaths, and should be protected by theFillPathM.
var theAtlas atlas
type fillPathsState struct {
paths []*Path
colors []ebiten.ColorScale
bounds []image.Rectangle
vertices []ebiten.Vertex
indices []uint32
antialias bool
blend ebiten.Blend
fillRule FillRule
}
func (f *fillPathsState) reset() {
for _, p := range f.paths {
p.Reset()
}
f.paths = f.paths[:0]
f.bounds = f.bounds[:0]
f.colors = slices.Delete(f.colors, 0, len(f.colors))
}
func (f *fillPathsState) addPath(path *Path, bounds image.Rectangle, clr ebiten.ColorScale) {
if path == nil {
return
}
f.paths = slices.Grow(f.paths, 1)[:len(f.paths)+1]
if f.paths[len(f.paths)-1] == nil {
f.paths[len(f.paths)-1] = &Path{}
}
dst := f.paths[len(f.paths)-1]
dst.addSubPaths(len(path.subPaths))
for i, subPath := range path.subPaths {
dst.subPaths[i].start = subPath.start
dst.subPaths[i].closed = subPath.closed
dst.subPaths[i].ops = slices.Grow(dst.subPaths[i].ops, len(subPath.ops))[:len(subPath.ops)]
copy(dst.subPaths[i].ops, subPath.ops)
}
f.bounds = append(f.bounds, bounds)
f.colors = append(f.colors, clr)
}
// fillPaths fills the specified path with the specified color.
//
// fillPaths callers must be protected by theFillPathM.
func (f *fillPathsState) fillPaths(dst *ebiten.Image) {
if len(f.paths) != len(f.colors) {
panic("vector: the number of paths and colors must be the same")
}
vs := f.vertices[:0]
is := f.indices[:0]
defer func() {
f.vertices = vs
f.indices = is
}()
theAtlas.setPaths(dst.Bounds(), f.paths, f.antialias)
offsetAndColors := offsetAndColorsNonAA
if f.antialias {
offsetAndColors = offsetAndColorsAA
}
// First, render the polygons roughly.
for i, path := range f.paths {
if path == nil {
continue
}
for _, oac := range offsetAndColors {
vs = vs[:0]
is = is[:0]
stencilBufferImage := theAtlas.stencilBufferImageAt(i, f.antialias, oac.imageIndex)
if stencilBufferImage == nil {
continue
}
pp := theAtlas.pathRenderingPositionAt(i)
dstOffsetX := float32(-pp.X + stencilBufferImage.Bounds().Min.X - max(0, dst.Bounds().Min.X-pp.X))
dstOffsetY := float32(-pp.Y + stencilBufferImage.Bounds().Min.Y - max(0, dst.Bounds().Min.Y-pp.Y))
for i := range path.subPaths {
subPath := &path.subPaths[i]
if !subPath.isValid() {
continue
}
// Add an origin point. Any position works in theory.
// Use the sub-path's start point. Using one of the sub-path's points can reduce triangles.
// Also, this point should be close to the other points and then triangle overlaps are reduced.
// TODO: Use a better position like the center of the sub-path.
originIdx := uint32(len(vs))
cur := subPath.start
vs = append(vs, ebiten.Vertex{
DstX: cur.x + oac.offsetX + dstOffsetX,
DstY: cur.y + oac.offsetY + dstOffsetY,
ColorR: oac.colorR,
ColorG: oac.colorG,
ColorB: oac.colorB,
ColorA: oac.colorA,
})
for _, op := range subPath.ops {
switch op.typ {
case opTypeLineTo:
idx := uint32(len(vs))
vs = append(vs,
ebiten.Vertex{
DstX: cur.x + oac.offsetX + dstOffsetX,
DstY: cur.y + oac.offsetY + dstOffsetY,
ColorR: oac.colorR,
ColorG: oac.colorG,
ColorB: oac.colorB,
ColorA: oac.colorA,
},
ebiten.Vertex{
DstX: op.p1.x + oac.offsetX + dstOffsetX,
DstY: op.p1.y + oac.offsetY + dstOffsetY,
ColorR: oac.colorR,
ColorG: oac.colorG,
ColorB: oac.colorB,
ColorA: oac.colorA,
})
is = append(is, idx, originIdx, idx+1)
cur = op.p1
case opTypeQuadTo:
idx := uint32(len(vs))
vs = append(vs,
ebiten.Vertex{
DstX: cur.x + oac.offsetX + dstOffsetX,
DstY: cur.y + oac.offsetY + dstOffsetY,
ColorR: oac.colorR,
ColorG: oac.colorG,
ColorB: oac.colorB,
ColorA: oac.colorA,
},
ebiten.Vertex{
DstX: op.p2.x + oac.offsetX + dstOffsetX,
DstY: op.p2.y + oac.offsetY + dstOffsetY,
ColorR: oac.colorR,
ColorG: oac.colorG,
ColorB: oac.colorB,
ColorA: oac.colorA,
})
is = append(is, idx, originIdx, idx+1)
cur = op.p2
}
}
// If the sub-path is not closed, add a supplementary line.
if !subPath.closed {
idx := uint32(len(vs))
vs = append(vs,
ebiten.Vertex{
DstX: cur.x + oac.offsetX + dstOffsetX,
DstY: cur.y + oac.offsetY + dstOffsetY,
ColorR: oac.colorR,
ColorG: oac.colorG,
ColorB: oac.colorB,
ColorA: oac.colorA,
},
ebiten.Vertex{
DstX: subPath.start.x + oac.offsetX + dstOffsetX,
DstY: subPath.start.y + oac.offsetY + dstOffsetY,
ColorR: oac.colorR,
ColorG: oac.colorG,
ColorB: oac.colorB,
ColorA: oac.colorA,
})
is = append(is, idx, originIdx, idx+1)
}
}
op := &ebiten.DrawTrianglesShaderOptions{}
op.Blend = ebiten.BlendLighter
shader, err := ensureStencilBufferShaders()
if err != nil {
panic(fmt.Sprintf("vector: failed to create stencil buffer shader: %v", err))
}
stencilBufferImage.DrawTrianglesShader32(vs, is, shader, op)
}
}
// Second, render the bezier curves.
