mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Introduce Photoshop-like alpha blending
This commit is contained in:
parent
dc0e67f600
commit
6673a39fa2
@ -32,7 +32,7 @@ func textWidth(str string) int {
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return charWidth * len(str)
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}
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func drawText(context ebiten.GraphicsContext, textures *Textures, str string, x, y, scale int, clr color.Color) {
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func drawText(context ebiten.GraphicsContext, textures *Textures, str string, ox, oy, scale int, clr color.Color) {
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fontTextureId := textures.GetTexture("font")
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parts := []ebiten.TexturePart{}
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@ -53,11 +53,9 @@ func drawText(context ebiten.GraphicsContext, textures *Textures, str string, x,
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locationX += charWidth
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}
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geoMat := ebiten.GeometryMatrixI()
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geoMat.Concat(ebiten.ScaleGeometry(float64(scale), float64(scale)))
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geoMat.Concat(ebiten.TranslateGeometry(float64(x), float64(y)))
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clrMat := ebiten.ColorMatrixI()
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clrMat.Concat(ebiten.ScaleColor(clr))
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geoMat := ebiten.ScaleGeometry(float64(scale), float64(scale))
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geoMat.Concat(ebiten.TranslateGeometry(float64(ox), float64(oy)))
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clrMat := ebiten.ScaleColor(clr)
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context.DrawTexture(fontTextureId, parts, geoMat, clrMat)
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}
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@ -17,6 +17,7 @@ limitations under the License.
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package ebiten
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import (
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"github.com/hajimehoshi/ebiten/internal"
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"github.com/hajimehoshi/ebiten/internal/opengl"
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"github.com/hajimehoshi/ebiten/internal/opengl/internal/shader"
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)
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@ -92,11 +93,11 @@ func (r *RenderTarget) Size() (width int, height int) {
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}
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func u(x float64, width int) float32 {
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return float32(x) / float32(opengl.AdjustSizeForTexture(width))
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return float32(x) / float32(internal.AdjustSizeForTexture(width))
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}
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func v(y float64, height int) float32 {
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return float32(y) / float32(opengl.AdjustSizeForTexture(height))
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return float32(y) / float32(internal.AdjustSizeForTexture(height))
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}
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func textureQuads(parts []TexturePart, width, height int) []shader.TextureQuad {
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@ -22,8 +22,10 @@ import (
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)
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func newGraphicsContext(screenWidth, screenHeight, screenScale int) (*graphicsContext, error) {
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// The defualt framebuffer should be 0.
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r := opengl.NewRenderTarget(screenWidth*screenScale, screenHeight*screenScale, true)
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r, t, err := opengl.NewZeroRenderTarget(screenWidth*screenScale, screenHeight*screenScale, true)
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if err != nil {
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return nil, err
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}
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screen, err := idsInstance.createRenderTarget(screenWidth, screenHeight, gl.NEAREST)
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if err != nil {
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@ -32,7 +34,7 @@ func newGraphicsContext(screenWidth, screenHeight, screenScale int) (*graphicsCo
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c := &graphicsContext{
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currents: make([]*RenderTarget, 1),
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defaultR: &RenderTarget{r, nil},
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defaultR: &RenderTarget{r, &Texture{t}},
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screen: screen,
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screenWidth: screenWidth,
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screenHeight: screenHeight,
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4
ids.go
4
ids.go
@ -67,7 +67,9 @@ func (i *ids) drawTexture(target *RenderTarget, texture *Texture, parts []Textur
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}
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projectionMatrix := target.glRenderTarget.ProjectionMatrix()
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quads := textureQuads(parts, glTexture.Width(), glTexture.Height())
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shader.DrawTexture(glTexture.Native(), projectionMatrix, quads, &geo, &color)
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w, h := target.Size()
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shader.DrawTexture(glTexture.Native(), target.texture.glTexture.Native(), w, h, projectionMatrix, quads, &geo, &color)
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gl.Flush()
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return nil
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}
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32
internal/math.go
Normal file
32
internal/math.go
Normal file
@ -0,0 +1,32 @@
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/*
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Copyright 2014 Hajime Hoshi
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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package internal
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func NextPowerOf2(x uint64) uint64 {
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x -= 1
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x |= (x >> 1)
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x |= (x >> 2)
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x |= (x >> 4)
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x |= (x >> 8)
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x |= (x >> 16)
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x |= (x >> 32)
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return x + 1
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}
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func AdjustSizeForTexture(size int) int {
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return int(NextPowerOf2(uint64(size)))
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}
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@ -14,7 +14,7 @@ See the License for the specific language governing permissions and
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limitations under the License.
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*/
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package opengl_test
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package internal_test
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import (
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. "."
