ebiten: add FilterPixelated

Closes #2826
This commit is contained in:
Hajime Hoshi 2025-01-22 23:47:30 +09:00
parent b297611dd9
commit 0f93535faf
6 changed files with 71 additions and 51 deletions

View File

@ -19,6 +19,7 @@ import (
"image"
_ "image/png"
"log"
"math"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
@ -35,27 +36,40 @@ var (
)
type Game struct {
counter int
}
func (g *Game) Update() error {
g.counter++
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
ebitenutil.DebugPrint(screen, "Nearest Filter (default) VS Linear Filter")
scale := 2*math.Sin(float64(g.counter%360)*math.Pi/180) + 4
ebitenutil.DebugPrintAt(screen, "Nearest Filter (default) and Linear Filter", 16, 16)
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(4, 4)
op.GeoM.Scale(scale, scale)
op.GeoM.Translate(64, 64)
// By default, nearest filter is used.
screen.DrawImage(ebitenImage, op)
op = &ebiten.DrawImageOptions{}
op.GeoM.Scale(4, 4)
op.GeoM.Translate(64, 64+240)
op.GeoM.Scale(scale, scale)
op.GeoM.Translate(64+240, 64)
// Specify linear filter.
op.Filter = ebiten.FilterLinear
screen.DrawImage(ebitenImage, op)
ebitenutil.DebugPrintAt(screen, "Pixelated Filter", 16, 16+200)
op = &ebiten.DrawImageOptions{}
op.GeoM.Scale(scale, scale)
op.GeoM.Translate(64, 64+200)
// Specify pixelated filter.
op.Filter = ebiten.FilterPixelated
screen.DrawImage(ebitenImage, op)
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {

View File

@ -15,10 +15,8 @@
package ebiten
import (
"fmt"
"image"
"math"
"sync"
"sync/atomic"
"github.com/hajimehoshi/ebiten/v2/internal/atlas"
@ -131,25 +129,12 @@ func (g *gameForUI) DrawFinalScreen(scale, offsetX, offsetY float64) {
DefaultDrawFinalScreen(g.screen, g.offscreen, geoM)
}
var (
theScreenShader *Shader
theScreenShaderOnce sync.Once
)
// DefaultDrawFinalScreen is the default implementation of [FinalScreenDrawer.DrawFinalScreen],
// used when a [Game] doesn't implement [FinalScreenDrawer].
//
// You can use DefaultDrawFinalScreen when you need the default implementation of [FinalScreenDrawer.DrawFinalScreen]
// in your implementation of [FinalScreenDrawer], for example.
func DefaultDrawFinalScreen(screen FinalScreen, offscreen *Image, geoM GeoM) {
theScreenShaderOnce.Do(func() {
s, err := newShader([]byte(builtinshader.ScreenShaderSource), "screen")
if err != nil {
panic(fmt.Sprintf("ebiten: compiling the screen shader failed: %v", err))
}
theScreenShader = s
})
scale := geoM.Element(0, 0)
switch {
case !screenFilterEnabled.Load(), math.Floor(scale) == scale:
@ -166,6 +151,7 @@ func DefaultDrawFinalScreen(screen FinalScreen, offscreen *Image, geoM GeoM) {
op.Images[0] = offscreen
op.GeoM = geoM
w, h := offscreen.Bounds().Dx(), offscreen.Bounds().Dy()
screen.DrawRectShader(w, h, theScreenShader, op)
screenShader := builtinShader(builtinshader.FilterPixelated, builtinshader.AddressUnsafe, false)
screen.DrawRectShader(w, h, screenShader, op)
}
}

View File

@ -28,6 +28,10 @@ const (
// FilterLinear represents linear filter
FilterLinear Filter = Filter(builtinshader.FilterLinear)
// FilterPixelated represents a pixelated filter.
// FilterPixelated is similar to FilterNearest, but it preserves the pixelated appearance even when scaled to non-integer sizes.
FilterPixelated Filter = Filter(builtinshader.FilterPixelated)
)
// GraphicsLibrary represents graphics libraries supported by the engine.