for i, path := range f.paths {
if path == nil {
continue
}
for _, oac := range offsetAndColors {
vs = vs[:0]
is = is[:0]
stencilBufferImage := theAtlas.stencilBufferImageAt(i, f.antialias, oac.imageIndex)
if stencilBufferImage == nil {
continue
}
pp := theAtlas.pathRenderingPositionAt(i)
dstOffsetX := float32(-pp.X + stencilBufferImage.Bounds().Min.X - max(0, dst.Bounds().Min.X-pp.X))
dstOffsetY := float32(-pp.Y + stencilBufferImage.Bounds().Min.Y - max(0, dst.Bounds().Min.Y-pp.Y))
for i := range path.subPaths {
subPath := &path.subPaths[i]
if !subPath.isValid() {
continue
}
cur := subPath.start
for _, op := range subPath.ops {
switch op.typ {
case opTypeLineTo:
cur = op.p1
case opTypeQuadTo:
idx := uint32(len(vs))
vs = append(vs,
ebiten.Vertex{
DstX: cur.x + oac.offsetX + dstOffsetX,
DstY: cur.y + oac.offsetY + dstOffsetY,
ColorR: oac.colorR,
ColorG: oac.colorG,
ColorB: oac.colorB,
ColorA: oac.colorA,
Custom0: 0, // u for Loop-Blinn algorithm
Custom1: 0, // v for Loop-Blinn algorithm
},
ebiten.Vertex{
DstX: op.p1.x + oac.offsetX + dstOffsetX,
DstY: op.p1.y + oac.offsetY + dstOffsetY,
ColorR: oac.colorR,
ColorG: oac.colorG,
ColorB: oac.colorB,
ColorA: oac.colorA,
Custom0: 0.5,
Custom1: 0,
},
ebiten.Vertex{
DstX: op.p2.x + oac.offsetX + dstOffsetX,
DstY: op.p2.y + oac.offsetY + dstOffsetY,
ColorR: oac.colorR,
ColorG: oac.colorG,
ColorB: oac.colorB,
ColorA: oac.colorA,
Custom0: 1,
Custom1: 1,
})
is = append(is, idx, idx+1, idx+2)
cur = op.p2
}
}
}
op := &ebiten.DrawTrianglesShaderOptions{}
op.Blend = ebiten.BlendLighter
shader, err := ensureStencilBufferBezierShader()
if err != nil {
panic(fmt.Sprintf("vector: failed to create stencil buffer bezier shader: %v", err))
}
stencilBufferImage.DrawTrianglesShader32(vs, is, shader, op)
}
}
// Render the stencil buffer with the specified color.
for i, path := range f.paths {
if path == nil {
continue
}
stencilImage := theAtlas.stencilBufferImageAt(i, f.antialias, 0)
if stencilImage == nil {
continue
}
srcRegion := stencilImage.Bounds()
var offsetX, offsetY float32
if f.antialias {
stencilImage1 := theAtlas.stencilBufferImageAt(i, f.antialias, 1)
offsetX = float32(stencilImage1.Bounds().Min.X - stencilImage.Bounds().Min.X)
offsetY = float32(stencilImage1.Bounds().Min.Y - stencilImage.Bounds().Min.Y)
}
pp := theAtlas.pathRenderingPositionAt(i)
vs = vs[:0]
is = is[:0]
dstOffsetX := max(0, dst.Bounds().Min.X-pp.X)
dstOffsetY := max(0, dst.Bounds().Min.Y-pp.Y)
var clrR, clrG, clrB, clrA float32
clrR = f.colors[i].R()
clrG = f.colors[i].G()
clrB = f.colors[i].B()
clrA = f.colors[i].A()
vs = append(vs,
ebiten.Vertex{
DstX: float32(pp.X + dstOffsetX),
DstY: float32(pp.Y + dstOffsetY),
SrcX: float32(srcRegion.Min.X),
SrcY: float32(srcRegion.Min.Y),
ColorR: clrR,
ColorG: clrG,
ColorB: clrB,
ColorA: clrA,
Custom0: offsetX,
Custom1: offsetY,
},
ebiten.Vertex{
DstX: float32(pp.X + srcRegion.Dx() + dstOffsetX),
DstY: float32(pp.Y + dstOffsetY),
SrcX: float32(srcRegion.Max.X),
SrcY: float32(srcRegion.Min.Y),
ColorR: clrR,
ColorG: clrG,
ColorB: clrB,
ColorA: clrA,
Custom0: offsetX,
Custom1: offsetY,
},
ebiten.Vertex{
DstX: float32(pp.X + dstOffsetX),
DstY: float32(pp.Y + srcRegion.Dy() + dstOffsetY),
SrcX: float32(srcRegion.Min.X),
SrcY: float32(srcRegion.Max.Y),
ColorR: clrR,
ColorG: clrG,
ColorB: clrB,
ColorA: clrA,
Custom0: offsetX,
Custom1: offsetY,
},
ebiten.Vertex{
DstX: float32(pp.X + srcRegion.Dx() + dstOffsetX),
DstY: float32(pp.Y + srcRegion.Dy() + dstOffsetY),
SrcX: float32(srcRegion.Max.X),
SrcY: float32(srcRegion.Max.Y),
ColorR: clrR,
ColorG: clrG,
ColorB: clrB,
ColorA: clrA,
Custom0: offsetX,
Custom1: offsetY,
})
is = append(is, 0, 1, 2, 1, 2, 3)
op := &ebiten.DrawTrianglesShaderOptions{}
op.Blend = f.blend
op.Images[0] = stencilImage
var shader *ebiten.Shader
switch f.fillRule {
case FillRuleNonZero:
var err error
shader, err = ensureStencilBufferNonZeroShader(f.antialias)
if err != nil {
panic(fmt.Sprintf("vector: failed to create stencil buffer non-zero shader: %v", err))
}
case FillRuleEvenOdd:
var err error
shader, err = ensureStencilBufferEvenOddShader(f.antialias)
if err != nil {
panic(fmt.Sprintf("vector: failed to create stencil buffer even-odd shader: %v", err))
}
}
dst2 := dst
if dst.Bounds() != f.bounds[i] {
dst2 = dst.SubImage(f.bounds[i]).(*ebiten.Image)
}
dst2.DrawTrianglesShader32(vs, is, shader, op)
}
}
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// Copyright 2025 The Ebitengine Authors
//
// 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 vector
import (
"sync"
"github.com/hajimehoshi/ebiten/v2"
)
// The implementation is based on the following article:
// https://medium.com/@evanwallace/easy-scalable-text-rendering-on-the-gpu-c3f4d782c5ac
// These values are protected by cacheM.
