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internal/restorable: integrate Image.DrawTriangles into internal/atlas
Updates #805
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@ -343,6 +343,10 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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}
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}
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func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
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func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
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if len(vertices) == 0 {
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return
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}
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backends := make([]*backend, 0, len(srcs))
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backends := make([]*backend, 0, len(srcs))
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for _, src := range srcs {
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for _, src := range srcs {
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if src == nil {
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if src == nil {
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@ -415,15 +419,15 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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srcRegions[i] = srcRegions[i].Add(r.Min)
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srcRegions[i] = srcRegions[i].Add(r.Min)
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}
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}
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var imgs [graphics.ShaderImageCount]*restorable.Image
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var imgs [graphics.ShaderImageCount]*graphicscommand.Image
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for i, src := range srcs {
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for i, src := range srcs {
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if src == nil {
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if src == nil {
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continue
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continue
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}
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}
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imgs[i] = src.backend.restorable
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imgs[i] = src.backend.restorable.Image
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}
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}
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i.backend.restorable.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.ensureShader(), uniforms, fillRule)
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i.backend.restorable.Image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.ensureShader().Shader, uniforms, fillRule)
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for _, src := range srcs {
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for _, src := range srcs {
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if src == nil {
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if src == nil {
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@ -66,12 +66,12 @@ func (i *Image) Extend(width, height int) *Image {
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// Use DrawTriangles instead of WritePixels because the image i might be stale and not have its pixels
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// Use DrawTriangles instead of WritePixels because the image i might be stale and not have its pixels
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// information.
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// information.
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srcs := [graphics.ShaderImageCount]*Image{i}
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srcs := [graphics.ShaderImageCount]*graphicscommand.Image{i.Image}
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sw, sh := i.Image.InternalSize()
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sw, sh := i.Image.InternalSize()
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vs := quadVertices(0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1)
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vs := quadVertices(0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1)
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is := graphics.QuadIndices()
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is := graphics.QuadIndices()
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dr := image.Rect(0, 0, sw, sh)
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dr := image.Rect(0, 0, sw, sh)
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newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillAll)
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newImg.Image.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader.Shader, nil, graphicsdriver.FillAll)
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i.Image.Dispose()
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i.Image.Dispose()
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i.Image = nil
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i.Image = nil
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@ -116,30 +116,3 @@ func (i *Image) WritePixels(pixels *graphics.ManagedBytes, region image.Rectangl
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i.Image.WritePixels(pixels, region)
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i.Image.WritePixels(pixels, region)
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}
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}
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// DrawTriangles draws triangles with the given image.
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//
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// The vertex floats are:
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//
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// 0: Destination X in pixels
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// 1: Destination Y in pixels
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// 2: Source X in texels
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// 3: Source Y in texels
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// 4: Color R [0.0-1.0]
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// 5: Color G
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// 6: Color B
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// 7: Color Y
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
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if len(vertices) == 0 {
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return
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}
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var imgs [graphics.ShaderImageCount]*graphicscommand.Image
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for i, src := range srcs {
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if src == nil {
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continue
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}
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imgs[i] = src.Image
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}
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i.Image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.Shader, uniforms, fillRule)
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}
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