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ebiten: Bug fix: Fix the texel calculation
In shaders, texCoord is always in texture0's texels. Convert them at imageNTextureAt functions correctly. Fixes #1290
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@ -26,14 +26,14 @@ const (
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PreservedUniformVariablesNum = 1 + // the destination texture size
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1 + // the texture sizes array
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1 + // the offsets array of the second and the following images
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1 + // the texture source origin
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1 // the texture source sizes
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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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DestinationTextureSizeUniformVariableIndex = 0
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TextureSizesUniformVariableIndex = 1
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TextureSourceOffsetsUniformVariableIndex = 2
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TextureSourceOriginUniformVariableIndex = 3
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TextureSourceSizesUniformVariableIndex = 4
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TextureSourceRegionOriginUniformVariableIndex = 3
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TextureSourceRegionSizeUniformVariableIndex = 4
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)
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const (
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@ -167,7 +167,6 @@ func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.Sh
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sourceRegion.Y /= float32(h)
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sourceRegion.Width /= float32(w)
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sourceRegion.Height /= float32(h)
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// TODO: This doesn't work when the src image sizes are different.
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for i := range offsets {
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offsets[i][0] /= float32(w)
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offsets[i][1] /= float32(h)
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@ -1029,30 +1029,13 @@ func (g *Graphics) DrawShader(dstID driver.ImageID, srcIDs [graphics.ShaderImage
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}
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us[graphics.TextureSourceOffsetsUniformVariableIndex] = uoffsets
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// Set the source origin of the first image.
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// Set the source region's origin of texture0.
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uorigin := []float32{float32(sourceRegion.X), float32(sourceRegion.Y)}
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us[graphics.TextureSourceOriginUniformVariableIndex] = uorigin
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us[graphics.TextureSourceRegionOriginUniformVariableIndex] = uorigin
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// Set the source sizes.
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ussizes := make([]float32, 2*len(srcs))
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if srcs[0] != nil {
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w, h := sourceRegion.Width, sourceRegion.Height
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bw, bh := srcs[0].internalSize()
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for i, src := range srcs {
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if i == 0 {
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ussizes[2*i] = float32(w)
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ussizes[2*i+1] = float32(h)
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continue
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}
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if src == nil {
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continue
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}
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tw, th := src.internalSize()
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ussizes[2*i] = float32(w) * float32(bw) / float32(tw)
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ussizes[2*i+1] = float32(h) * float32(bh) / float32(th)
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}
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}
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us[graphics.TextureSourceSizesUniformVariableIndex] = ussizes
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// Set the source region's size of texture0.
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ussize := []float32{float32(sourceRegion.Width), float32(sourceRegion.Height)}
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us[graphics.TextureSourceRegionSizeUniformVariableIndex] = ussize
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// Set the additional uniform variables.
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for i, v := range uniforms {
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@ -336,37 +336,17 @@ func (g *Graphics) DrawShader(dst driver.ImageID, srcs [graphics.ShaderImageNum]
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us[idx].typ = s.ir.Uniforms[idx]
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}
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{
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origin := make([]float32, 2)
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origin[0] = sourceRegion.X
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origin[1] = sourceRegion.Y
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const idx = graphics.TextureSourceOriginUniformVariableIndex
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origin := []float32{float32(sourceRegion.X), float32(sourceRegion.Y)}
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const idx = graphics.TextureSourceRegionOriginUniformVariableIndex
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us[idx].name = fmt.Sprintf("U%d", idx)
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us[idx].value = origin
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us[idx].typ = s.ir.Uniforms[idx]
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}
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{
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sizes := make([]float32, 2*len(srcs))
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if baseimg := g.images[srcs[0]]; baseimg != nil {
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w, h := sourceRegion.Width, sourceRegion.Height
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bw, bh := baseimg.framebufferSize()
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for i, src := range srcs {
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if i == 0 {
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sizes[2*i] = float32(w)
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sizes[2*i+1] = float32(h)
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continue
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}
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img := g.images[src]
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if img == nil {
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continue
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}
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tw, th := img.framebufferSize()
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sizes[2*i] = float32(w) * float32(bw) / float32(tw)
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sizes[2*i+1] = float32(h) * float32(bh) / float32(th)
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}
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}
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const idx = graphics.TextureSourceSizesUniformVariableIndex
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size := []float32{float32(sourceRegion.Width), float32(sourceRegion.Height)}
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const idx = graphics.TextureSourceRegionSizeUniformVariableIndex
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us[idx].name = fmt.Sprintf("U%d", idx)
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us[idx].value = sizes
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us[idx].value = size
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us[idx].typ = s.ir.Uniforms[idx]
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}
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@ -241,12 +241,8 @@ func defaultProgram() shaderir.Program {
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}
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// Source region origin
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p.Uniforms[3] = shaderir.Type{Main: shaderir.Vec2}
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// Source region sizes
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p.Uniforms[4] = shaderir.Type{
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Main: shaderir.Array,
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Length: graphics.ShaderImageNum,
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Sub: []shaderir.Type{{Main: shaderir.Vec2}},
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}
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// Source region size
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p.Uniforms[4] = shaderir.Type{Main: shaderir.Vec2}
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return p
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}
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24
shader.go
24
shader.go
@ -49,30 +49,38 @@ func image%[1]dTextureSize() vec2 {
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}
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shaderSuffix += fmt.Sprintf(`
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// The unit is texture0's texels.
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var __textureSourceOffsets [%[1]d]vec2
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// The unit is texture0's texels.
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var __textureSourceOrigin vec2
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var __textureSourceSizes [%[2]d]vec2
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// The unit is texture0's texels.
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var __textureSourceSize vec2
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`, graphics.ShaderImageNum-1, graphics.ShaderImageNum)
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for i := 0; i < graphics.ShaderImageNum; i++ {
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var offset string
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pos := "pos"
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if i >= 1 {
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offset = fmt.Sprintf(" + __textureSourceOffsets[%d]", i-1)
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// Convert the position in texture0's texels to the target texture texels.
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pos = fmt.Sprintf("(pos + __textureSourceOffsets[%d]) * __textureSizes[0] / __textureSizes[%d]", i-1, i)
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}
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// __t%d is a special variable for a texture variable.
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shaderSuffix += fmt.Sprintf(`
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func image%[1]dTextureAt(pos vec2) vec4 {
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return texture2D(__t%[1]d, pos%[2]s)
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// pos is the position in texture0's texels.
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return texture2D(__t%[1]d, %[2]s)
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}
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func image%[1]dTextureBoundsAt(pos vec2) vec4 {
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return texture2D(__t%[1]d, pos%[2]s) *
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// pos is the position in texture0's texels.
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return texture2D(__t%[1]d, %[2]s) *
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step(__textureSourceOrigin.x, pos.x) *
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(1 - step(__textureSourceOrigin.x + __textureSourceSizes[%[1]d].x, pos.x)) *
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(1 - step(__textureSourceOrigin.x + __textureSourceSize.x, pos.x)) *
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step(__textureSourceOrigin.y, pos.y) *
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(1 - step(__textureSourceOrigin.y + __textureSourceSizes[%[1]d].y, pos.y))
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(1 - step(__textureSourceOrigin.y + __textureSourceSize.y, pos.y))
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}
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`, i, offset)
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`, i, pos)
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}
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shaderSuffix += `
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