var (
stencilBufferFillShader *ebiten.Shader
stencilBufferBezierShader *ebiten.Shader
stencilBufferNonZeroShader *ebiten.Shader
stencilBufferNonZeroAAShader *ebiten.Shader
stencilBufferEvenOddShader *ebiten.Shader
stencilBufferEvenOddAAShader *ebiten.Shader
stencilBufferM sync.Mutex
)
func ensureStencilBufferShaders() (*ebiten.Shader, error) {
stencilBufferM.Lock()
defer stencilBufferM.Unlock()
if stencilBufferFillShader != nil {
return stencilBufferFillShader, nil
}
s, err := ebiten.NewShader([]byte(stencilBufferFillShaderSrc))
if err != nil {
return nil, err
}
stencilBufferFillShader = s
return stencilBufferFillShader, err
}
func ensureStencilBufferBezierShader() (*ebiten.Shader, error) {
stencilBufferM.Lock()
defer stencilBufferM.Unlock()
if stencilBufferBezierShader != nil {
return stencilBufferBezierShader, nil
}
s, err := ebiten.NewShader([]byte(stencilBufferBezierShaderSrc))
if err != nil {
return nil, err
}
stencilBufferBezierShader = s
return stencilBufferBezierShader, nil
}
func ensureStencilBufferNonZeroShader(antialias bool) (*ebiten.Shader, error) {
stencilBufferM.Lock()
defer stencilBufferM.Unlock()
if antialias {
if stencilBufferNonZeroAAShader != nil {
return stencilBufferNonZeroAAShader, nil
}
s, err := ebiten.NewShader([]byte(stencilBufferNonZeroAAShaderSrc))
if err != nil {
return nil, err
}
stencilBufferNonZeroAAShader = s
return stencilBufferNonZeroAAShader, nil
}
if stencilBufferNonZeroShader != nil {
return stencilBufferNonZeroShader, nil
}
s, err := ebiten.NewShader([]byte(stencilBufferNonZeroShaderSrc))
if err != nil {
return nil, err
}
stencilBufferNonZeroShader = s
return stencilBufferNonZeroShader, nil
}
func ensureStencilBufferEvenOddShader(antialias bool) (*ebiten.Shader, error) {
stencilBufferM.Lock()
defer stencilBufferM.Unlock()
if antialias {
if stencilBufferEvenOddAAShader != nil {
return stencilBufferEvenOddAAShader, nil
}
s, err := ebiten.NewShader([]byte(stencilBufferEvenOddAAShaderSrc))
if err != nil {
return nil, err
}
stencilBufferEvenOddAAShader = s
return stencilBufferEvenOddAAShader, nil
}
if stencilBufferEvenOddShader != nil {
return stencilBufferEvenOddShader, nil
}
s, err := ebiten.NewShader([]byte(stencilBufferEvenOddShaderSrc))
if err != nil {
return nil, err
}
stencilBufferEvenOddShader = s
return stencilBufferEvenOddShader, nil
}
//ebitengine:shadersource
const stencilBufferFillShaderSrc = `//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4, custom vec4) vec4 {
v := 1.0 / 255.0
if frontfacing() {
v *= 16
}
return v * color
}
`
//ebitengine:shadersource
const stencilBufferBezierShaderSrc = `//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4, custom vec4) vec4 {
// Loop-Blinn algorithm.
// https://developer.nvidia.com/gpugems/gpugems3/part-iv-image-effects/chapter-25-rendering-vector-art-gpu
uv := custom.xy
v := clamp(-sign(uv.x * uv.x - uv.y), 0, 1) * 1.0/255.0
// This is opposite to the fill shader, especially for the non-zero fill rule.
if !frontfacing() {
v *= 16
}
return v * color
}
`
//ebitengine:shadersource
const stencilBufferNonZeroShaderSrc = `//kage:unit pixels
package main
func round(x float) float {
return floor(x + 0.5)
}
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
c := imageSrc0UnsafeAt(srcPos)
r := int(round(c.r*255))
w := abs((r >> 4) - (r & 0x0F))
v := min(float(w), 1)
return v * color
}
`
//ebitengine:shadersource
const stencilBufferNonZeroAAShaderSrc = `//kage:unit pixels
package main
func round(x vec4) vec4 {
return floor(x + 0.5)
}
func Fragment(dstPos vec4, srcPos vec2, color vec4, custom vec4) vec4 {
c0 := imageSrc0UnsafeAt(srcPos)
// imageSrc1UnsafeAt uses the offset info, which would prevent batching.
// Use a custom offset instead.
c1 := imageSrc0UnsafeAt(srcPos + custom.xy)
ci0 := ivec4(round(c0*255))
ci1 := ivec4(round(c1*255))
w0 := abs((ci0 >> 4) - (ci0 & 0x0F))
w1 := abs((ci1 >> 4) - (ci1 & 0x0F))
v0 := min(vec4(w0), 1)
v1 := min(vec4(w1), 1)
return (dot(v0, vec4(1.0/8.0)) + dot(v1, vec4(1.0/8.0))) * color
}
`
//ebitengine:shadersource
const stencilBufferEvenOddShaderSrc = `//kage:unit pixels
package main
func round(x float) float {
return floor(x + 0.5)
}
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
c := imageSrc0UnsafeAt(srcPos)
r := int(round(c.r*255))
v := abs((r >> 4) - (r & 0x0F))
return float(v % 2) * color
}
`
//ebitengine:shadersource
const stencilBufferEvenOddAAShaderSrc = `//kage:unit pixels
package main
func round(x vec4) vec4 {
return floor(x + 0.5)
}
func Fragment(dstPos vec4, srcPos vec2, color vec4, custom vec4) vec4 {
c0 := imageSrc0UnsafeAt(srcPos)
// imageSrc1UnsafeAt uses the offset info, which would prevent batching.
// Use a custom offset instead.
c1 := imageSrc0UnsafeAt(srcPos + custom.xy)
ci0 := ivec4(round(c0*255))
ci1 := ivec4(round(c1*255))
w0 := abs((ci0 >> 4) - (ci0 & 0x0F))
w1 := abs((ci1 >> 4) - (ci1 & 0x0F))
v0 := vec4(w0 % 2)
v1 := vec4(w1 % 2)
return (dot(v0, vec4(1.0/8.0)) + dot(v1, vec4(1.0/8.0))) * color
}
`
+426
View File
@@ -0,0 +1,426 @@
// Copyright 2025 The Ebitengine Authors
//
// 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 vector
import (
"math"
"github.com/hajimehoshi/ebiten/v2"
)
// LineCap represents the way in which how the ends of the stroke are rendered.
type LineCap int
const (
LineCapButt LineCap = iota
LineCapRound
LineCapSquare
)
// LineJoin represents the way in which how two segments are joined.
type LineJoin int
const (
LineJoinMiter LineJoin = iota
LineJoinBevel
LineJoinRound
)
// StrokeOptions is options to render a stroke.
type StrokeOptions struct {
// Width is the stroke width in pixels.