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@ -35,8 +35,7 @@ func TestNextPowerOf2(t *testing.T) {
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got := NextPowerOf2(testCase.arg)
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wanted := testCase.expected
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if wanted != got {
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t.Errorf("Clp(%d) = %d, wanted %d",
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testCase.arg, got, wanted)
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t.Errorf("Clp(%d) = %d, wanted %d", testCase.arg, got, wanted)
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}
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}
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@ -18,6 +18,7 @@ package shader
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import (
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"github.com/go-gl/gl"
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"github.com/hajimehoshi/ebiten/internal"
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"sync"
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)
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@ -38,7 +39,7 @@ type Matrix interface {
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}
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// TODO: Use VBO
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func DrawTexture(native gl.Texture, projectionMatrix [4][4]float64, quads []TextureQuad, geo Matrix, color Matrix) {
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func DrawTexture(native gl.Texture, target gl.Texture, width, height int, projectionMatrix [4][4]float64, quads []TextureQuad, geo Matrix, color Matrix) {
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once.Do(func() {
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initialize()
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})
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@ -47,27 +48,39 @@ func DrawTexture(native gl.Texture, projectionMatrix [4][4]float64, quads []Text
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return
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}
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// TODO: Check performance
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shaderProgram := use(glMatrix(projectionMatrix), geo, color)
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shaderProgram := use(glMatrix(projectionMatrix), width, height, geo, color)
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gl.ActiveTexture(gl.TEXTURE0)
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native.Bind(gl.TEXTURE_2D)
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defer gl.Texture(0).Bind(gl.TEXTURE_2D)
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gl.ActiveTexture(gl.TEXTURE1)
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target.Bind(gl.TEXTURE_2D)
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texture0UniformLocation := getUniformLocation(shaderProgram, "texture0")
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texture1UniformLocation := getUniformLocation(shaderProgram, "texture1")
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texture0UniformLocation.Uniform1i(0)
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texture1UniformLocation.Uniform1i(1)
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vertexAttrLocation := getAttributeLocation(shaderProgram, "vertex")
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texCoordAttrLocation := getAttributeLocation(shaderProgram, "tex_coord")
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texCoord0AttrLocation := getAttributeLocation(shaderProgram, "tex_coord0")
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texCoord1AttrLocation := getAttributeLocation(shaderProgram, "tex_coord1")
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gl.EnableClientState(gl.VERTEX_ARRAY)
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gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
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vertexAttrLocation.EnableArray()
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texCoordAttrLocation.EnableArray()
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texCoord0AttrLocation.EnableArray()
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texCoord1AttrLocation.EnableArray()
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defer func() {
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texCoordAttrLocation.DisableArray()
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texCoord1AttrLocation.DisableArray()
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texCoord0AttrLocation.DisableArray()
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vertexAttrLocation.DisableArray()
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gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)
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gl.DisableClientState(gl.VERTEX_ARRAY)
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}()
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vertices := []float32{}
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texCoords := []float32{}
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texCoords0 := []float32{}
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texCoords1 := []float32{}
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indicies := []uint32{}
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// TODO: Check len(quads) and gl.MAX_ELEMENTS_INDICES?
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for i, quad := range quads {
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@ -85,12 +98,24 @@ func DrawTexture(native gl.Texture, projectionMatrix [4][4]float64, quads []Text
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u2 := quad.TextureCoordU2
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v1 := quad.TextureCoordV1
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v2 := quad.TextureCoordV2
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texCoords = append(texCoords,
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texCoords0 = append(texCoords0,
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u1, v1,
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u2, v1,
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u1, v2,
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u2, v2,
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)
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w := float32(internal.AdjustSizeForTexture(width))
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h := float32(internal.AdjustSizeForTexture(height))
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xx1 := x1 / w
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xx2 := x2 / w
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yy1 := y1 / h
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yy2 := y2 / h
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texCoords1 = append(texCoords1,
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xx1, yy1,
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xx2, yy1,
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xx1, yy2,
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xx2, yy2,
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)
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base := uint32(i * 4)
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indicies = append(indicies,
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base, base+1, base+2,
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@ -98,6 +123,7 @@ func DrawTexture(native gl.Texture, projectionMatrix [4][4]float64, quads []Text
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)
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}
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vertexAttrLocation.AttribPointer(2, gl.FLOAT, false, 0, vertices)
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texCoordAttrLocation.AttribPointer(2, gl.FLOAT, false, 0, texCoords)
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texCoord0AttrLocation.AttribPointer(2, gl.FLOAT, false, 0, texCoords0)
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texCoord1AttrLocation.AttribPointer(2, gl.FLOAT, false, 0, texCoords1)
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gl.DrawElements(gl.TRIANGLES, len(indicies), gl.UNSIGNED_INT, indicies)
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}
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@ -18,6 +18,7 @@ package shader
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import (
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"github.com/go-gl/gl"
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"github.com/hajimehoshi/ebiten/internal"
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)
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type program struct {
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@ -80,7 +81,7 @@ func getUniformLocation(program gl.Program, name string) gl.UniformLocation {
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return location
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}
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func use(projectionMatrix [16]float32, geo Matrix, color Matrix) gl.Program {
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func use(projectionMatrix [16]float32, width, height int, geo Matrix, color Matrix) gl.Program {
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// TODO: Check the performance.
