ebiten: Merge DrawTriangles and DrawTrianglesShader

Updates #1325
This commit is contained in:
Hajime Hoshi 2020-09-19 19:17:58 +09:00
parent 9f7d6962ff
commit 1d51be7f68

137
image.go
View File

@ -364,6 +364,17 @@ type DrawTrianglesOptions struct {
//
// Uniforms is used only when Shader is not nil.
Uniforms map[string]interface{}
// Images is a set of the additional source images.
// All the image must be the same size as the img argument at DrawTriangles.
Images [3]*Image
}
func init() {
var op DrawTrianglesOptions
if got, want := len(op.Images), graphics.ShaderImageNum-1; got != want {
panic(fmt.Sprintf("ebiten: len((DrawTrianglesOptions{}).Images) must be %d but %d", want, got))
}
}
// MaxIndicesNum is the maximum number of indices for DrawTriangles.
@ -451,8 +462,26 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
}
var srcs [graphics.ShaderImageNum]*mipmap.Mipmap
var imgw, imgh int
if img != nil {
srcs[0] = img.mipmap
imgw, imgh = img.Size()
}
for i, img := range options.Images {
if img == nil {
continue
}
if img.isDisposed() {
panic("ebiten: the given image to DrawTriangles must not be disposed")
}
if img.isSubImage() {
// TODO: Implement this.
panic("ebiten: rendering a sub-image is not implemented (DrawTriangles)")
}
if w, h := img.Size(); imgw != w || imgh != h {
panic("ebiten: all the source images must be the same size")
}
srcs[i+1] = img.mipmap
}
if options.Shader == nil {
@ -553,114 +582,6 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
i.mipmap.DrawTriangles(imgs, vs, is, nil, mode, driver.FilterNearest, driver.AddressUnsafe, sr, shader.shader, us, canSkipMipmap(options.GeoM, driver.FilterNearest))
}
// DrawTrianglesShaderOptions represents options for DrawTrianglesShader
//
// This API is experimental.
type DrawTrianglesShaderOptions struct {
// CompositeMode is a composite mode to draw.
// The default (zero) value is regular alpha blending.
CompositeMode CompositeMode
// Uniforms is a set of uniform variables for the shader.
Uniforms map[string]interface{}
// Images is a set of the source images.
// All the image must be the same size.
Images [4]*Image
}
func init() {
var op DrawTrianglesShaderOptions
if got, want := len(op.Images), graphics.ShaderImageNum; got != want {
panic(fmt.Sprintf("ebiten: len((DrawTrianglesShaderOptions{}).Images) must be %d but %d", want, got))
}
}
// DrawTrianglesShader draws triangles with the specified vertices and their indices with the specified shader.
//
// If len(indices) is not multiple of 3, DrawTrianglesShader panics.
//
// If len(indices) is more than MaxIndicesNum, DrawTrianglesShader panics.
//
// When a specified image is non-nil and is disposed, DrawTrianglesShader panics.
//
// When the image i is disposed, DrawTrianglesShader does nothing.
//
// This API is experimental.
func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader *Shader, options *DrawTrianglesShaderOptions) {
i.copyCheck()
if i.isDisposed() {
return
}
if i.isSubImage() {
panic("ebiten: render to a sub-image is not implemented (DrawTrianglesShader)")
}
if len(indices)%3 != 0 {
panic("ebiten: len(indices) % 3 must be 0")
}
if len(indices) > MaxIndicesNum {
panic("ebiten: len(indices) must be <= MaxIndicesNum")
}
if options == nil {
options = &DrawTrianglesShaderOptions{}
}
mode := driver.CompositeMode(options.CompositeMode)
var imgw, imgh int
var imgs [graphics.ShaderImageNum]*mipmap.Mipmap
for i, img := range options.Images {
if img == nil {
continue
}
if img.isDisposed() {
panic("ebiten: the given image to DrawTrianglesShader must not be disposed")
}
if img.isSubImage() {
// TODO: Implement this.
panic("ebiten: rendering a sub-image is not implemented (DrawTrianglesShader)")
}
if imgw == 0 || imgh == 0 {
imgw, imgh = img.Size()
} else if w, h := img.Size(); imgw != w || imgh != h {
panic("ebiten: all the source images must be the same size")
}
imgs[i] = img.mipmap
}
vs := make([]float32, len(vertices)*graphics.VertexFloatNum)
for i, v := range vertices {
vs[i*graphics.VertexFloatNum] = v.DstX
vs[i*graphics.VertexFloatNum+1] = v.DstY
vs[i*graphics.VertexFloatNum+2] = v.SrcX
vs[i*graphics.VertexFloatNum+3] = v.SrcY
vs[i*graphics.VertexFloatNum+4] = v.ColorR
vs[i*graphics.VertexFloatNum+5] = v.ColorG
vs[i*graphics.VertexFloatNum+6] = v.ColorB
vs[i*graphics.VertexFloatNum+7] = v.ColorA
}
is := make([]uint16, len(indices))
copy(is, indices)
var sr driver.Region
if img := options.Images[0]; img != nil {
b := img.Bounds()
sr = driver.Region{
X: float32(b.Min.X),
Y: float32(b.Min.Y),
Width: float32(b.Dx()),
Height: float32(b.Dy()),
}
}
us := shader.convertUniforms(options.Uniforms)
i.mipmap.DrawTriangles(imgs, vs, is, nil, mode, driver.FilterNearest, driver.AddressUnsafe, sr, shader.shader, us, false)
}
// SubImage returns an image representing the portion of the image p visible through r.
// The returned value shares pixels with the original image.
//