Fixed the Texture pattern
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6c3230c0f8
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@ -10,42 +10,58 @@ type Texture struct {
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}
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}
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// Draw tiles the pattern's canvas within the given bounds. The minimum
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// Draw tiles the pattern's canvas within the given bounds. The minimum
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// points of the pattern's canvas and the destination canvas will be lined up.
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// point of the pattern's canvas will be lined up with the minimum point of the
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// bounding rectangle.
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func (pattern Texture) Draw (destination canvas.Canvas, bounds image.Rectangle) {
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func (pattern Texture) Draw (destination canvas.Canvas, bounds image.Rectangle) {
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drawBounds := bounds.Canon().Intersect(destination.Bounds())
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dstBounds := bounds.Canon().Intersect(destination.Bounds())
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if drawBounds.Empty() { return }
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if dstBounds.Empty() { return }
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dstData, dstStride := destination.Buffer()
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dstData, dstStride := destination.Buffer()
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srcData, srcStride := pattern.Buffer()
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srcData, srcStride := pattern.Buffer()
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srcBounds := pattern.Bounds()
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srcBounds := pattern.Bounds()
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dstPoint := image.Point { }
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// offset is a vector that is added to points in destination space to
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srcPoint := drawBounds.Min.Sub(bounds.Min).Add(srcBounds.Min)
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// convert them to points in source space
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offset := srcBounds.Min.Sub(bounds.Min)
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// calculate the starting position in source space
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srcPoint := dstBounds.Min.Add(offset)
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srcPoint.X = wrap(srcPoint.X, srcBounds.Min.X, srcBounds.Max.X)
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srcPoint.X = wrap(srcPoint.X, srcBounds.Min.X, srcBounds.Max.X)
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srcPoint.Y = wrap(srcPoint.Y, srcBounds.Min.Y, srcBounds.Max.Y)
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srcPoint.Y = wrap(srcPoint.Y, srcBounds.Min.Y, srcBounds.Max.Y)
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srcStartPoint := srcPoint
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for dstPoint.Y = drawBounds.Min.Y; dstPoint.Y < drawBounds.Max.Y; dstPoint.Y ++ {
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srcPoint.X = srcBounds.Min.X
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// for each row
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dstPoint.X = drawBounds.Min.X
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dstPoint := image.Point { }
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for dstPoint.Y = dstBounds.Min.Y; dstPoint.Y < dstBounds.Max.Y; dstPoint.Y ++ {
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srcPoint.X = srcStartPoint.X
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dstPoint.X = dstBounds.Min.X
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dstYComponent := dstPoint.Y * dstStride
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dstYComponent := dstPoint.Y * dstStride
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srcYComponent := srcPoint.Y * srcStride
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srcYComponent := srcPoint.Y * srcStride
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// for each pixel in the row
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for {
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for {
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// draw pixel
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dstIndex := dstYComponent + dstPoint.X
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dstIndex := dstYComponent + dstPoint.X
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srcIndex := srcYComponent + srcPoint.X
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srcIndex := srcYComponent + srcPoint.X
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dstData[dstIndex] = srcData[srcIndex]
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dstData[dstIndex] = srcData[srcIndex]
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// increment X in source space. wrap to start if out of
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// bounds.
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srcPoint.X ++
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srcPoint.X ++
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if srcPoint.X >= srcBounds.Max.X {
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if srcPoint.X >= srcBounds.Max.X {
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srcPoint.X = srcBounds.Min.X
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srcPoint.X = srcBounds.Min.X
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}
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}
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// increment X in destination space. stop drawing this
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// row if out of bounds.
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dstPoint.X ++
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dstPoint.X ++
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if dstPoint.X >= drawBounds.Max.X {
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if dstPoint.X >= dstBounds.Max.X {
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break
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break
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}
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}
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}
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}
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// increment row in source space. wrap to start if out of
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// bounds.
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srcPoint.Y ++
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srcPoint.Y ++
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if srcPoint.Y >= srcBounds.Max.Y {
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if srcPoint.Y >= srcBounds.Max.Y {
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srcPoint.Y = srcBounds.Min.Y
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srcPoint.Y = srcBounds.Min.Y
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