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Pre-failing test for color interpolation during rendering. (#2001)
Before #1996, this failed with: image_test.go:1997: At(1, 0): got: {64 64 128 255}, want: {0 128 128 255} The difference is: - Before, colors were interpolated in straight-color space: - Background: {0 0 255 255} - Vertex A: {255 0 0 0} - Vertex B: {0 255 0 255} - Interpolated: {128 128 0 128} - Premultiplied: {64 64 0 128} - Onto Background: {64 64 128 255} - After, colors are interpolated in premultiplied space: - Background: {0 0 255 255} - Vertex A: {255 0 0 0} - Vertex A premultiplied: {0 0 0 0} - Vertex B: {0 255 0 255} - Vertex B premultiplied: {0 255 0 255} - Interpolated: {0 128 0 128} - Onto Background: {0 128 128 255} This DIFFERS from the sample fragment shader, which returns the color as is (Kage allows vertex color values to be used for arbitrary purposes and interpolates independently): - Shader sample: - Background: {0 0 255 255} - Vertex A: {255 0 0 0} - Vertex B: {0 255 0 255} - Interpolated: {128 128 0 128} - Onto Background: {128 128 128 255} as the blend function is `GL_ONE` / `GL_ONE_MINUS_SRC_ALPHA`. This shader behavior is unchanged but has been documented by #1996.
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parent
f2209a0b51
commit
62229e82a6
151
image_test.go
151
image_test.go
@ -1928,6 +1928,157 @@ func TestImageDrawTrianglesWithColorM(t *testing.T) {
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}
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}
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func TestImageDrawTrianglesInterpolatesColors(t *testing.T) {
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const w, h = 3, 1
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src := ebiten.NewImage(w, h)
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dst := ebiten.NewImage(w, h)
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src.Fill(color.White)
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vs := []ebiten.Vertex{
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{
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DstX: 0,
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DstY: 0,
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SrcX: 0,
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SrcY: 0,
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ColorR: 1,
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ColorG: 0,
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ColorB: 0,
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ColorA: 0,
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},
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{
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DstX: w,
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DstY: 0,
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SrcX: w,
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SrcY: 0,
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ColorR: 0,
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ColorG: 1,
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ColorB: 0,
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ColorA: 1,
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},
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{
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DstX: 0,
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DstY: h,
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SrcX: 0,
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SrcY: h,
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ColorR: 1,
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ColorG: 0,
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ColorB: 0,
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ColorA: 0,
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},
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{
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DstX: w,
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DstY: h,
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SrcX: w,
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SrcY: h,
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ColorR: 0,
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ColorG: 1,
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ColorB: 0,
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ColorA: 1,
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},
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}
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dst.Fill(color.RGBA{0x00, 0x00, 0xff, 0xff})
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op := &ebiten.DrawTrianglesOptions{}
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is := []uint16{0, 1, 2, 1, 2, 3}
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dst.DrawTriangles(vs, is, src, op)
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got := dst.At(1, 0).(color.RGBA)
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// Correct color interpolation uses the alpha channel and notices that colors on the left side of the texture are fully transparent.
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want := color.RGBA{0x00, 0x80, 0x80, 0xff}
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// Interpolation isn't exactly specified, so a range is accepable.
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diff := math.Max(math.Max(math.Max(
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math.Abs(float64(got.R)-float64(want.R)),
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math.Abs(float64(got.G)-float64(want.G))),
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math.Abs(float64(got.B)-float64(want.B))),
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math.Abs(float64(got.A)-float64(want.A)))
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if diff > 5 {
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t.Errorf("At(1, 0): got: %v, want: %v", got, want)
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}
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}
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func TestImageDrawTrianglesShaderInterpolatesValues(t *testing.T) {
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const w, h = 3, 1
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src := ebiten.NewImage(w, h)
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dst := ebiten.NewImage(w, h)
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src.Fill(color.White)
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vs := []ebiten.Vertex{
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{
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DstX: 0,
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DstY: 0,
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SrcX: 0,
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SrcY: 0,
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ColorR: 1,
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ColorG: 0,
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ColorB: 0,
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ColorA: 0,
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},
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{
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DstX: w,
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DstY: 0,
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SrcX: w,
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SrcY: 0,
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ColorR: 0,
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ColorG: 1,
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ColorB: 0,
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ColorA: 1,
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},
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{
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DstX: 0,
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DstY: h,
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SrcX: 0,
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SrcY: h,
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ColorR: 1,
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ColorG: 0,
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ColorB: 0,
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ColorA: 0,
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},
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{
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DstX: w,
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DstY: h,
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SrcX: w,
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SrcY: h,
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ColorR: 0,
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ColorG: 1,
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ColorB: 0,
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ColorA: 1,
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},
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}
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dst.Fill(color.RGBA{0x00, 0x00, 0xff, 0xff})
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op := &ebiten.DrawTrianglesShaderOptions{
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Images: [4]*ebiten.Image{src, nil, nil, nil},
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}
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is := []uint16{0, 1, 2, 1, 2, 3}
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shader, err := ebiten.NewShader([]byte(`
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return color
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}
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`))
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if err != nil {
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t.Fatalf("could not compile shader: %v", err)
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}
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dst.DrawTrianglesShader(vs, is, shader, op)
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got := dst.At(1, 0).(color.RGBA)
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// Shaders get each color value interpolated independently.
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want := color.RGBA{0x80, 0x80, 0x80, 0xff}
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// Interpolation isn't exactly specified, so a range is accepable.
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diff := math.Max(math.Max(math.Max(
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math.Abs(float64(got.R)-float64(want.R)),
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math.Abs(float64(got.G)-float64(want.G))),
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math.Abs(float64(got.B)-float64(want.B))),
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math.Abs(float64(got.A)-float64(want.A)))
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if diff > 5 {
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t.Errorf("At(1, 0): got: %v, want: %v", got, want)
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}
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}
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// Issue #1137
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func TestImageDrawOver(t *testing.T) {
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dst := ebiten.NewImage(320, 240)
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