internal/graphics: use the terms 'image' and 'texture' appropriately

This commit is contained in:
Hajime Hoshi 2023-08-24 01:46:11 +09:00
parent 7ea3cd4738
commit 3493358fd2
2 changed files with 32 additions and 32 deletions

View File

@ -33,44 +33,44 @@ func imageDstTextureSize() vec2 {
`
shaderSuffix += fmt.Sprintf(`
var __textureSizes [%[1]d]vec2
var __srcTextureSizes [%[1]d]vec2
// imageSrcTextureSize returns the source image's texture size in pixels.
// As an image is a part of internal texture, the texture is usually bigger than the image.
// The texture's size is useful when you want to calculate pixels from texels in the texel mode.
func imageSrcTextureSize() vec2 {
return __textureSizes[0]
return __srcTextureSizes[0]
}
// The unit is the source texture's pixel or texel.
var __textureDestinationRegionOrigin vec2
var __imageDstRegionOrigin vec2
// The unit is the source texture's pixel or texel.
var __textureDestinationRegionSize vec2
var __imageDstRegionSize vec2
// imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture.
// The unit is the source texture's pixel or texel.
//
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
func imageDstRegionOnTexture() (vec2, vec2) {
return __textureDestinationRegionOrigin, __textureDestinationRegionSize
return __imageDstRegionOrigin, __imageDstRegionSize
}
// The unit is the source texture's pixel.
var __textureSourceOffsets [%[2]d]vec2
var __imageSrcOffsets [%[2]d]vec2
// The unit is the source texture's pixel or texel.
var __textureSourceRegionOrigin vec2
var __imageSrcRegionOrigin vec2
// The unit is the source texture's pixel or texel.
var __textureSourceRegionSize vec2
var __imageSrcRegionSize vec2
// imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture.
// The unit is the source texture's pixel or texel.
//
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
func imageSrcRegionOnTexture() (vec2, vec2) {
return __textureSourceRegionOrigin, __textureSourceRegionSize
return __imageSrcRegionOrigin, __imageSrcRegionSize
}
`, ShaderImageCount, ShaderImageCount-1)
@ -80,9 +80,9 @@ func imageSrcRegionOnTexture() (vec2, vec2) {
// Convert the position in texture0's positions to the target texture positions.
switch unit {
case shaderir.Pixels:
pos = fmt.Sprintf("pos + __textureSourceOffsets[%d]", i-1)
pos = fmt.Sprintf("pos + __imageSrcOffsets[%d]", i-1)
case shaderir.Texels:
pos = fmt.Sprintf("(pos * __textureSizes[0] + __textureSourceOffsets[%d]) / __textureSizes[%d]", i-1, i)
pos = fmt.Sprintf("(pos * __srcTextureSizes[0] + __imageSrcOffsets[%d]) / __srcTextureSizes[%d]", i-1, i)
default:
return "", fmt.Errorf("graphics: unexpected unit: %d", unit)
}
@ -97,7 +97,7 @@ func imageSrc%[1]dUnsafeAt(pos vec2) vec4 {
func imageSrc%[1]dAt(pos vec2) vec4 {
// pos is the position of the source texture (= 0th image's texture).
// If pos is in the region, the result is (1, 1). Otherwise, either element is 0.
in := step(__textureSourceRegionOrigin, pos) - step(__textureSourceRegionOrigin + __textureSourceRegionSize, pos)
in := step(__imageSrcRegionOrigin, pos) - step(__imageSrcRegionOrigin + __imageSrcRegionSize, pos)
return __texelAt(__t%[1]d, %[2]s) * in.x * in.y
}
`, i, pos)

View File

@ -24,30 +24,30 @@ const (
// PreservedUniformVariablesCount represents the number of preserved uniform variables.
// Any shaders in Ebitengine must have these uniform variables.
PreservedUniformVariablesCount = 1 + // the destination texture size
1 + // the texture sizes array
1 + // the texture destination region's origin
1 + // the texture destination region's size
1 + // the offsets array of the second and the following images
1 + // the texture source region's origin
1 + // the texture source region's size
1 + // the source texture sizes array
1 + // the destination image region's origin
1 + // the destination image region's size
1 + // the offsets array of the second and the following source images
1 + // the source image region's origin
1 + // the source image region's size
1 // the projection matrix
TextureDestinationSizeUniformVariableIndex = 0
TextureSourceSizesUniformVariableIndex = 1
TextureDestinationRegionOriginUniformVariableIndex = 2
TextureDestinationRegionSizeUniformVariableIndex = 3
TextureSourceOffsetsUniformVariableIndex = 4
TextureSourceRegionOriginUniformVariableIndex = 5
TextureSourceRegionSizeUniformVariableIndex = 6
ProjectionMatrixUniformVariableIndex = 7
TextureDestinationSizeUniformVariableIndex = 0
TextureSourceSizesUniformVariableIndex = 1
ImageDestinationRegionOriginUniformVariableIndex = 2
ImageDestinationRegionSizeUniformVariableIndex = 3
ImageSourceOffsetsUniformVariableIndex = 4
ImageSourceRegionOriginUniformVariableIndex = 5
ImageSourceRegionSizeUniformVariableIndex = 6
ProjectionMatrixUniformVariableIndex = 7
PreservedUniformUint32Count = 2 + // the destination texture size
2*ShaderImageCount + // the texture sizes array
2 + // the texture destination region's origin
2 + // the texture destination region's size
2*(ShaderImageCount-1) + // the offsets array of the second and the following images
2 + // the texture source region's origin
2 + // the texture source region's size
2*ShaderImageCount + // the source texture sizes array
2 + // the destination image region's origin
2 + // the destination image region's size
2*(ShaderImageCount-1) + // the offsets array of the second and the following source images
2 + // the source image region's origin
2 + // the source image region's size
16 // the projection matrix
)