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parent
a4e9a05b14
commit
239f9de2ca
@ -23,6 +23,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/affine"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/buffered"
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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"github.com/hajimehoshi/ebiten/v2/internal/clock"
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"github.com/hajimehoshi/ebiten/v2/internal/debug"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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@ -84,6 +85,8 @@ type context struct {
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outsideHeight float64
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screenShader *Shader
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nearestShader *Shader
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linearShader *Shader
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m sync.Mutex
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}
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@ -155,6 +158,20 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
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}
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c.screenShader = NewShader(ir)
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}
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if c.nearestShader == nil {
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, false)))
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if err != nil {
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return err
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}
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c.nearestShader = NewShader(ir)
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}
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if c.linearShader == nil {
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(graphicsdriver.FilterLinear, graphicsdriver.AddressUnsafe, false)))
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if err != nil {
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return err
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}
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c.linearShader = NewShader(ir)
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}
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// ForceUpdate can be invoked even if the context is not initialized yet (#1591).
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if w, h := c.layoutGame(outsideWidth, outsideHeight, deviceScaleFactor); w == 0 || h == 0 {
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@ -233,19 +250,18 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) {
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gtx += offsetX
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gty += offsetY
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var filter graphicsdriver.Filter
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var screenFilter bool
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var shader *Shader
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switch {
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case !theGlobalState.isScreenFilterEnabled():
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filter = graphicsdriver.FilterNearest
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shader = c.nearestShader
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case math.Floor(s) == s:
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filter = graphicsdriver.FilterNearest
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shader = c.nearestShader
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case s > 1:
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screenFilter = true
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shader = c.screenShader
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default:
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// screenShader works with >=1 scale, but does not well with <1 scale.
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// Use regular FilterLinear instead so far (#669).
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filter = graphicsdriver.FilterLinear
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shader = c.linearShader
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}
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dstRegion := graphicsdriver.Region{
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@ -263,20 +279,15 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) {
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srcs := [graphics.ShaderImageCount]*Image{c.offscreen}
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var shader *Shader
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var uniforms [][]float32
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if screenFilter {
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shader = c.screenShader
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dstWidth, dstHeight := c.screen.width, c.screen.height
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srcWidth, srcHeight := c.offscreen.width, c.offscreen.height
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uniforms = shader.ConvertUniforms(map[string]interface{}{
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uniforms := shader.ConvertUniforms(map[string]interface{}{
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"Scale": []float32{
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float32(dstWidth) / float32(srcWidth),
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float32(dstHeight) / float32(srcHeight),
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},
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})
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}
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c.screen.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, filter, graphicsdriver.AddressUnsafe, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, shader, uniforms, false, true)
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c.screen.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, shader, uniforms, false, true)
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}
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func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
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