ebiten/internal/graphics/internal/shader/draw.go

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// Copyright 2014 Hajime Hoshi
//
// 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.
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package shader
import (
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"errors"
"fmt"
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"github.com/hajimehoshi/ebiten/internal"
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"github.com/hajimehoshi/ebiten/internal/opengl"
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"image/color"
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)
func glMatrix(m *[4][4]float64) []float32 {
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return []float32{
float32(m[0][0]), float32(m[1][0]), float32(m[2][0]), float32(m[3][0]),
float32(m[0][1]), float32(m[1][1]), float32(m[2][1]), float32(m[3][1]),
float32(m[0][2]), float32(m[1][2]), float32(m[2][2]), float32(m[3][2]),
float32(m[0][3]), float32(m[1][3]), float32(m[2][3]), float32(m[3][3]),
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}
}
type Matrix interface {
Element(i, j int) float64
}
type TextureQuads interface {
Len() int
Vertex(i int) (x0, y0, x1, y1 float64)
Texture(i int) (u0, v0, u1, v1 float64)
}
var vertices = make([]float32, 0, 4*8*quadsMaxNum)
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var initialized = false
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func DrawTexture(c *opengl.Context, texture opengl.Texture, projectionMatrix *[4][4]float64, quads TextureQuads, geo Matrix, color Matrix) error {
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// TODO: WebGL doesn't seem to have Check gl.MAX_ELEMENTS_VERTICES or gl.MAX_ELEMENTS_INDICES so far.
// Let's use them to compare to len(quads) in the future.
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if !initialized {
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if err := initialize(c); err != nil {
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return err
}
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initialized = true
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}
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if quads.Len() == 0 {
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return nil
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}
if quadsMaxNum < quads.Len() {
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return errors.New(fmt.Sprintf("len(quads) must be equal to or less than %d", quadsMaxNum))
}
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f := useProgramTexture(c, glMatrix(projectionMatrix), texture, geo, color)
defer f.FinishProgram()
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vertices := vertices[0:0]
num := 0
for i := 0; i < quads.Len(); i++ {
x0, y0, x1, y1 := quads.Vertex(i)
u0, v0, u1, v1 := quads.Texture(i)
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if x0 == x1 || y0 == y1 || u0 == u1 || v0 == v1 {
continue
}
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vertices = append(vertices,
float32(x0), float32(y0), float32(u0), float32(v0),
float32(x1), float32(y0), float32(u1), float32(v0),
float32(x0), float32(y1), float32(u0), float32(v1),
float32(x1), float32(y1), float32(u1), float32(v1),
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)
num++
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}
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if len(vertices) == 0 {
return nil
}
c.BufferSubData(c.ArrayBuffer, vertices)
c.DrawElements(6 * num)
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return nil
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}
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type VertexQuads interface {
Len() int
Vertex(i int) (x0, y0, x1, y1 float64)
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Color(i int) color.Color
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}
func max(a, b float32) float32 {
if a < b {
return b
}
return a
}
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func DrawRects(c *opengl.Context, projectionMatrix *[4][4]float64, quads VertexQuads) error {
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if !initialized {
if err := initialize(c); err != nil {
return err
}
initialized = true
}
if quads.Len() == 0 {
return nil
}
f := useProgramRect(c, glMatrix(projectionMatrix))
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defer f.FinishProgram()
vertices := vertices[0:0]
num := 0
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for i := 0; i < quads.Len(); i++ {
x0, y0, x1, y1 := quads.Vertex(i)
if x0 == x1 || y0 == y1 {
continue
}
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r, g, b, a := internal.RGBA(quads.Color(i))
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vertices = append(vertices,
float32(x0), float32(y0), float32(r), float32(g), float32(b), float32(a),
float32(x1), float32(y0), float32(r), float32(g), float32(b), float32(a),
float32(x0), float32(y1), float32(r), float32(g), float32(b), float32(a),
float32(x1), float32(y1), float32(r), float32(g), float32(b), float32(a),
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)
num++
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}
if len(vertices) == 0 {
return nil
}
c.BufferSubData(c.ArrayBuffer, vertices)
c.DrawElements(6 * num)
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return nil
}