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https://github.com/hajimehoshi/ebiten.git
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parent
9f7d6962ff
commit
1d51be7f68
137
image.go
137
image.go
@ -364,6 +364,17 @@ type DrawTrianglesOptions struct {
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//
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// Uniforms is used only when Shader is not nil.
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Uniforms map[string]interface{}
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// Images is a set of the additional source images.
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// All the image must be the same size as the img argument at DrawTriangles.
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Images [3]*Image
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}
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func init() {
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var op DrawTrianglesOptions
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if got, want := len(op.Images), graphics.ShaderImageNum-1; got != want {
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panic(fmt.Sprintf("ebiten: len((DrawTrianglesOptions{}).Images) must be %d but %d", want, got))
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}
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}
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// MaxIndicesNum is the maximum number of indices for DrawTriangles.
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@ -451,8 +462,26 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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}
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var srcs [graphics.ShaderImageNum]*mipmap.Mipmap
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var imgw, imgh int
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if img != nil {
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srcs[0] = img.mipmap
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imgw, imgh = img.Size()
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}
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for i, img := range options.Images {
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if img == nil {
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continue
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}
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if img.isDisposed() {
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panic("ebiten: the given image to DrawTriangles must not be disposed")
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}
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if img.isSubImage() {
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// TODO: Implement this.
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panic("ebiten: rendering a sub-image is not implemented (DrawTriangles)")
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}
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if w, h := img.Size(); imgw != w || imgh != h {
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panic("ebiten: all the source images must be the same size")
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}
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srcs[i+1] = img.mipmap
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}
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if options.Shader == nil {
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@ -553,114 +582,6 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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i.mipmap.DrawTriangles(imgs, vs, is, nil, mode, driver.FilterNearest, driver.AddressUnsafe, sr, shader.shader, us, canSkipMipmap(options.GeoM, driver.FilterNearest))
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}
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// DrawTrianglesShaderOptions represents options for DrawTrianglesShader
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//
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// This API is experimental.
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type DrawTrianglesShaderOptions struct {
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// CompositeMode is a composite mode to draw.
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// The default (zero) value is regular alpha blending.
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CompositeMode CompositeMode
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// Uniforms is a set of uniform variables for the shader.
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Uniforms map[string]interface{}
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// Images is a set of the source images.
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// All the image must be the same size.
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Images [4]*Image
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}
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func init() {
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var op DrawTrianglesShaderOptions
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if got, want := len(op.Images), graphics.ShaderImageNum; got != want {
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panic(fmt.Sprintf("ebiten: len((DrawTrianglesShaderOptions{}).Images) must be %d but %d", want, got))
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}
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}
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// DrawTrianglesShader draws triangles with the specified vertices and their indices with the specified shader.
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//
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// If len(indices) is not multiple of 3, DrawTrianglesShader panics.
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//
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// If len(indices) is more than MaxIndicesNum, DrawTrianglesShader panics.
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//
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// When a specified image is non-nil and is disposed, DrawTrianglesShader panics.
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//
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// When the image i is disposed, DrawTrianglesShader does nothing.
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//
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// This API is experimental.
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func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader *Shader, options *DrawTrianglesShaderOptions) {
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i.copyCheck()
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if i.isDisposed() {
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return
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}
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if i.isSubImage() {
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panic("ebiten: render to a sub-image is not implemented (DrawTrianglesShader)")
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}
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if len(indices)%3 != 0 {
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panic("ebiten: len(indices) % 3 must be 0")
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}
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if len(indices) > MaxIndicesNum {
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panic("ebiten: len(indices) must be <= MaxIndicesNum")
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}
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if options == nil {
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options = &DrawTrianglesShaderOptions{}
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}
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mode := driver.CompositeMode(options.CompositeMode)
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var imgw, imgh int
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var imgs [graphics.ShaderImageNum]*mipmap.Mipmap
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for i, img := range options.Images {
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if img == nil {
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continue
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}
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if img.isDisposed() {
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panic("ebiten: the given image to DrawTrianglesShader must not be disposed")
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}
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if img.isSubImage() {
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// TODO: Implement this.
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panic("ebiten: rendering a sub-image is not implemented (DrawTrianglesShader)")
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}
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if imgw == 0 || imgh == 0 {
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imgw, imgh = img.Size()
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} else if w, h := img.Size(); imgw != w || imgh != h {
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panic("ebiten: all the source images must be the same size")
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}
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imgs[i] = img.mipmap
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}
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vs := make([]float32, len(vertices)*graphics.VertexFloatNum)
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for i, v := range vertices {
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vs[i*graphics.VertexFloatNum] = v.DstX
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vs[i*graphics.VertexFloatNum+1] = v.DstY
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vs[i*graphics.VertexFloatNum+2] = v.SrcX
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vs[i*graphics.VertexFloatNum+3] = v.SrcY
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vs[i*graphics.VertexFloatNum+4] = v.ColorR
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vs[i*graphics.VertexFloatNum+5] = v.ColorG
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vs[i*graphics.VertexFloatNum+6] = v.ColorB
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vs[i*graphics.VertexFloatNum+7] = v.ColorA
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}
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is := make([]uint16, len(indices))
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copy(is, indices)
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var sr driver.Region
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if img := options.Images[0]; img != nil {
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b := img.Bounds()
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sr = driver.Region{
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X: float32(b.Min.X),
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Y: float32(b.Min.Y),
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Width: float32(b.Dx()),
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Height: float32(b.Dy()),
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}
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}
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us := shader.convertUniforms(options.Uniforms)
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i.mipmap.DrawTriangles(imgs, vs, is, nil, mode, driver.FilterNearest, driver.AddressUnsafe, sr, shader.shader, us, 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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// The returned value shares pixels with the original image.
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//
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