//
// The default (zero) value is 0.
Width float32
// LineCap is the way in which how the ends of the stroke are rendered.
// Line caps are not rendered when the sub-path is marked as closed.
//
// The default (zero) value is [LineCapButt].
LineCap LineCap
// LineJoin is the way in which how two segments are joined.
//
// The default (zero) value is [LineJoinMiter].
LineJoin LineJoin
// MiterLimit is the miter limit for [LineJoinMiter].
// For details, see https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/stroke-miterlimit.
//
// The default (zero) value is 0.
MiterLimit float32
}
// AddStrokeOptions is options for [Path.AddStroke].
type AddStrokeOptions struct {
// StrokeOptions is options for the stroke.
StrokeOptions
// GeoM is a geometry matrix to apply to the path.
//
// The default (zero) value is an identity matrix.
GeoM ebiten.GeoM
}
// AddStroke adds a stroke path to the path p.
//
// The added stroke path must be rendered with FileRuleNonZero.
func (p *Path) AddStroke(src *Path, options *AddStrokeOptions) {
if options == nil {
return
}
if options.Width <= 0 {
return
}
// Normalize the source path to simplify the logic to generate a stroke path.
src.normalize()
origN := len(p.subPaths)
// p might be the same as src. Use srcN to avoid modifying the overlapped region.
srcN := len(src.subPaths)
for _, subPath := range src.subPaths[:srcN] {
_, sp1, sp2, sp3, sp4 := strokeStartControlPositions(&subPath, options.Width/2)
p.MoveTo(sp4.x, sp4.y)
appendParalleledPathFromSubPath(p, &subPath, &options.StrokeOptions)
_, ep1, ep2, ep3, ep4 := strokeEndControlPositions(&subPath, options.Width/2)
if subPath.closed {
p.Close()
p.MoveTo(ep4.x, ep4.y)
} else {
switch options.LineCap {
case LineCapButt:
p.LineTo(ep4.x, ep4.y)
case LineCapRound:
p.ArcTo(ep1.x, ep1.y, ep2.x, ep2.y, options.Width/2)
p.ArcTo(ep3.x, ep3.y, ep4.x, ep4.y, options.Width/2)
case LineCapSquare:
p.LineTo(ep1.x, ep1.y)
p.LineTo(ep3.x, ep3.y)
p.LineTo(ep4.x, ep4.y)
}
}
appendParalleledPathFromSubPathReversed(p, &subPath, &options.StrokeOptions)
if !subPath.closed {
switch options.LineCap {
case LineCapButt:
p.LineTo(sp4.x, sp4.y)
case LineCapRound:
p.ArcTo(sp1.x, sp1.y, sp2.x, sp2.y, options.Width/2)
p.ArcTo(sp3.x, sp3.y, sp4.x, sp4.y, options.Width/2)
case LineCapSquare:
p.LineTo(sp1.x, sp1.y)
p.LineTo(sp3.x, sp3.y)
p.LineTo(sp4.x, sp4.y)
}
}
p.Close()
}
if options.GeoM != (ebiten.GeoM{}) {
for i, subPath := range p.subPaths[origN:] {
x, y := options.GeoM.Apply(float64(subPath.start.x), float64(subPath.start.y))
p.subPaths[origN+i].start = point{x: float32(x), y: float32(y)}
for j, op := range subPath.ops {
switch op.typ {
case opTypeLineTo:
x1, y1 := options.GeoM.Apply(float64(op.p1.x), float64(op.p1.y))
p.subPaths[origN+i].ops[j].p1 = point{x: float32(x1), y: float32(y1)}
case opTypeQuadTo:
x1, y1 := options.GeoM.Apply(float64(op.p1.x), float64(op.p1.y))
x2, y2 := options.GeoM.Apply(float64(op.p2.x), float64(op.p2.y))
p.subPaths[origN+i].ops[j].p1 = point{x: float32(x1), y: float32(y1)}
p.subPaths[origN+i].ops[j].p2 = point{x: float32(x2), y: float32(y2)}
}
}
}
}
}
func strokeStartControlPositions(subPath *subPath, dist float32) (point, point, point, point, point) {
p := subPath.startAtOp(0)
dir := subPath.startDir(0).inv().norm().mul(dist)
dirPerp := dir.perp()
// TODO: These values are a little tricky. Refactor this.
return p.add(dirPerp), p.add(dir).add(dirPerp), p.add(dir), p.add(dir).add(dirPerp.inv()), p.add(dirPerp.inv())
}
func strokeEndControlPositions(subPath *subPath, dist float32) (point, point, point, point, point) {
p := subPath.endAtOp(len(subPath.ops) - 1)
dir := subPath.endDir(len(subPath.ops) - 1).norm().mul(dist)
dirPerp := dir.perp()
// TODO: These values are a little tricky. Refactor this.
return p.add(dirPerp), p.add(dir).add(dirPerp), p.add(dir), p.add(dir).add(dirPerp.inv()), p.add(dirPerp.inv())
}
func appendParalleledPathFromSubPath(strokePath *Path, subPath *subPath, options *StrokeOptions) {
if len(subPath.ops) == 0 {
panic("not reached")
}
// As the source path is normalized, every operation is guaranteed to be valid.
// A line operation must have a different point from the start point.
// A quadratic curve operation must have create a curve, not a line.
cur := subPath.start
for i, op := range subPath.ops {
switch op.typ {
case opTypeLineTo:
appendParalleledLine(strokePath, cur, op.p1, options.Width/2)
cur = op.p1
case opTypeQuadTo:
appendParalleledQuad(strokePath, cur, op.p1, op.p2, options.Width/2)
cur = op.p2
}
addJoint(strokePath, subPath, i, false, options)
}
}
func appendParalleledPathFromSubPathReversed(strokePath *Path, subPath *subPath, options *StrokeOptions) {
if len(subPath.ops) == 0 {
panic("not reached")
}
// As the source path is normalized, every operation is guaranteed to be valid.