View File

@ -39,19 +39,37 @@ const _ = "//kage:unit pixels\n\npackage main\n\n\n\n\nfunc adjustSrcPosForAddre
const _ = "//kage:unit pixels\n\npackage main\n\n\nvar ColorMBody mat4\nvar ColorMTranslation vec4\n\n\n\nfunc adjustSrcPosForAddressRepeat(p vec2) vec2 {\n\torigin := imageSrc0Origin()\n\tsize := imageSrc0Size()\n\treturn mod(p - origin, size) + origin\n}\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\tclr := imageSrc0At(adjustSrcPosForAddressRepeat(srcPos))\n\n\n\n\n\t// Un-premultiply alpha.\n\t// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.\n\tclr.rgb /= clr.a + (1-sign(clr.a))\n\t// Apply the clr matrix.\n\tclr = (ColorMBody * clr) + ColorMTranslation\n\t// Premultiply alpha\n\tclr.rgb *= clr.a\n\t// Apply the color scale.\n\tclr *= color\n\t// Clamp the output.\n\tclr.rgb = min(clr.rgb, clr.a)\n\n\n\treturn clr\n}\n\n"
//ebitengine:shader
const _ = "//kage:unit pixels\n\npackage main\n\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\n\n\tc0 := imageSrc0UnsafeAt(p0)\n\tc1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))\n\tc2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))\n\tc3 := imageSrc0UnsafeAt(p1)\n\n\n\trate := fract(p1)\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Apply the color scale.\n\tclr *= color\n\n\n\treturn clr\n}\n\n"
const _ = "//kage:unit pixels\n\npackage main\n\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\n\n\n\tc0 := imageSrc0UnsafeAt(p0)\n\tc1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))\n\tc2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))\n\tc3 := imageSrc0UnsafeAt(p1)\n\n\n\n\trate := fract(p1)\n\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Apply the color scale.\n\tclr *= color\n\n\n\treturn clr\n}\n\n"
//ebitengine:shader
const _ = "//kage:unit pixels\n\npackage main\n\n\nvar ColorMBody mat4\nvar ColorMTranslation vec4\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\n\n\tc0 := imageSrc0UnsafeAt(p0)\n\tc1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))\n\tc2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))\n\tc3 := imageSrc0UnsafeAt(p1)\n\n\n\trate := fract(p1)\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Un-premultiply alpha.\n\t// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.\n\tclr.rgb /= clr.a + (1-sign(clr.a))\n\t// Apply the clr matrix.\n\tclr = (ColorMBody * clr) + ColorMTranslation\n\t// Premultiply alpha\n\tclr.rgb *= clr.a\n\t// Apply the color scale.\n\tclr *= color\n\t// Clamp the output.\n\tclr.rgb = min(clr.rgb, clr.a)\n\n\n\treturn clr\n}\n\n"
const _ = "//kage:unit pixels\n\npackage main\n\n\nvar ColorMBody mat4\nvar ColorMTranslation vec4\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\n\n\n\tc0 := imageSrc0UnsafeAt(p0)\n\tc1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))\n\tc2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))\n\tc3 := imageSrc0UnsafeAt(p1)\n\n\n\n\trate := fract(p1)\n\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Un-premultiply alpha.\n\t// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.\n\tclr.rgb /= clr.a + (1-sign(clr.a))\n\t// Apply the clr matrix.\n\tclr = (ColorMBody * clr) + ColorMTranslation\n\t// Premultiply alpha\n\tclr.rgb *= clr.a\n\t// Apply the color scale.\n\tclr *= color\n\t// Clamp the output.\n\tclr.rgb = min(clr.rgb, clr.a)\n\n\n\treturn clr\n}\n\n"
