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internal/ui: refactoring: move the screen rendering logic to ebiten package
Updates #2046
This commit is contained in:
parent
08e6f5af86
commit
4bd3a9ef8f
104
gameforui.go
104
gameforui.go
@ -15,21 +15,84 @@
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package ebiten
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import (
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"fmt"
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"image"
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"math"
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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const screenShaderSrc = `package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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// TODO: Calculate the scale in the shader after pixels become the main unit in shaders (#1431)
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_, dr := imageDstRegionOnTexture()
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_, sr := imageSrcRegionOnTexture()
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scale := (imageDstTextureSize() * dr) / (imageSrcTextureSize() * sr)
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sourceSize := imageSrcTextureSize()
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// texelSize is one pixel size in texel sizes.
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texelSize := 1 / sourceSize
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halfScaledTexelSize := texelSize / 2 / scale
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// Shift 1/512 [texel] to avoid the tie-breaking issue.
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pos := texCoord
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p0 := pos - halfScaledTexelSize + (texelSize / 512)
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p1 := pos + halfScaledTexelSize + (texelSize / 512)
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// Texels must be in the source rect, so it is not necessary to check.
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c0 := imageSrc0UnsafeAt(p0)
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c1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))
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c2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))
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c3 := imageSrc0UnsafeAt(p1)
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// p is the p1 value in one pixel assuming that the pixel's upper-left is (0, 0) and the lower-right is (1, 1).
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p := fract(p1 * sourceSize)
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// rate indicates how much the 4 colors are mixed. rate is in between [0, 1].
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//
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// 0 <= p <= 1/Scale: The rate is in between [0, 1]
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// 1/Scale < p: Don't care. Adjacent colors (e.g. c0 vs c1 in an X direction) should be the same.
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rate := clamp(p*scale, 0, 1)
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
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}
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`
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var screenFilterEnabled = int32(1)
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func isScreenFilterEnabled() bool {
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return atomic.LoadInt32(&screenFilterEnabled) != 0
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}
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func setScreenFilterEnabled(enabled bool) {
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v := int32(0)
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if enabled {
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v = 1
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}
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atomic.StoreInt32(&screenFilterEnabled, v)
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}
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type gameForUI struct {
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game Game
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offscreen *Image
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game Game
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offscreen *Image
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screen *Image
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screenShader *Shader
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}
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func newGameForUI(game Game) *gameForUI {
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return &gameForUI{
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g := &gameForUI{
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game: game,
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}
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s, err := NewShader([]byte(screenShaderSrc))
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if err != nil {
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panic(fmt.Sprintf("ebiten: compiling the screen shader failed: %v", err))
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}
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g.screenShader = s
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return g
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}
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func (c *gameForUI) NewOffscreenImage(width, height int) *ui.Image {
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@ -51,6 +114,16 @@ func (c *gameForUI) NewOffscreenImage(width, height int) *ui.Image {
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return c.offscreen.image
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}
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func (c *gameForUI) NewScreenImage(width, height int) *ui.Image {
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if c.screen != nil {
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c.screen.Dispose()
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c.screen = nil
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}
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c.screen = newImage(image.Rect(0, 0, width, height), atlas.ImageTypeScreen)
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return c.screen.image
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}
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func (c *gameForUI) Layout(outsideWidth, outsideHeight int) (int, int) {
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return c.game.Layout(outsideWidth, outsideHeight)
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}
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@ -59,6 +132,29 @@ func (c *gameForUI) Update() error {
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return c.game.Update()
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}
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func (c *gameForUI) Draw() {
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func (c *gameForUI) DrawOffscreen() {
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c.game.Draw(c.offscreen)
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}
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func (g *gameForUI) DrawScreen(scale, offsetX, offsetY float64) {
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switch {
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case !isScreenFilterEnabled(), math.Floor(scale) == scale:
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op := &DrawImageOptions{}
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op.GeoM.Scale(scale, scale)
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op.GeoM.Translate(offsetX, offsetY)
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g.screen.DrawImage(g.offscreen, op)
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case scale < 1:
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op := &DrawImageOptions{}
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op.GeoM.Scale(scale, scale)
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op.GeoM.Translate(offsetX, offsetY)
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op.Filter = FilterLinear
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g.screen.DrawImage(g.offscreen, op)
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default:
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op := &DrawRectShaderOptions{}
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op.Images[0] = g.offscreen
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op.GeoM.Scale(scale, scale)
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op.GeoM.Translate(offsetX, offsetY)
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w, h := g.offscreen.Size()
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g.screen.DrawRectShader(w, h, g.screenShader, op)
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}
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}
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@ -15,12 +15,10 @@
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package ui
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import (
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"fmt"
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"math"
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"sync"
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"sync/atomic"
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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/clock"
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"github.com/hajimehoshi/ebiten/v2/internal/debug"
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@ -30,63 +28,18 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
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)
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const screenShaderSrc = `package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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// TODO: Calculate the scale in the shader after pixels become the main unit in shaders (#1431)
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_, dr := imageDstRegionOnTexture()
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_, sr := imageSrcRegionOnTexture()
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scale := (imageDstTextureSize() * dr) / (imageSrcTextureSize() * sr)
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sourceSize := imageSrcTextureSize()
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// texelSize is one pixel size in texel sizes.
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texelSize := 1 / sourceSize
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halfScaledTexelSize := texelSize / 2 / scale
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// Shift 1/512 [texel] to avoid the tie-breaking issue.
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pos := texCoord
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p0 := pos - halfScaledTexelSize + (texelSize / 512)
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p1 := pos + halfScaledTexelSize + (texelSize / 512)
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// Texels must be in the source rect, so it is not necessary to check.