// A line operation must have a different point from the start point.
// A quadratic curve operation must have create a curve, not a line.
for i := len(subPath.ops) - 1; i >= 0; i-- {
op := subPath.ops[i]
nextP := subPath.startAtOp(i)
switch op.typ {
case opTypeLineTo:
appendParalleledLine(strokePath, op.p1, nextP, options.Width/2)
case opTypeQuadTo:
appendParalleledQuad(strokePath, op.p2, op.p1, nextP, options.Width/2)
}
addJoint(strokePath, subPath, i, true, options)
}
}
func appendParalleledLine(path *Path, p0, p1 point, dist float32) {
if p0 == p1 {
panic("not reached")
}
dir := vec2{x: p1.x - p0.x, y: p1.y - p0.y}
v := dir.perp().norm().mul(dist)
pp1 := p1.add(v)
path.LineTo(pp1.x, pp1.y)
}
// appendParalleledLineForQuadIfNeeded appends a paralleled line for a quadratic curve if the quadratic curve is just a line.
func appendParalleledLineForQuadIfNeeded(path *Path, p0, p1, p2 point, dist float32) bool {
if p0 == p1 && p0 == p2 {
panic("not reached")
}
// This curve is empty as the start and the end points are the same.
if p0 == p2 {
return true
}
// This curve is a line as the control point is the same as the start point.
if p0 == p1 || p1 == p2 {
appendParalleledLine(path, p0, p2, dist)
return true
}
// This curve is a line as p0, p1, and p2 are on the same line.
if (p1.x-p0.x)*(p2.y-p0.y)-(p2.x-p0.x)*(p1.y-p0.y) == 0 {
appendParalleledLine(path, p0, p2, dist)
return true
}
return false
}
func appendParalleledQuad(path *Path, p0, p1, p2 point, dist float32) {
if appendParalleledLineForQuadIfNeeded(path, p0, p1, p2, dist) {
return
}
doAppendParalleledQuad(path, p0, p1, p2, dist, 0)
}
func doAppendParalleledQuad(path *Path, p0, p1, p2 point, dist float32, level int) {
if p0 == p1 && p0 == p2 {
return
}
if appendParalleledLineForQuadIfNeeded(path, p0, p1, p2, dist) {
return
}
// B(t) = (1-t)*(1-t)*p0 + 2*(1-t)*t*p1 + t*t*p2
// B'(t) = 2*(1-t)*(p1-p0) + 2*t*(p2-p1)
// B'(0) = 2*(p1-p0)
// B'(0.5) = p2-p0
// B'(1) = 2*(p2-p1)
// B''(t) = 2*(p0 - 2*p1 + p2)
// t = 0
dir0 := vec2{x: p1.x - p0.x, y: p1.y - p0.y}
v0 := dir0.perp().norm().mul(dist)
pp0 := p0.add(v0)
// t = 1
dir2 := vec2{x: p2.x - p1.x, y: p2.y - p1.y}
v2 := dir2.perp().norm().mul(dist)
pp2 := p2.add(v2)
// t = 0.5
dir1 := vec2{x: p2.x - p0.x, y: p2.y - p0.y}
v1 := dir1.perp().norm().mul(dist)
mid := point{
x: 0.25*p0.x + 0.5*p1.x + 0.25*p2.x,
y: 0.25*p0.y + 0.5*p1.y + 0.25*p2.y,
}.add(v1)
// Calculate the control point P1 from B(0.5).
pp1 := point{
x: 2*mid.x - 0.5*(pp0.x+pp2.x),
y: 2*mid.y - 0.5*(pp0.y+pp2.y),
}
if level > 5 {
path.QuadTo(pp1.x, pp1.y, pp2.x, pp2.y)
return
}
// If any of the points is not a regular float32, do not call this function recursively.
if !isRegularF32(pp0.x) || !isRegularF32(pp0.y) || !isRegularF32(pp1.x) || !isRegularF32(pp1.y) || !isRegularF32(pp2.x) || !isRegularF32(pp2.y) {
path.QuadTo(pp1.x, pp1.y, pp2.x, pp2.y)
return
}
minAllowance := max(dist*63/64, 0)
maxAllowance := dist * 65 / 64
var needSplit bool
for _, t := range []float32{0.25, 0.75} {
gotP := point{
x: (1-t)*(1-t)*pp0.x + 2*(1-t)*t*pp1.x + t*t*pp2.x,
y: (1-t)*(1-t)*pp0.y + 2*(1-t)*t*pp1.y + t*t*pp2.y,
}
dir := vec2{
x: (1-t)*(p1.x-p0.x) + t*(p2.x-p1.x),
y: (1-t)*(p1.y-p0.y) + t*(p2.y-p1.y),
}
v := dir.perp().norm().mul(dist)
p := point{
x: (1-t)*(1-t)*p0.x + 2*(1-t)*t*p1.x + t*t*p2.x + v.x,
y: (1-t)*(1-t)*p0.y + 2*(1-t)*t*p1.y + t*t*p2.y + v.y,
}
expectedP := p.add(v)
if !arePointsInRange(gotP, expectedP, minAllowance, maxAllowance) {
needSplit = true
break
}
}
if !needSplit {
path.QuadTo(pp1.x, pp1.y, pp2.x, pp2.y)
return
}
// Split a quadratic curve into two quadratic curves by De Casteljau algorithm.
p01 := point{
x: (p0.x + p1.x) / 2,
y: (p0.y + p1.y) / 2,
}
p12 := point{
x: (p1.x + p2.x) / 2,
y: (p1.y + p2.y) / 2,
}
p012 := point{
x: (p01.x + p12.x) / 2,
y: (p01.y + p12.y) / 2,
}
doAppendParalleledQuad(path, p0, p01, p012, dist, level+1)
doAppendParalleledQuad(path, p012, p12, p2, dist, level+1)
}
func addJoint(strokePath *Path, subPath *subPath, opIndex int, reverse bool, options *StrokeOptions) {
var p point
var dir0, dir1 vec2
if !reverse {
nextOpIdx := opIndex + 1
if nextOpIdx == len(subPath.ops) {
if !subPath.closed {
return
}
nextOpIdx = 0
}
p = subPath.endAtOp(opIndex)
dir0 = subPath.endDir(opIndex).norm()
dir1 = subPath.startDir(nextOpIdx).norm()
} else {
nextOpIdx := opIndex - 1
if nextOpIdx == -1 {
if !subPath.closed {
return
}
nextOpIdx = len(subPath.ops) - 1
}
p = subPath.startAtOp(opIndex)
dir0 = subPath.startDir(opIndex).inv().norm()
dir1 = subPath.endDir(nextOpIdx).inv().norm()
}
if dir0 == dir1 {
return
}
v1 := dir1.perp().mul(options.Width / 2)
p1 := p.add(v1)
// If the joint is an internal angle (< 180 degrees), the joint is not rendered. Just connect the two segments.