//ebitengine:shader
const _ = "//kage:unit pixels\n\npackage main\n\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\n\n\tc0 := imageSrc0At(p0)\n\tc1 := imageSrc0At(vec2(p1.x, p0.y))\n\tc2 := imageSrc0At(vec2(p0.x, p1.y))\n\tc3 := imageSrc0At(p1)\n\n\n\trate := fract(p1)\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Apply the color scale.\n\tclr *= color\n\n\n\treturn clr\n}\n\n"
const _ = "//kage:unit pixels\n\npackage main\n\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\n\n\n\tc0 := imageSrc0At(p0)\n\tc1 := imageSrc0At(vec2(p1.x, p0.y))\n\tc2 := imageSrc0At(vec2(p0.x, p1.y))\n\tc3 := imageSrc0At(p1)\n\n\n\n\trate := fract(p1)\n\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Apply the color scale.\n\tclr *= color\n\n\n\treturn clr\n}\n\n"
//ebitengine:shader
const _ = "//kage:unit pixels\n\npackage main\n\n\nvar ColorMBody mat4\nvar ColorMTranslation vec4\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\n\n\tc0 := imageSrc0At(p0)\n\tc1 := imageSrc0At(vec2(p1.x, p0.y))\n\tc2 := imageSrc0At(vec2(p0.x, p1.y))\n\tc3 := imageSrc0At(p1)\n\n\n\trate := fract(p1)\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Un-premultiply alpha.\n\t// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.\n\tclr.rgb /= clr.a + (1-sign(clr.a))\n\t// Apply the clr matrix.\n\tclr = (ColorMBody * clr) + ColorMTranslation\n\t// Premultiply alpha\n\tclr.rgb *= clr.a\n\t// Apply the color scale.\n\tclr *= color\n\t// Clamp the output.\n\tclr.rgb = min(clr.rgb, clr.a)\n\n\n\treturn clr\n}\n\n"
const _ = "//kage:unit pixels\n\npackage main\n\n\nvar ColorMBody mat4\nvar ColorMTranslation vec4\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\n\n\n\tc0 := imageSrc0At(p0)\n\tc1 := imageSrc0At(vec2(p1.x, p0.y))\n\tc2 := imageSrc0At(vec2(p0.x, p1.y))\n\tc3 := imageSrc0At(p1)\n\n\n\n\trate := fract(p1)\n\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Un-premultiply alpha.\n\t// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.\n\tclr.rgb /= clr.a + (1-sign(clr.a))\n\t// Apply the clr matrix.\n\tclr = (ColorMBody * clr) + ColorMTranslation\n\t// Premultiply alpha\n\tclr.rgb *= clr.a\n\t// Apply the color scale.\n\tclr *= color\n\t// Clamp the output.\n\tclr.rgb = min(clr.rgb, clr.a)\n\n\n\treturn clr\n}\n\n"
//ebitengine:shader
const _ = "//kage:unit pixels\n\npackage main\n\n\n\n\nfunc adjustSrcPosForAddressRepeat(p vec2) vec2 {\n\torigin := imageSrc0Origin()\n\tsize := imageSrc0Size()\n\treturn mod(p - origin, size) + origin\n}\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\tp0 = adjustSrcPosForAddressRepeat(p0)\n\tp1 = adjustSrcPosForAddressRepeat(p1)\n\n\n\n\tc0 := imageSrc0At(p0)\n\tc1 := imageSrc0At(vec2(p1.x, p0.y))\n\tc2 := imageSrc0At(vec2(p0.x, p1.y))\n\tc3 := imageSrc0At(p1)\n\n\n\trate := fract(p1)\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Apply the color scale.\n\tclr *= color\n\n\n\treturn clr\n}\n\n"