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c0 := imageSrc0UnsafeAt(p0)
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c1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))
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c2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))
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c3 := imageSrc0UnsafeAt(p1)
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// p is the p1 value in one pixel assuming that the pixel's upper-left is (0, 0) and the lower-right is (1, 1).
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p := fract(p1 * sourceSize)
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// rate indicates how much the 4 colors are mixed. rate is in between [0, 1].
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//
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// 0 <= p <= 1/Scale: The rate is in between [0, 1]
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// 1/Scale < p: Don't care. Adjacent colors (e.g. c0 vs c1 in an X direction) should be the same.
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rate := clamp(p*scale, 0, 1)
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
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}
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`
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var (
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screenShader *Shader
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NearestFilterShader = &Shader{shader: mipmap.NearestFilterShader}
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LinearFilterShader = &Shader{shader: mipmap.LinearFilterShader}
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)
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func init() {
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{
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ir, err := graphics.CompileShader([]byte(screenShaderSrc))
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if err != nil {
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panic(fmt.Sprintf("ui: compiling the screen shader failed: %v", err))
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}
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screenShader = NewShader(ir)
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}
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}
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type Game interface {
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NewOffscreenImage(width, height int) *Image
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NewScreenImage(width, height int) *Image
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Layout(outsideWidth, outsideHeight int) (int, int)
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Update() error
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Draw()
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DrawOffscreen()
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DrawScreen(scale, offsetX, offsteY float64)
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}
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type context struct {
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@ -211,51 +164,14 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) {
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if theGlobalState.isScreenClearedEveryFrame() {
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c.offscreen.clear()
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}
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c.game.Draw()
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c.game.DrawOffscreen()
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if graphicsDriver.NeedsClearingScreen() {
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// This clear is needed for fullscreen mode or some mobile platforms (#622).
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c.screen.clear()
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}
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screenScale, offsetX, offsetY := c.screenScaleAndOffsets()
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var shader *Shader
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switch {
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case !theGlobalState.isScreenFilterEnabled():
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shader = NearestFilterShader
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case math.Floor(screenScale) == screenScale:
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shader = NearestFilterShader
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case screenScale > 1:
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shader = 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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shader = LinearFilterShader
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}
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dstRegion := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: float32(c.screen.width),
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Height: float32(c.screen.height),
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}
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srcRegion := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: float32(c.offscreen.width),
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Height: float32(c.offscreen.height),
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}
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vs := graphics.QuadVertices(
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0, 0, float32(c.offscreen.width), float32(c.offscreen.height),
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float32(screenScale), 0, 0, float32(screenScale), float32(offsetX), float32(offsetY),
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1, 1, 1, 1)
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is := graphics.QuadIndices()
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srcs := [graphics.ShaderImageCount]*Image{c.offscreen}
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c.screen.DrawTriangles(srcs, vs, is, graphicsdriver.CompositeModeCopy, dstRegion, srcRegion, [graphics.ShaderImageCount - 1][2]float32{}, shader, nil, false, true)
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c.game.DrawScreen(c.screenScaleAndOffsets())
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}
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func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
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@ -287,7 +203,7 @@ func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFac
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}
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}
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if c.screen == nil {
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c.screen = NewImage(sw, sh, atlas.ImageTypeScreen)
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c.screen = c.game.NewScreenImage(sw, sh)
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}
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if c.offscreen != nil {
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@ -333,7 +249,6 @@ func (c *context) screenScaleAndOffsets() (float64, float64, float64) {
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var theGlobalState = globalState{
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isScreenClearedEveryFrame_: 1,
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screenFilterEnabled_: 1,
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}
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// globalState represents a global state in this package.
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@ -344,7 +259,6 @@ type globalState struct {
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fpsMode_ int32
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isScreenClearedEveryFrame_ int32
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screenFilterEnabled_ int32
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graphicsLibrary_ int32
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}
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@ -382,18 +296,6 @@ func (g *globalState) setScreenClearedEveryFrame(cleared bool) {
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atomic.StoreInt32(&g.isScreenClearedEveryFrame_, v)
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}
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func (g *globalState) isScreenFilterEnabled() bool {
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return atomic.LoadInt32(&g.screenFilterEnabled_) != 0
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}
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func (g *globalState) setScreenFilterEnabled(enabled bool) {
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v := int32(0)
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if enabled {
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v = 1
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}
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atomic.StoreInt32(&g.screenFilterEnabled_, v)
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}
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func (g *globalState) setGraphicsLibrary(library GraphicsLibrary) {
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atomic.StoreInt32(&g.graphicsLibrary_, int32(library))
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}
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@ -419,14 +321,6 @@ func SetScreenClearedEveryFrame(cleared bool) {
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theGlobalState.setScreenClearedEveryFrame(cleared)
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}
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func IsScreenFilterEnabled() bool {
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return theGlobalState.isScreenFilterEnabled()
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}
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func SetScreenFilterEnabled(enabled bool) {
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theGlobalState.setScreenFilterEnabled(enabled)
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}
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func GetGraphicsLibrary() GraphicsLibrary {
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return theGlobalState.graphicsLibrary()
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}
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4
run.go
4
run.go
@ -133,14 +133,14 @@ func IsScreenClearedEveryFrame() bool {
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//
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// SetScreenFilterEnabled is concurrent-safe, but takes effect only at the next Draw call.
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func SetScreenFilterEnabled(enabled bool) {
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ui.SetScreenFilterEnabled(enabled)
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setScreenFilterEnabled(enabled)
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}
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// IsScreenFilterEnabled returns true if Ebitengine's "screen" filter is enabled.
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//
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// IsScreenFilterEnabled is concurrent-safe.
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func IsScreenFilterEnabled() bool {
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return ui.IsScreenFilterEnabled()
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return isScreenFilterEnabled()
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}
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type imageDumperGame struct {
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