// [vec2.cross] has a precision issue. Use a comparison instead.
if dir0.x*dir1.y > dir0.y*dir1.x {
strokePath.LineTo(p1.x, p1.y)
return
}
v0 := dir0.perp().mul(options.Width / 2)
p0 := p.add(v0)
// Add a joint.
switch options.LineJoin {
case LineJoinMiter:
theta := math.Acos(float64(dir0.x*(-dir1.x) + dir0.y*(-dir1.y)))
exceed := float32(math.Abs(1/math.Sin(float64(theta/2)))) > options.MiterLimit
if !exceed {
cp := crossingPointForTwoLines(p0, p0.add(dir0), p1, p1.add(dir1))
if isRegularF32(cp.x) && isRegularF32(cp.y) {
strokePath.LineTo(cp.x, cp.y)
}
}
strokePath.LineTo(p1.x, p1.y)
case LineJoinBevel:
strokePath.LineTo(p1.x, p1.y)
case LineJoinRound:
dir := vec2{
x: dir0.x - dir1.x,
y: dir0.y - dir1.y,
}.norm()
cp := p.add(dir.mul(options.Width / 2))
cp0 := crossingPointForTwoLines(p0, p0.add(dir0), cp, cp.add(dir.perp()))
cp1 := crossingPointForTwoLines(p1, p1.add(dir1), cp, cp.add(dir.perp()))
if isRegularF32(cp.x) && isRegularF32(cp.y) && isRegularF32(cp0.x) && isRegularF32(cp0.y) && isRegularF32(cp1.x) && isRegularF32(cp1.y) {
strokePath.ArcTo(cp0.x, cp0.y, cp.x, cp.y, options.Width/2)
strokePath.ArcTo(cp1.x, cp1.y, p1.x, p1.y, options.Width/2)
} else {
strokePath.LineTo(p1.x, p1.y)
}
}
}
+358 -59
View File
@@ -18,6 +18,8 @@ import (
"image"
"image/color"
"math"
"sync"
_ "unsafe"
"github.com/hajimehoshi/ebiten/v2"
)
@@ -27,6 +29,18 @@ var (
whiteSubImage = whiteImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image)
)
var (
theCachedVerticesForUtil []ebiten.Vertex
theCachedIndicesForUtil []uint32
theCacheForUtilM sync.Mutex
)
func useCachedVerticesAndIndicesForUtil(fn func([]ebiten.Vertex, []uint32) (vs []ebiten.Vertex, is []uint32)) {
theCacheForUtilM.Lock()
defer theCacheForUtilM.Unlock()
theCachedVerticesForUtil, theCachedIndicesForUtil = fn(theCachedVerticesForUtil[:0], theCachedIndicesForUtil[:0])
}
func init() {
b := whiteImage.Bounds()
pix := make([]byte, 4*b.Dx()*b.Dy())
@@ -37,88 +51,373 @@ func init() {
whiteImage.WritePixels(pix)
}
func drawVerticesForUtil(dst *ebiten.Image, vs []ebiten.Vertex, is []uint16, clr color.Color, antialias bool) {
r, g, b, a := clr.RGBA()
for i := range vs {
vs[i].SrcX = 1
vs[i].SrcY = 1
vs[i].ColorR = float32(r) / 0xffff
vs[i].ColorG = float32(g) / 0xffff
vs[i].ColorB = float32(b) / 0xffff
vs[i].ColorA = float32(a) / 0xffff
// StrokeLine strokes a line (x0, y0)-(x1, y1) with the specified width and color.
func StrokeLine(dst *ebiten.Image, x0, y0, x1, y1 float32, strokeWidth float32, clr color.Color, antialias bool) {
if antialias {
var path Path
path.MoveTo(x0, y0)
path.LineTo(x1, y1)
strokeOp := &StrokeOptions{}
strokeOp.Width = strokeWidth
drawOp := &DrawPathOptions{}
drawOp.AntiAlias = true
drawOp.ColorScale.ScaleWithColor(clr)
StrokePath(dst, &path, strokeOp, drawOp)
return
}
op := &ebiten.DrawTrianglesOptions{}
op.ColorScaleMode = ebiten.ColorScaleModePremultipliedAlpha
op.AntiAlias = antialias
dst.DrawTriangles(vs, is, whiteSubImage, op)
// Use a regular DrawImage for batching.
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(math.Hypot(float64(x1-x0), float64(y1-y0)), float64(strokeWidth))
op.GeoM.Translate(0, -float64(strokeWidth)/2)
op.GeoM.Rotate(math.Atan2(float64(y1-y0), float64(x1-x0)))
op.GeoM.Translate(float64(x0), float64(y0))
op.ColorScale.ScaleWithColor(clr)
dst.DrawImage(whiteSubImage, op)
}
// StrokeLine strokes a line (x0, y0)-(x1, y1) with the specified width and color.
//
// clr has be to be a solid (non-transparent) color.
func StrokeLine(dst *ebiten.Image, x0, y0, x1, y1 float32, strokeWidth float32, clr color.Color, antialias bool) {
var path Path
path.MoveTo(x0, y0)
path.LineTo(x1, y1)
strokeOp := &StrokeOptions{}
strokeOp.Width = strokeWidth
vs, is := path.AppendVerticesAndIndicesForStroke(nil, nil, strokeOp)
// FillRect fills a rectangle with the specified width and color.
func FillRect(dst *ebiten.Image, x, y, width, height float32, clr color.Color, antialias bool) {
if antialias {
var path Path
path.MoveTo(x, y)
path.LineTo(x, y+height)
path.LineTo(x+width, y+height)
path.LineTo(x+width, y)
drawOp := &DrawPathOptions{}
drawOp.AntiAlias = true
drawOp.ColorScale.ScaleWithColor(clr)
FillPath(dst, &path, nil, drawOp)
return
}
drawVerticesForUtil(dst, vs, is, clr, antialias)
// Use a regular DrawImage for batching.