const _ = "//kage:unit pixels\n\npackage main\n\n\n\n\nfunc adjustSrcPosForAddressRepeat(p vec2) vec2 {\n\torigin := imageSrc0Origin()\n\tsize := imageSrc0Size()\n\treturn mod(p - origin, size) + origin\n}\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\n\tp0 = adjustSrcPosForAddressRepeat(p0)\n\tp1 = adjustSrcPosForAddressRepeat(p1)\n\n\n\n\tc0 := imageSrc0At(p0)\n\tc1 := imageSrc0At(vec2(p1.x, p0.y))\n\tc2 := imageSrc0At(vec2(p0.x, p1.y))\n\tc3 := imageSrc0At(p1)\n\n\n\n\trate := fract(p1)\n\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Apply the color scale.\n\tclr *= color\n\n\n\treturn clr\n}\n\n"
//ebitengine:shader
const _ = "//kage:unit pixels\n\npackage main\n\n\nvar ColorMBody mat4\nvar ColorMTranslation vec4\n\n\n\nfunc adjustSrcPosForAddressRepeat(p vec2) vec2 {\n\torigin := imageSrc0Origin()\n\tsize := imageSrc0Size()\n\treturn mod(p - origin, size) + origin\n}\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\tp0 = adjustSrcPosForAddressRepeat(p0)\n\tp1 = adjustSrcPosForAddressRepeat(p1)\n\n\n\n\tc0 := imageSrc0At(p0)\n\tc1 := imageSrc0At(vec2(p1.x, p0.y))\n\tc2 := imageSrc0At(vec2(p0.x, p1.y))\n\tc3 := imageSrc0At(p1)\n\n\n\trate := fract(p1)\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Un-premultiply alpha.\n\t// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.\n\tclr.rgb /= clr.a + (1-sign(clr.a))\n\t// Apply the clr matrix.\n\tclr = (ColorMBody * clr) + ColorMTranslation\n\t// Premultiply alpha\n\tclr.rgb *= clr.a\n\t// Apply the color scale.\n\tclr *= color\n\t// Clamp the output.\n\tclr.rgb = min(clr.rgb, clr.a)\n\n\n\treturn clr\n}\n\n"
const _ = "//kage:unit pixels\n\npackage main\n\n\nvar ColorMBody mat4\nvar ColorMTranslation vec4\n\n\n\nfunc adjustSrcPosForAddressRepeat(p vec2) vec2 {\n\torigin := imageSrc0Origin()\n\tsize := imageSrc0Size()\n\treturn mod(p - origin, size) + origin\n}\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\n\tp0 = adjustSrcPosForAddressRepeat(p0)\n\tp1 = adjustSrcPosForAddressRepeat(p1)\n\n\n\n\tc0 := imageSrc0At(p0)\n\tc1 := imageSrc0At(vec2(p1.x, p0.y))\n\tc2 := imageSrc0At(vec2(p0.x, p1.y))\n\tc3 := imageSrc0At(p1)\n\n\n\n\trate := fract(p1)\n\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Un-premultiply alpha.\n\t// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.\n\tclr.rgb /= clr.a + (1-sign(clr.a))\n\t// Apply the clr matrix.\n\tclr = (ColorMBody * clr) + ColorMTranslation\n\t// Premultiply alpha\n\tclr.rgb *= clr.a\n\t// Apply the color scale.\n\tclr *= color\n\t// Clamp the output.\n\tclr.rgb = min(clr.rgb, clr.a)\n\n\n\treturn clr\n}\n\n"
//ebitengine:shader
const _ = "//kage:unit pixels\n\npackage main\n\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\t// inversedScale is the size of the region on the source image.\n\t// The size is the inverse of the geometry-matrix scale.\n\tinversedScale := vec2(abs(dfdx(srcPos.x)), abs(dfdy(srcPos.y)))\n\t// Cap the inversedScale to 1 as dfdx/dfdy is not accurate on some machines (#3182).\n\tinversedScale = min(inversedScale, vec2(1))\n\tp0 := srcPos - inversedScale/2.0\n\tp1 := srcPos + inversedScale/2.0\n\n\n\n\n\n\tc0 := imageSrc0UnsafeAt(p0)\n\tc1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))\n\tc2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))\n\tc3 := imageSrc0UnsafeAt(p1)\n\n\n\n\trate := clamp(fract(p1)/inversedScale, 0, 1)\n\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Apply the color scale.\n\tclr *= color\n\n\n\treturn clr\n}\n\n"
