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https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Bug fix: correct the calculation for texture coords
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parent
532528037a
commit
04ecb15be2
@ -70,12 +70,14 @@ func (context *GraphicsContext) Fill(clr color.Color) {
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func (context *GraphicsContext) DrawRect(rect graphics.Rect, clr color.Color) {
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width := float32(context.currentOffscreenWidth)
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height := float32(context.currentOffscreenHeight)
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textureWidth := float32(Clp2(uint64(width)))
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textureHeight := float32(Clp2(uint64(height)))
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// Normalize the coord between -1.0 and 1.0.
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x1 := float32(rect.X)/width*2.0 - 1.0
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x2 := float32(rect.X+rect.Width)/width*2.0 - 1.0
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y1 := float32(rect.Y)/height*2.0 - 1.0
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y2 := float32(rect.Y+rect.Height)/height*2.0 - 1.0
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x1 := float32(rect.X)/textureWidth*2.0 - 1.0
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x2 := float32(rect.X+rect.Width)/textureHeight*2.0 - 1.0
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y1 := float32(rect.Y)/textureHeight*2.0 - 1.0
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y2 := float32(rect.Y+rect.Height)/textureHeight*2.0 - 1.0
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vertex := [...]float32{
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x1, y1,
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x2, y1,
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@ -196,6 +198,11 @@ func (context *GraphicsContext) SetOffscreen(textureID graphics.TextureID) {
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func (context *GraphicsContext) setOffscreenFramebuffer(framebuffer C.GLuint,
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textureWidth, textureHeight int) {
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if framebuffer == context.mainFramebuffer {
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textureWidth = int(Clp2(uint64(context.screenWidth * context.screenScale)))
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textureHeight = int(Clp2(uint64(context.screenHeight * context.screenScale)))
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}
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C.glFlush()
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C.glBindFramebuffer(C.GL_FRAMEBUFFER, framebuffer)
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@ -205,23 +212,22 @@ func (context *GraphicsContext) setOffscreenFramebuffer(framebuffer C.GLuint,
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C.glEnable(C.GL_BLEND)
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C.glBlendFunc(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA)
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width, height, tx, ty := 0, 0, 0, 0
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C.glViewport(0, 0, C.GLsizei(abs(textureWidth)), C.GLsizei(abs(textureHeight)))
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var e11, e22, e41, e42 float32
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if framebuffer != context.mainFramebuffer {
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width = textureWidth
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height = textureHeight
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tx = -1
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ty = -1
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e11 = float32(2) / float32(textureWidth)
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e22 = float32(2) / float32(textureWidth)
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e41 = -1
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e42 = -1
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} else {
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width = context.screenWidth * context.screenScale
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height = -1 * context.screenHeight * context.screenScale
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tx = -1
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ty = 1
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height := float32(context.screenHeight) * float32(context.screenScale)
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e11 = float32(2) / float32(textureWidth)
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e22 = -1 * float32(2) / float32(textureHeight)
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e41 = -1
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e42 = -1 + height / float32(textureHeight) * 2
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}
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C.glViewport(0, 0, C.GLsizei(abs(width)), C.GLsizei(abs(height)))
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e11 := float32(2.0) / float32(width)
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e22 := float32(2.0) / float32(height)
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e41 := float32(tx)
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e42 := float32(ty)
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context.projectionMatrix = [...]float32{
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e11, 0, 0, 0,
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0, e22, 0, 0,
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@ -232,8 +238,8 @@ func (context *GraphicsContext) setOffscreenFramebuffer(framebuffer C.GLuint,
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func (context *GraphicsContext) resetOffscreen() {
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context.setOffscreenFramebuffer(context.mainFramebuffer, 0, 0)
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context.currentOffscreenWidth = context.screenWidth
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context.currentOffscreenHeight = context.screenHeight
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context.currentOffscreenWidth = context.screenWidth * context.screenScale
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context.currentOffscreenHeight = context.screenHeight * context.screenScale
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}
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// This method should be called on the UI thread.
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