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internal/ui: refactoring: reduce APIs
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parent
c159938910
commit
015ce2b262
32
image.go
32
image.go
@ -255,18 +255,18 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
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useColorM := !colorm.IsIdentity()
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shader := builtinShader(filter, builtinshader.AddressUnsafe, useColorM)
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uniforms := i.ensureTmpUniforms(shader)
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i.tmpUniforms = i.tmpUniforms[:0]
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if useColorM {
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var body [16]float32
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var translation [4]float32
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colorm.Elements(body[:], translation[:])
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shader.convertUniforms(uniforms, map[string]any{
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i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, map[string]any{
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builtinshader.UniformColorMBody: body[:],
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builtinshader.UniformColorMTranslation: translation[:],
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})
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}
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i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedRegion(), img.adjustedRegion(), [graphics.ShaderImageCount - 1][2]float32{}, shader.shader, uniforms, false, canSkipMipmap(options.GeoM, filter), false)
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i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedRegion(), img.adjustedRegion(), [graphics.ShaderImageCount - 1][2]float32{}, shader.shader, i.tmpUniforms, false, canSkipMipmap(options.GeoM, filter), false)
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}
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// Vertex represents a vertex passed to DrawTriangles.
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@ -484,18 +484,18 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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useColorM := !colorm.IsIdentity()
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shader := builtinShader(filter, address, useColorM)
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uniforms := i.ensureTmpUniforms(shader)
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i.tmpUniforms = i.tmpUniforms[:0]
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if useColorM {
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var body [16]float32
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var translation [4]float32
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colorm.Elements(body[:], translation[:])
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shader.convertUniforms(uniforms, map[string]any{
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i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, map[string]any{
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builtinshader.UniformColorMBody: body[:],
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builtinshader.UniformColorMTranslation: translation[:],
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})
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}
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i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedRegion(), img.adjustedRegion(), [graphics.ShaderImageCount - 1][2]float32{}, shader.shader, uniforms, options.FillRule == EvenOdd, filter != builtinshader.FilterLinear, options.AntiAlias)
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i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedRegion(), img.adjustedRegion(), [graphics.ShaderImageCount - 1][2]float32{}, shader.shader, i.tmpUniforms, options.FillRule == EvenOdd, filter != builtinshader.FilterLinear, options.AntiAlias)
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}
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// DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
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@ -646,10 +646,10 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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offsets[i][1] = float32(y - sy)
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}
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uniforms := i.ensureTmpUniforms(shader)
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shader.convertUniforms(uniforms, options.Uniforms)
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i.tmpUniforms = i.tmpUniforms[:0]
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i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, options.Uniforms)
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i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), sr, offsets, shader.shader, uniforms, options.FillRule == EvenOdd, true, options.AntiAlias)
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i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), sr, offsets, shader.shader, i.tmpUniforms, options.FillRule == EvenOdd, true, options.AntiAlias)
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}
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// DrawRectShaderOptions represents options for DrawRectShader.
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@ -759,10 +759,10 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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offsets[i][1] = float32(y - sy)
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}
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uniforms := i.ensureTmpUniforms(shader)
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shader.convertUniforms(uniforms, options.Uniforms)
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i.tmpUniforms = i.tmpUniforms[:0]
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i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, options.Uniforms)
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i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), sr, offsets, shader.shader, uniforms, false, true, false)
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i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), sr, offsets, shader.shader, i.tmpUniforms, false, true, false)
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}
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// SubImage returns an image representing the portion of the image p visible through r.
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@ -1164,14 +1164,6 @@ func (i *Image) ensureTmpVertices(n int) []float32 {
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return i.tmpVertices[:n]
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}
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func (i *Image) ensureTmpUniforms(shader *Shader) []uint32 {
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n := shader.uniformUint32Count()
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if cap(i.tmpUniforms) < n {
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i.tmpUniforms = make([]uint32, n)
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}
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return i.tmpUniforms[:n]
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}
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// private implements FinalScreen.
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func (*Image) private() {
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}
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@ -29,6 +29,7 @@ type Shader struct {
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uniformNames []string
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uniformTypes []shaderir.Type
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uniformUint32Count int
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}
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func NewShader(ir *shaderir.Program) *Shader {
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@ -44,16 +45,21 @@ func (s *Shader) MarkDisposed() {
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s.shader = nil
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}
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func (s *Shader) UniformUint32Count() int {
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var n int
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func (s *Shader) AppendUniforms(dst []uint32, uniforms map[string]any) []uint32 {
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if s.uniformUint32Count == 0 {
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for _, typ := range s.uniformTypes {
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n += typ.Uint32Count()
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s.uniformUint32Count += typ.Uint32Count()
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}
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return n
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}
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func (s *Shader) ConvertUniforms(dst []uint32, uniforms map[string]any) {
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var idx int
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origLen := len(dst)
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if cap(dst)-len(dst) >= s.uniformUint32Count {
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dst = dst[:len(dst)+s.uniformUint32Count]
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} else {
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dst = append(dst, make([]uint32, s.uniformUint32Count)...)
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}
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idx := origLen
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for i, name := range s.uniformNames {
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typ := s.uniformTypes[i]
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@ -93,4 +99,6 @@ func (s *Shader) ConvertUniforms(dst []uint32, uniforms map[string]any) {
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idx += typ.Uint32Count()
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}
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return dst
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}
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@ -52,12 +52,8 @@ func (s *Shader) Dispose() {
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s.shader = nil
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}
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func (s *Shader) uniformUint32Count() int {
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return s.shader.UniformUint32Count()
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}
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func (s *Shader) convertUniforms(dst []uint32, uniforms map[string]any) {
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s.shader.ConvertUniforms(dst, uniforms)
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func (s *Shader) appendUniforms(dst []uint32, uniforms map[string]any) []uint32 {
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return s.shader.AppendUniforms(dst, uniforms)
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}
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type builtinShaderKey struct {
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