//ebitengine:shader
const _ = "//kage:unit pixels\n\npackage main\n\n\nvar ColorMBody mat4\nvar ColorMTranslation vec4\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\t// inversedScale is the size of the region on the source image.\n\t// The size is the inverse of the geometry-matrix scale.\n\tinversedScale := vec2(abs(dfdx(srcPos.x)), abs(dfdy(srcPos.y)))\n\t// Cap the inversedScale to 1 as dfdx/dfdy is not accurate on some machines (#3182).\n\tinversedScale = min(inversedScale, vec2(1))\n\tp0 := srcPos - inversedScale/2.0\n\tp1 := srcPos + inversedScale/2.0\n\n\n\n\n\n\tc0 := imageSrc0UnsafeAt(p0)\n\tc1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))\n\tc2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))\n\tc3 := imageSrc0UnsafeAt(p1)\n\n\n\n\trate := clamp(fract(p1)/inversedScale, 0, 1)\n\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Un-premultiply alpha.\n\t// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.\n\tclr.rgb /= clr.a + (1-sign(clr.a))\n\t// Apply the clr matrix.\n\tclr = (ColorMBody * clr) + ColorMTranslation\n\t// Premultiply alpha\n\tclr.rgb *= clr.a\n\t// Apply the color scale.\n\tclr *= color\n\t// Clamp the output.\n\tclr.rgb = min(clr.rgb, clr.a)\n\n\n\treturn clr\n}\n\n"
//ebitengine:shader
const _ = "//kage:unit pixels\n\npackage main\n\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\t// inversedScale is the size of the region on the source image.\n\t// The size is the inverse of the geometry-matrix scale.\n\tinversedScale := vec2(abs(dfdx(srcPos.x)), abs(dfdy(srcPos.y)))\n\t// Cap the inversedScale to 1 as dfdx/dfdy is not accurate on some machines (#3182).\n\tinversedScale = min(inversedScale, vec2(1))\n\tp0 := srcPos - inversedScale/2.0\n\tp1 := srcPos + inversedScale/2.0\n\n\n\n\n\n\tc0 := imageSrc0At(p0)\n\tc1 := imageSrc0At(vec2(p1.x, p0.y))\n\tc2 := imageSrc0At(vec2(p0.x, p1.y))\n\tc3 := imageSrc0At(p1)\n\n\n\n\trate := clamp(fract(p1)/inversedScale, 0, 1)\n\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Apply the color scale.\n\tclr *= color\n\n\n\treturn clr\n}\n\n"
//ebitengine:shader
const _ = "//kage:unit pixels\n\npackage main\n\n\nvar ColorMBody mat4\nvar ColorMTranslation vec4\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\t// inversedScale is the size of the region on the source image.\n\t// The size is the inverse of the geometry-matrix scale.\n\tinversedScale := vec2(abs(dfdx(srcPos.x)), abs(dfdy(srcPos.y)))\n\t// Cap the inversedScale to 1 as dfdx/dfdy is not accurate on some machines (#3182).