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(float64(width), float64(height))
op.GeoM.Translate(float64(x), float64(y))
op.ColorScale.ScaleWithColor(clr)
dst.DrawImage(whiteSubImage, op)
}
// DrawFilledRect fills a rectangle with the specified width and color.
//
// Deprecated: as of v2.9. Use [FillRect] instead.
func DrawFilledRect(dst *ebiten.Image, x, y, width, height float32, clr color.Color, antialias bool) {
var path Path
path.MoveTo(x, y)
path.LineTo(x, y+height)
path.LineTo(x+width, y+height)
path.LineTo(x+width, y)
vs, is := path.AppendVerticesAndIndicesForFilling(nil, nil)
drawVerticesForUtil(dst, vs, is, clr, antialias)
FillRect(dst, x, y, width, height, clr, antialias)
}
// StrokeRect strokes a rectangle with the specified width and color.
//
// clr has be to be a solid (non-transparent) color.
func StrokeRect(dst *ebiten.Image, x, y, width, height float32, strokeWidth float32, clr color.Color, antialias bool) {
var path Path
path.MoveTo(x, y)
path.LineTo(x, y+height)
path.LineTo(x+width, y+height)
path.LineTo(x+width, y)
path.Close()
if antialias {
var path Path
path.MoveTo(x, y)
path.LineTo(x, y+height)
path.LineTo(x+width, y+height)
path.LineTo(x+width, y)
path.Close()
strokeOp := &StrokeOptions{}
strokeOp.Width = strokeWidth
strokeOp.MiterLimit = 10
drawOp := &DrawPathOptions{}
drawOp.AntiAlias = true
drawOp.ColorScale.ScaleWithColor(clr)
StrokePath(dst, &path, strokeOp, drawOp)
return
}
strokeOp := &StrokeOptions{}
strokeOp.Width = strokeWidth
strokeOp.MiterLimit = 10
vs, is := path.AppendVerticesAndIndicesForStroke(nil, nil, strokeOp)
if strokeWidth <= 0 {
return
}
drawVerticesForUtil(dst, vs, is, clr, antialias)
if strokeWidth >= width || strokeWidth >= height {
FillRect(dst, x-strokeWidth/2, y-strokeWidth/2, width+strokeWidth, height+strokeWidth, clr, false)
return
}
// Use a regular DrawImage for batching.
{
// Render the top side.
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(float64(width+strokeWidth), float64(strokeWidth))
op.GeoM.Translate(float64(x-strokeWidth/2), float64(y-strokeWidth/2))
op.ColorScale.ScaleWithColor(clr)
dst.DrawImage(whiteSubImage, op)
}
{
// Render the left side.
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(float64(strokeWidth), float64(height-strokeWidth))
op.GeoM.Translate(float64(x-strokeWidth/2), float64(y+strokeWidth/2))
op.ColorScale.ScaleWithColor(clr)
dst.DrawImage(whiteSubImage, op)
}
{
// Render the right side.
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(float64(strokeWidth), float64(height-strokeWidth))
op.GeoM.Translate(float64(x+width-strokeWidth/2), float64(y+strokeWidth/2))
op.ColorScale.ScaleWithColor(clr)
dst.DrawImage(whiteSubImage, op)
}
{
// Render the bottom side.
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(float64(width+strokeWidth), float64(strokeWidth))
op.GeoM.Translate(float64(x-strokeWidth/2), float64(y+height-strokeWidth/2))
op.ColorScale.ScaleWithColor(clr)
dst.DrawImage(whiteSubImage, op)
}
}
// FillCircle fills a circle with the specified center position (cx, cy), the radius (r), width and color.
func FillCircle(dst *ebiten.Image, cx, cy, r float32, clr color.Color, antialias bool) {
if antialias {
var path Path
path.Arc(cx, cy, r, 0, 2*math.Pi, Clockwise)
drawOp := &DrawPathOptions{}
drawOp.AntiAlias = true
drawOp.ColorScale.ScaleWithColor(clr)
FillPath(dst, &path, nil, drawOp)
return
}
// Use a regular DrawTriangles32 for batching.
cr, cg, cb, ca := clr.RGBA()
crf := float32(cr) / 0xffff
cgf := float32(cg) / 0xffff
cbf := float32(cb) / 0xffff
caf := float32(ca) / 0xffff
useCachedVerticesAndIndicesForUtil(func(vs []ebiten.Vertex, is []uint32) ([]ebiten.Vertex, []uint32) {
count := int(math.Ceil(math.Pi * float64(r)))
for i := range count {
angle := float64(i) * (2 * math.Pi / float64(count))
sin, cos := math.Sincos(angle)
x := cx + r*float32(cos)
y := cy + r*float32(sin)
vs = append(vs, ebiten.Vertex{
DstX: x,
DstY: y,
SrcX: 1,
SrcY: 1,
ColorR: crf,
ColorG: cgf,
ColorB: cbf,
ColorA: caf,
})
if i > 1 {
idx := uint32(len(vs))
is = append(is, 0, idx-1, idx-2)
}
}
op := &ebiten.DrawTrianglesOptions{}
op.ColorScaleMode = ebiten.ColorScaleModePremultipliedAlpha
dst.DrawTriangles32(vs, is, whiteSubImage, op)
return vs, is
})
}
// DrawFilledCircle fills a circle with the specified center position (cx, cy), the radius (r), width and color.
//
// Deprecated: as of v2.9. Use [FillCircle] instead.
func DrawFilledCircle(dst *ebiten.Image, cx, cy, r float32, clr color.Color, antialias bool) {
var path Path
path.Arc(cx, cy, r, 0, 2*math.Pi, Clockwise)
vs, is := path.AppendVerticesAndIndicesForFilling(nil, nil)
drawVerticesForUtil(dst, vs, is, clr, antialias)
FillCircle(dst, cx, cy, r, clr, antialias)
}
// StrokeCircle strokes a circle with the specified center position (cx, cy), the radius (r), width and color.
