| Index: third_party/go/src/golang.org/x/mobile/sprite/portable/portable.go
|
| diff --git a/third_party/go/src/golang.org/x/mobile/sprite/portable/portable.go b/third_party/go/src/golang.org/x/mobile/sprite/portable/portable.go
|
| deleted file mode 100644
|
| index 25a57bb6debeb7de4266bf76d2647cb048a29303..0000000000000000000000000000000000000000
|
| --- a/third_party/go/src/golang.org/x/mobile/sprite/portable/portable.go
|
| +++ /dev/null
|
| @@ -1,146 +0,0 @@
|
| -// Copyright 2014 The Go Authors. All rights reserved.
|
| -// Use of this source code is governed by a BSD-style
|
| -// license that can be found in the LICENSE file.
|
| -
|
| -// Package portable implements a sprite Engine using the image package.
|
| -//
|
| -// It is intended to serve as a reference implementation for testing
|
| -// other sprite Engines written against OpenGL, or other more exotic
|
| -// modern hardware interfaces.
|
| -package portable // import "golang.org/x/mobile/sprite/portable"
|
| -
|
| -import (
|
| - "image"
|
| - "image/draw"
|
| -
|
| - "golang.org/x/mobile/f32"
|
| - "golang.org/x/mobile/geom"
|
| - "golang.org/x/mobile/sprite"
|
| - "golang.org/x/mobile/sprite/clock"
|
| -)
|
| -
|
| -// Engine builds a sprite Engine that renders onto dst.
|
| -func Engine(dst *image.RGBA) sprite.Engine {
|
| - return &engine{
|
| - dst: dst,
|
| - nodes: []*node{nil},
|
| - }
|
| -}
|
| -
|
| -type node struct {
|
| - // TODO: move this into package sprite as Node.EngineFields.RelTransform??
|
| - relTransform f32.Affine
|
| -}
|
| -
|
| -type texture struct {
|
| - m *image.RGBA
|
| -}
|
| -
|
| -func (t *texture) Bounds() (w, h int) {
|
| - b := t.m.Bounds()
|
| - return b.Dx(), b.Dy()
|
| -}
|
| -
|
| -func (t *texture) Download(r image.Rectangle, dst draw.Image) {
|
| - draw.Draw(dst, r, t.m, t.m.Bounds().Min, draw.Src)
|
| -}
|
| -
|
| -func (t *texture) Upload(r image.Rectangle, src image.Image) {
|
| - draw.Draw(t.m, r, src, src.Bounds().Min, draw.Src)
|
| -}
|
| -
|
| -func (t *texture) Unload() { panic("TODO") }
|
| -
|
| -type engine struct {
|
| - dst *image.RGBA
|
| - nodes []*node
|
| - absTransforms []f32.Affine
|
| -}
|
| -
|
| -func (e *engine) Register(n *sprite.Node) {
|
| - if n.EngineFields.Index != 0 {
|
| - panic("portable: sprite.Node already registered")
|
| - }
|
| -
|
| - o := &node{}
|
| - o.relTransform.Identity()
|
| -
|
| - e.nodes = append(e.nodes, o)
|
| - n.EngineFields.Index = int32(len(e.nodes) - 1)
|
| -}
|
| -
|
| -func (e *engine) Unregister(n *sprite.Node) {
|
| - panic("todo")
|
| -}
|
| -
|
| -func (e *engine) LoadTexture(m image.Image) (sprite.Texture, error) {
|
| - b := m.Bounds()
|
| - w, h := b.Dx(), b.Dy()
|
| -
|
| - t := &texture{m: image.NewRGBA(image.Rect(0, 0, w, h))}
|
| - t.Upload(b, m)
|
| - return t, nil
|
| -}
|
| -
|
| -func (e *engine) SetSubTex(n *sprite.Node, x sprite.SubTex) {
|
| - n.EngineFields.Dirty = true // TODO: do we need to propagate dirtiness up/down the tree?
|
| - n.EngineFields.SubTex = x
|
| -}
|
| -
|
| -func (e *engine) SetTransform(n *sprite.Node, 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 clock.Time) {
|
| - // Affine transforms are done in geom.Pt. When finally drawing
|
| - // the geom.Pt onto an image.Image we need to convert to system
|
| - // pixels. We scale by geom.PixelsPerPt to do this.
|
| - e.absTransforms = append(e.absTransforms[:0], f32.Affine{
|
| - {geom.PixelsPerPt, 0, 0},
|
| - {0, geom.PixelsPerPt, 0},
|
| - })
|
| - e.render(scene, t)
|
| -}
|
| -
|
| -func (e *engine) render(n *sprite.Node, t clock.Time) {
|
| - if n.EngineFields.Index == 0 {
|
| - panic("portable: sprite.Node not registered")
|
| - }
|
| - if n.Arranger != nil {
|
| - n.Arranger.Arrange(e, n, t)
|
| - }
|
| -
|
| - // Push absTransforms.
|
| - // TODO: cache absolute transforms and use EngineFields.Dirty?
|
| - rel := &e.nodes[n.EngineFields.Index].relTransform
|
| - m := f32.Affine{}
|
| - m.Mul(&e.absTransforms[len(e.absTransforms)-1], rel)
|
| - e.absTransforms = append(e.absTransforms, m)
|
| -
|
| - if x := n.EngineFields.SubTex; x.T != nil {
|
| - // Affine transforms work in geom.Pt, which is entirely
|
| - // independent of the number of pixels in a texture. A texture
|
| - // of any image.Rectangle bounds rendered with
|
| - //
|
| - // Affine{{1, 0, 0}, {0, 1, 0}}
|
| - //
|
| - // should have the dimensions (1pt, 1pt). To do this we divide
|
| - // by the pixel width and height, reducing the texture to
|
| - // (1px, 1px) of the destination image. Multiplying by
|
| - // geom.PixelsPerPt, done in Render above, makes it (1pt, 1pt).
|
| - dx, dy := x.R.Dx(), x.R.Dy()
|
| - if dx > 0 && dy > 0 {
|
| - m.Scale(&m, 1/float32(dx), 1/float32(dy))
|
| - m.Inverse(&m) // See the documentation on the affine function.
|
| - affine(e.dst, x.T.(*texture).m, x.R, nil, &m, draw.Over)
|
| - }
|
| - }
|
| -
|
| - for c := n.FirstChild; c != nil; c = c.NextSibling {
|
| - e.render(c, t)
|
| - }
|
| -
|
| - // Pop absTransforms.
|
| - e.absTransforms = e.absTransforms[:len(e.absTransforms)-1]
|
| -}
|
|
|