\n\tinversedScale = min(inversedScale, vec2(1))\n\tp0 := srcPos - inversedScale/2.0\n\tp1 := srcPos + inversedScale/2.0\n\n\n\n\n\n\tc0 := imageSrc0At(p0)\n\tc1 := imageSrc0At(vec2(p1.x, p0.y))\n\tc2 := imageSrc0At(vec2(p0.x, p1.y))\n\tc3 := imageSrc0At(p1)\n\n\n\n\trate := clamp(fract(p1)/inversedScale, 0, 1)\n\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Un-premultiply alpha.\n\t// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.\n\tclr.rgb /= clr.a + (1-sign(clr.a))\n\t// Apply the clr matrix.\n\tclr = (ColorMBody * clr) + ColorMTranslation\n\t// Premultiply alpha\n\tclr.rgb *= clr.a\n\t// Apply the color scale.\n\tclr *= color\n\t// Clamp the output.\n\tclr.rgb = min(clr.rgb, clr.a)\n\n\n\treturn clr\n}\n\n"
//ebitengine:shader
const _ = "//kage:unit pixels\n\npackage main\n\n\n\n\nfunc adjustSrcPosForAddressRepeat(p vec2) vec2 {\n\torigin := imageSrc0Origin()\n\tsize := imageSrc0Size()\n\treturn mod(p - origin, size) + origin\n}\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\t// inversedScale is the size of the region on the source image.\n\t// The size is the inverse of the geometry-matrix scale.\n\tinversedScale := vec2(abs(dfdx(srcPos.x)), abs(dfdy(srcPos.y)))\n\t// Cap the inversedScale to 1 as dfdx/dfdy is not accurate on some machines (#3182).\n\tinversedScale = min(inversedScale, vec2(1))\n\tp0 := srcPos - inversedScale/2.0\n\tp1 := srcPos + inversedScale/2.0\n\n\n\n\tp0 = adjustSrcPosForAddressRepeat(p0)\n\tp1 = adjustSrcPosForAddressRepeat(p1)\n\n\n\n\tc0 := imageSrc0At(p0)\n\tc1 := imageSrc0At(vec2(p1.x, p0.y))\n\tc2 := imageSrc0At(vec2(p0.x, p1.y))\n\tc3 := imageSrc0At(p1)\n\n\n\n\trate := clamp(fract(p1)/inversedScale, 0, 1)\n\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Apply the color scale.\n\tclr *= color\n\n\n\treturn clr\n}\n\n"
//ebitengine:shader
const _ = "//kage:unit pixels\n\npackage main\n\n\nvar ColorMBody mat4\nvar ColorMTranslation vec4\n\n\n\nfunc adjustSrcPosForAddressRepeat(p vec2) vec2 {\n\torigin := imageSrc0Origin()\n\tsize := imageSrc0Size()\n\treturn mod(p - origin, size) + origin\n}\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\t// inversedScale is the size of the region on the source image.\n\t// The size is the inverse of the geometry-matrix scale.\n\tinversedScale := vec2(abs(dfdx(srcPos.x)), abs(dfdy(srcPos.y)))\n\t// Cap the inversedScale to 1 as dfdx/dfdy is not accurate on some machines (#3182).\n\tinversedScale = min(inversedScale, vec2(1))\n\tp0 := srcPos - inversedScale/2.0\n\tp1 := srcPos + inversedScale/2.0\n\n\n\n\tp0 = adjustSrcPosForAddressRepeat(p0)\n\tp1 = adjustSrcPosForAddressRepeat(p1)\n\n\n\n\tc0 := imageSrc0At(p0)\n\tc1 := imageSrc0At(vec2(p1.x, p0.y))\n\tc2 := imageSrc0At(vec2(p0.x, p1.y))\n\tc3 := imageSrc0At(p1)\n\n\n\n\trate := clamp(fract(p1)/inversedScale, 0, 1)\n\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Un-premultiply alpha.\n\t// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.\n\tclr.rgb /= clr.a + (1-sign(clr.a))\n\t// Apply the clr matrix.\n\tclr = (ColorMBody * clr) + ColorMTranslation\n\t// Premultiply alpha\n\tclr.rgb *= clr.a\n\t// Apply the color scale.\n\tclr *= color\n\t// Clamp the output.\n\tclr.rgb = min(clr.rgb, clr.a)\n\n\n\treturn clr\n}\n\n"