//
// clr has be to be a solid (non-transparent) color.
func StrokeCircle(dst *ebiten.Image, cx, cy, r float32, strokeWidth float32, clr color.Color, antialias bool) {
var path Path
path.Arc(cx, cy, r, 0, 2*math.Pi, Clockwise)
path.Close()
if antialias {
var path Path
path.Arc(cx, cy, r, 0, 2*math.Pi, Clockwise)
path.Close()
strokeOp := &StrokeOptions{}
strokeOp.Width = strokeWidth
strokeOp.LineJoin = LineJoinRound
drawOp := &DrawPathOptions{}
drawOp.AntiAlias = true
drawOp.ColorScale.ScaleWithColor(clr)
StrokePath(dst, &path, strokeOp, drawOp)
return
}
strokeOp := &StrokeOptions{}
strokeOp.Width = strokeWidth
vs, is := path.AppendVerticesAndIndicesForStroke(nil, nil, strokeOp)
if strokeWidth <= 0 {
return
}
drawVerticesForUtil(dst, vs, is, clr, antialias)
if strokeWidth >= r {
FillCircle(dst, cx, cy, r+strokeWidth/2, clr, false)
return
}
// Use a regular DrawTriangles32 for batching.
cr, cg, cb, ca := clr.RGBA()
crf := float32(cr) / 0xffff
cgf := float32(cg) / 0xffff
cbf := float32(cb) / 0xffff
caf := float32(ca) / 0xffff
useCachedVerticesAndIndicesForUtil(func(vs []ebiten.Vertex, is []uint32) ([]ebiten.Vertex, []uint32) {
count := int(math.Ceil(math.Pi * float64(r+strokeWidth/2)))
for i := range count {
angle := float64(i) * (2 * math.Pi / float64(count))
sin, cos := math.Sincos(angle)
x0 := cx + (r+strokeWidth/2)*float32(cos)
y0 := cy + (r+strokeWidth/2)*float32(sin)
vs = append(vs, ebiten.Vertex{
DstX: x0,
DstY: y0,
SrcX: 1,
SrcY: 1,
ColorR: crf,
ColorG: cgf,
ColorB: cbf,
ColorA: caf,
})
x1 := cx + (r-strokeWidth/2)*float32(cos)
y1 := cy + (r-strokeWidth/2)*float32(sin)
vs = append(vs, ebiten.Vertex{
DstX: x1,
DstY: y1,
SrcX: 1,
SrcY: 1,
ColorR: crf,
ColorG: cgf,
ColorB: cbf,
ColorA: caf,
})
idx := uint32(2 * i)
total := uint32(2 * count)
is = append(is, idx, idx+1, (idx+2)%total, idx+1, (idx+2)%total, (idx+3)%total)
}
op := &ebiten.DrawTrianglesOptions{}
op.ColorScaleMode = ebiten.ColorScaleModePremultipliedAlpha
dst.DrawTriangles32(vs, is, whiteSubImage, op)
return vs, is
})
}
// FillRule is the rule whether an overlapped region is rendered or not.
type FillRule int
const (
// 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 = iota
// 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
)
var (
theCallbackTokens = map[*ebiten.Image]int64{}
theFillPathsStates = map[*ebiten.Image]*fillPathsState{}
theFillPathsStatesPool = sync.Pool{
New: func() any {
return &fillPathsState{}
},
}
theFillPathM sync.Mutex
)
// FillOptions is options to fill a path.
type FillOptions struct {
// FillRule is the rule whether an overlapped region is rendered or not.
// The default (zero) value is FillRuleNonZero.
FillRule FillRule
}
// DrawPathOptions is options to draw a path.
type DrawPathOptions struct {
// AntiAlias is whether the path is drawn with anti-aliasing.
// The default (zero) value is false.
AntiAlias bool
// ColorScale is the color scale to apply to the path.
// The default (zero) value is identity, which is (1, 1, 1, 1) (white).
ColorScale ebiten.ColorScale
// Blend is the blend mode to apply to the path.
// The default (zero) value is ebiten.BlendSourceOver.
Blend ebiten.Blend
}
// FillPath fills the specified path with the specified options.
func FillPath(dst *ebiten.Image, path *Path, fillOptions *FillOptions, drawPathOptions *DrawPathOptions) {
if drawPathOptions == nil {
drawPathOptions = &DrawPathOptions{}
}
if fillOptions == nil {
fillOptions = &FillOptions{}
}
bounds := dst.Bounds()
// Get the original image if dst is a sub-image to integrate the callbacks.
dst = originalImage(dst)
theFillPathM.Lock()
defer theFillPathM.Unlock()
// Remove the previous registered callbacks.
if token, ok := theCallbackTokens[dst]; ok {
removeUsageCallback(dst, token)
}
delete(theCallbackTokens, dst)
if _, ok := theFillPathsStates[dst]; !ok {
theFillPathsStates[dst] = theFillPathsStatesPool.Get().(*fillPathsState)
}
s := theFillPathsStates[dst]
if s.antialias != drawPathOptions.AntiAlias || s.blend != drawPathOptions.Blend || s.fillRule != fillOptions.FillRule {
s.fillPaths(dst)
s.reset()
}
s.antialias = drawPathOptions.AntiAlias
s.blend = drawPathOptions.Blend
s.fillRule = fillOptions.FillRule
s.addPath(path, bounds, drawPathOptions.ColorScale)
// Use an independent callback function to avoid unexpected captures.
theCallbackTokens[dst] = addUsageCallback(dst, fillPathCallback)
}
func fillPathCallback(dst *ebiten.Image) {
if originalImage(dst) != dst {
panic("vector: dst must be the original image")
}
theFillPathM.Lock()
defer theFillPathM.Unlock()
// Remove the callback not to call this twice.
if token, ok := theCallbackTokens[dst]; ok {
removeUsageCallback(dst, token)
}
delete(theCallbackTokens, dst)
s, ok := theFillPathsStates[dst]
if !ok {
panic("vector: fillPathsState must exist here")
}
s.fillPaths(dst)
s.reset()
delete(theFillPathsStates, dst)
theFillPathsStatesPool.Put(s)
}
// StrokePath strokes the specified path with the specified options.
func StrokePath(dst *ebiten.Image, path *Path, strokeOptions *StrokeOptions, drawPathOptions *DrawPathOptions) {
var stroke Path
op := &AddStrokeOptions{}
op.StrokeOptions = *strokeOptions
stroke.AddStroke(path, op)
FillPath(dst, &stroke, nil, drawPathOptions)
}
//go:linkname originalImage github.com/hajimehoshi/ebiten/v2.originalImage
func originalImage(img *ebiten.Image) *ebiten.Image
//go:linkname addUsageCallback github.com/hajimehoshi/ebiten/v2.addUsageCallback
func addUsageCallback(img *ebiten.Image, fn func(img *ebiten.Image)) int64
//go:linkname removeUsageCallback github.com/hajimehoshi/ebiten/v2.removeUsageCallback
func removeUsageCallback(img *ebiten.Image, token int64)