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program := programColorMatrix
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@ -99,6 +100,15 @@ func use(projectionMatrix [16]float32, geo Matrix, color Matrix) gl.Program {
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tx, ty, 0, 1,
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}
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getUniformLocation(program.native, "modelview_matrix").UniformMatrix4fv(false, glModelviewMatrix)
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txn := tx / float32(internal.AdjustSizeForTexture(width))
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tyn := ty / float32(internal.AdjustSizeForTexture(height))
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glModelviewMatrixN := [...]float32{
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a, c, 0, 0,
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b, d, 0, 0,
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0, 0, 1, 0,
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txn, tyn, 0, 1,
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}
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getUniformLocation(program.native, "modelview_matrix_n").UniformMatrix4fv(false, glModelviewMatrixN)
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getUniformLocation(program.native, "texture").Uniform1i(0)
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@ -42,41 +42,53 @@ var shaders = map[shaderId]*shader{
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source: `
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uniform mat4 projection_matrix;
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uniform mat4 modelview_matrix;
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uniform mat4 modelview_matrix_n;
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attribute vec2 vertex;
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attribute vec2 tex_coord;
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varying vec2 vertex_out_tex_coord;
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attribute vec2 tex_coord0;
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attribute vec2 tex_coord1;
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varying vec2 vertex_out_tex_coord0;
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varying vec2 vertex_out_tex_coord1;
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void main(void) {
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vertex_out_tex_coord = tex_coord;
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vertex_out_tex_coord0 = tex_coord0;
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vertex_out_tex_coord1 = (modelview_matrix_n * vec4(tex_coord1, 0, 1)).xy;
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gl_Position = projection_matrix * modelview_matrix * vec4(vertex, 0, 1);
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}
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`,
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},
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// TODO: Now this shader is not used
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shaderFragment: {
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shaderType: gl.FRAGMENT_SHADER,
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source: `
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uniform sampler2D texture;
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varying vec2 vertex_out_tex_coord;
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varying vec2 vertex_out_tex_coord0;
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void main(void) {
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gl_FragColor = texture2D(texture, vertex_out_tex_coord);
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gl_FragColor = texture2D(texture, vertex_out_tex_coord0);
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}
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`,
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},
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shaderColorMatrix: {
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shaderType: gl.FRAGMENT_SHADER,
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source: `
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uniform sampler2D texture;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform mat4 color_matrix;
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uniform vec4 color_matrix_translation;
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varying vec2 vertex_out_tex_coord;
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varying vec2 vertex_out_tex_coord0;
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varying vec2 vertex_out_tex_coord1;
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void main(void) {
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vec4 color = texture2D(texture, vertex_out_tex_coord);
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gl_FragColor = (color_matrix * color) + color_matrix_translation;
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vec4 color0 = texture2D(texture0, vertex_out_tex_coord0);
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vec4 color1 = texture2D(texture1, vertex_out_tex_coord1);
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color0 = (color_matrix * color0) + color_matrix_translation;
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gl_FragColor.a = color0.a + color1.a - color0.a * color1.a;
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gl_FragColor.rgb = (color0.a * color0.rgb + (1.0 - color0.a) * color1.a * color1.rgb) / gl_FragColor.a;
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}
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`,
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},
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// TODO: Now this shader is not used
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shaderSolidColor: {
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shaderType: gl.FRAGMENT_SHADER,
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source: `
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@ -16,6 +16,7 @@ limitations under the License.
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package shader
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// TODO: Rename X1, X2 -> X0, X1
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type TextureQuad struct {
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VertexX1 float32
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VertexX2 float32
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@ -20,6 +20,7 @@ import (
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"errors"
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"fmt"
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"github.com/go-gl/gl"
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"github.com/hajimehoshi/ebiten/internal"
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)
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func orthoProjectionMatrix(left, right, bottom, top int) [4][4]float64 {
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@ -43,12 +44,23 @@ type RenderTarget struct {
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flipY bool
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}
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func NewRenderTarget(width, height int, flipY bool) *RenderTarget {
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return &RenderTarget{
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func NewZeroRenderTarget(width, height int, flipY bool) (*RenderTarget, *Texture, error) {
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r := &RenderTarget{
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width: width,
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height: height,
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flipY: flipY,
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}
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// The framebuffer 0 can't be enlarged, so any filter is acceptable.