View File

@ -29,9 +29,10 @@ type Filter int
const (
FilterNearest Filter = iota
FilterLinear
FilterPixelated
)
const FilterCount = 2
const FilterCount = 3
type Address int
@ -79,9 +80,19 @@ func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
{{else if eq .Address .AddressRepeat}}
clr := imageSrc0At(adjustSrcPosForAddressRepeat(srcPos))
{{end}}
{{else if eq .Filter .FilterLinear}}
{{else}}
{{if eq .Filter .FilterLinear}}
p0 := srcPos - 1/2.0
p1 := srcPos + 1/2.0
{{else if eq .Filter .FilterPixelated}}
// inversedScale is the size of the region on the source image.
// The size is the inverse of the geometry-matrix scale.
inversedScale := vec2(abs(dfdx(srcPos.x)), abs(dfdy(srcPos.y)))
// Cap the inversedScale to 1 as dfdx/dfdy is not accurate on some machines (#3182).
inversedScale = min(inversedScale, vec2(1))
p0 := srcPos - inversedScale/2.0
p1 := srcPos + inversedScale/2.0
{{end}}
{{if eq .Address .AddressRepeat}}
p0 = adjustSrcPosForAddressRepeat(p0)
@ -100,7 +111,11 @@ func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
c3 := imageSrc0At(p1)
{{end}}
{{if eq .Filter .FilterLinear}}
rate := fract(p1)
{{else if eq .Filter .FilterPixelated}}
rate := clamp(fract(p1)/inversedScale, 0, 1)
{{end}}
clr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
{{end}}
@ -146,6 +161,7 @@ func ShaderSource(filter Filter, address Address, useColorM bool) []byte {
Filter Filter
FilterNearest Filter
FilterLinear Filter
FilterPixelated Filter
Address Address
AddressUnsafe Address
AddressClampToZero Address
@ -155,6 +171,7 @@ func ShaderSource(filter Filter, address Address, useColorM bool) []byte {
Filter: filter,
FilterNearest: FilterNearest,
FilterLinear: FilterLinear,
FilterPixelated: FilterPixelated,
Address: address,
AddressUnsafe: AddressUnsafe,
AddressClampToZero: AddressClampToZero,
@ -169,28 +186,6 @@ func ShaderSource(filter Filter, address Address, useColorM bool) []byte {
return b
}
//ebitengine:shader
const ScreenShaderSource = `//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2) vec4 {
// Blend source colors in a square region, which size is 1/scale.
scale := imageDstSize()/imageSrc0Size()
p0 := srcPos - 1/2.0/scale
p1 := srcPos + 1/2.0/scale
// Texels must be in the source rect, so it is not necessary to check.
c0 := imageSrc0UnsafeAt(p0)
c1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))
c2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))
c3 := imageSrc0UnsafeAt(p1)
rate := clamp(fract(p1)*scale, 0, 1)
return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
}
`
//ebitengine:shader
const ClearShaderSource = `//kage:unit pixels

View File

@ -113,7 +113,8 @@ func builtinShader(filter builtinshader.Filter, address builtinshader.Address, u
}
var shader *Shader
if address == builtinshader.AddressUnsafe && !useColorM {
if (filter == builtinshader.FilterNearest || filter == builtinshader.FilterLinear) &&
address == builtinshader.AddressUnsafe && !useColorM {
switch filter {
case builtinshader.FilterNearest:
shader = &Shader{shader: ui.NearestFilterShader}
@ -128,6 +129,8 @@ func builtinShader(filter builtinshader.Filter, address builtinshader.Address, u
name = "nearest"
case builtinshader.FilterLinear:
name = "linear"
case builtinshader.FilterPixelated:
name = "pixelated"
}
switch address {
case builtinshader.AddressClampToZero: