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internal/graphics: use the terms 'image' and 'texture' appropriately
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@ -33,44 +33,44 @@ func imageDstTextureSize() vec2 {
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`
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shaderSuffix += fmt.Sprintf(`
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var __textureSizes [%[1]d]vec2
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var __srcTextureSizes [%[1]d]vec2
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// imageSrcTextureSize returns the source image's texture size in pixels.
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// As an image is a part of internal texture, the texture is usually bigger than the image.
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// The texture's size is useful when you want to calculate pixels from texels in the texel mode.
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func imageSrcTextureSize() vec2 {
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return __textureSizes[0]
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return __srcTextureSizes[0]
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}
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// The unit is the source texture's pixel or texel.
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var __textureDestinationRegionOrigin vec2
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var __imageDstRegionOrigin vec2
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// The unit is the source texture's pixel or texel.
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var __textureDestinationRegionSize vec2
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var __imageDstRegionSize vec2
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// imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture.
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// The unit is the source texture's pixel or texel.
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//
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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func imageDstRegionOnTexture() (vec2, vec2) {
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return __textureDestinationRegionOrigin, __textureDestinationRegionSize
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return __imageDstRegionOrigin, __imageDstRegionSize
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}
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// The unit is the source texture's pixel.
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var __textureSourceOffsets [%[2]d]vec2
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var __imageSrcOffsets [%[2]d]vec2
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// The unit is the source texture's pixel or texel.
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var __textureSourceRegionOrigin vec2
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var __imageSrcRegionOrigin vec2
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// The unit is the source texture's pixel or texel.
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var __textureSourceRegionSize vec2
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var __imageSrcRegionSize vec2
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// imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture.
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// The unit is the source texture's pixel or texel.
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//
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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func imageSrcRegionOnTexture() (vec2, vec2) {
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return __textureSourceRegionOrigin, __textureSourceRegionSize
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return __imageSrcRegionOrigin, __imageSrcRegionSize
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}
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`, ShaderImageCount, ShaderImageCount-1)
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@ -80,9 +80,9 @@ func imageSrcRegionOnTexture() (vec2, vec2) {
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// Convert the position in texture0's positions to the target texture positions.
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switch unit {
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case shaderir.Pixels:
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pos = fmt.Sprintf("pos + __textureSourceOffsets[%d]", i-1)
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pos = fmt.Sprintf("pos + __imageSrcOffsets[%d]", i-1)
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case shaderir.Texels:
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pos = fmt.Sprintf("(pos * __textureSizes[0] + __textureSourceOffsets[%d]) / __textureSizes[%d]", i-1, i)
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pos = fmt.Sprintf("(pos * __srcTextureSizes[0] + __imageSrcOffsets[%d]) / __srcTextureSizes[%d]", i-1, i)
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default:
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return "", fmt.Errorf("graphics: unexpected unit: %d", unit)
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}
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@ -97,7 +97,7 @@ func imageSrc%[1]dUnsafeAt(pos vec2) vec4 {
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func imageSrc%[1]dAt(pos vec2) vec4 {
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// pos is the position of the source texture (= 0th image's texture).
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// If pos is in the region, the result is (1, 1). Otherwise, either element is 0.
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in := step(__textureSourceRegionOrigin, pos) - step(__textureSourceRegionOrigin + __textureSourceRegionSize, pos)
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in := step(__imageSrcRegionOrigin, pos) - step(__imageSrcRegionOrigin + __imageSrcRegionSize, pos)
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return __texelAt(__t%[1]d, %[2]s) * in.x * in.y
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}
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`, i, pos)
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@ -24,30 +24,30 @@ const (
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// PreservedUniformVariablesCount represents the number of preserved uniform variables.
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// Any shaders in Ebitengine must have these uniform variables.
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PreservedUniformVariablesCount = 1 + // the destination texture size
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1 + // the texture sizes array
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1 + // the texture destination region's origin
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1 + // the texture destination region's size
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1 + // the offsets array of the second and the following images
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1 + // the texture source region's origin
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1 + // the texture source region's size
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1 + // the source texture sizes array
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1 + // the destination image region's origin
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1 + // the destination image region's size
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1 + // the offsets array of the second and the following source images
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1 + // the source image region's origin
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1 + // the source image region's size
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1 // the projection matrix
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TextureDestinationSizeUniformVariableIndex = 0
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TextureSourceSizesUniformVariableIndex = 1
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TextureDestinationRegionOriginUniformVariableIndex = 2
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TextureDestinationRegionSizeUniformVariableIndex = 3
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TextureSourceOffsetsUniformVariableIndex = 4
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TextureSourceRegionOriginUniformVariableIndex = 5
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TextureSourceRegionSizeUniformVariableIndex = 6
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ProjectionMatrixUniformVariableIndex = 7
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TextureDestinationSizeUniformVariableIndex = 0
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TextureSourceSizesUniformVariableIndex = 1
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ImageDestinationRegionOriginUniformVariableIndex = 2
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ImageDestinationRegionSizeUniformVariableIndex = 3
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ImageSourceOffsetsUniformVariableIndex = 4
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ImageSourceRegionOriginUniformVariableIndex = 5
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ImageSourceRegionSizeUniformVariableIndex = 6
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ProjectionMatrixUniformVariableIndex = 7
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PreservedUniformUint32Count = 2 + // the destination texture size
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2*ShaderImageCount + // the texture sizes array
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2 + // the texture destination region's origin
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2 + // the texture destination region's size
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2*(ShaderImageCount-1) + // the offsets array of the second and the following images
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2 + // the texture source region's origin
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2 + // the texture source region's size
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2*ShaderImageCount + // the source texture sizes array
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2 + // the destination image region's origin
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2 + // the destination image region's size
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2*(ShaderImageCount-1) + // the offsets array of the second and the following source images
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2 + // the source image region's origin
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2 + // the source image region's size
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16 // the projection matrix
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)
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