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t, err := NewTexture(width, height, gl.NEAREST)
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if err != nil {
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return nil, nil, err
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}
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// TODO: Does this affect the current rendering target?
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gl.Framebuffer(0).Bind()
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if err := framebufferTexture(t.native); err != nil {
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return nil, nil, err
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}
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return r, t, err
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}
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func NewRenderTargetFromTexture(texture *Texture) (*RenderTarget, error) {
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@ -80,22 +92,28 @@ func (r *RenderTarget) Dispose() {
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}
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func createFramebuffer(nativeTexture gl.Texture) (gl.Framebuffer, error) {
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// TODO: Does this affect the current rendering target?
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framebuffer := gl.GenFramebuffer()
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framebuffer.Bind()
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, nativeTexture, 0)
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if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
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return 0, errors.New("creating framebuffer failed")
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if err := framebufferTexture(nativeTexture); err != nil {
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return 0, err
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}
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// Set this framebuffer opaque because alpha values on a target might be
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// confusing.
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gl.ClearColor(0, 0, 0, 1)
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gl.Clear(gl.COLOR_BUFFER_BIT)
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return framebuffer, nil
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}
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func framebufferTexture(nativeTexture gl.Texture) error {
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, nativeTexture, 0)
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if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
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return errors.New("creating framebuffer failed")
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}
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gl.ClearColor(0, 0, 0, 0)
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gl.Clear(gl.COLOR_BUFFER_BIT)
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return nil
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}
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func (r *RenderTarget) SetAsViewport() error {
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gl.Flush()
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r.framebuffer.Bind()
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@ -104,21 +122,19 @@ func (r *RenderTarget) SetAsViewport() error {
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return errors.New(fmt.Sprintf("glBindFramebuffer failed: %d", err))
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}
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gl.BlendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE)
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width := AdjustSizeForTexture(r.width)
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height := AdjustSizeForTexture(r.height)
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width := internal.AdjustSizeForTexture(r.width)
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height := internal.AdjustSizeForTexture(r.height)
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gl.Viewport(0, 0, width, height)
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return nil
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}
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func (r *RenderTarget) ProjectionMatrix() [4][4]float64 {
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width := AdjustSizeForTexture(r.width)
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height := AdjustSizeForTexture(r.height)
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width := internal.AdjustSizeForTexture(r.width)
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height := internal.AdjustSizeForTexture(r.height)
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m := orthoProjectionMatrix(0, width, 0, height)
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if r.flipY {
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m[1][1] *= -1
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m[1][3] += float64(r.height) / float64(AdjustSizeForTexture(r.height)) * 2
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m[1][3] += float64(r.height) / float64(internal.AdjustSizeForTexture(r.height)) * 2
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}
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return m
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}
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@ -18,32 +18,18 @@ package opengl
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import (
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"github.com/go-gl/gl"
|
||||
"github.com/hajimehoshi/ebiten/internal"
|
||||
"image"
|
||||
"image/draw"
|
||||
)
|
||||
|
||||
func NextPowerOf2(x uint64) uint64 {
|
||||
x -= 1
|
||||
x |= (x >> 1)
|
||||
x |= (x >> 2)
|
||||
x |= (x >> 4)
|
||||
x |= (x >> 8)
|
||||
x |= (x >> 16)
|
||||
x |= (x >> 32)
|
||||
return x + 1
|
||||
}
|
||||
|
||||
func AdjustSizeForTexture(size int) int {
|
||||
return int(NextPowerOf2(uint64(size)))
|
||||
}
|
||||
|
||||
func adjustImageForTexture(img image.Image) *image.NRGBA {
|
||||
width, height := img.Bounds().Size().X, img.Bounds().Size().Y
|
||||
adjustedImageBounds := image.Rectangle{
|
||||
image.ZP,
|
||||
image.Point{
|
||||
AdjustSizeForTexture(width),
|
||||
AdjustSizeForTexture(height),
|
||||
internal.AdjustSizeForTexture(width),
|
||||
internal.AdjustSizeForTexture(height),
|
||||
},
|
||||
}
|
||||
if nrgba, ok := img.(*image.NRGBA); ok && img.Bounds() == adjustedImageBounds {
|
||||
@ -95,8 +81,8 @@ func createNativeTexture(textureWidth, textureHeight int, pixels []uint8, filter
|
||||
}
|
||||
|
||||
func NewTexture(width, height int, filter int) (*Texture, error) {
|
||||
w := AdjustSizeForTexture(width)
|
||||
h := AdjustSizeForTexture(height)
|
||||
w := internal.AdjustSizeForTexture(width)
|
||||
h := internal.AdjustSizeForTexture(height)
|
||||
native := createNativeTexture(w, h, nil, filter)
|
||||
return &Texture{native, width, height}, nil
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user