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https://github.com/hajimehoshi/ebiten.git
synced 2024-12-24 02:38:53 +01:00
parent
5df69f6dcc
commit
961c34efb5
106
image_test.go
106
image_test.go
@ -3865,11 +3865,15 @@ func TestImageBlendFactor(t *testing.T) {
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}
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}
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func TestImageAntiAliasAndBlend(t *testing.T) {
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const w, h = 16, 16
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func TestImageAntiAlias(t *testing.T) {
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// This value depends on internal/ui.bigOffscreenScale. Sync this.
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const bigOffscreenScale = 2
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const w, h = 272, 208
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dst0 := ebiten.NewImage(w, h)
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dst1 := ebiten.NewImage(w, h)
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tmp := ebiten.NewImage(w*bigOffscreenScale, h*bigOffscreenScale)
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src := ebiten.NewImage(w, h)
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for _, blend := range []ebiten.Blend{
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@ -3877,19 +3881,23 @@ func TestImageAntiAliasAndBlend(t *testing.T) {
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ebiten.BlendClear,
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ebiten.BlendCopy,
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ebiten.BlendSourceOver,
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ebiten.BlendDestinationOver,
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ebiten.BlendXor,
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ebiten.BlendLighter,
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} {
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dst0.Fill(color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88})
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dst1.Fill(color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88})
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tmp.Clear()
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src.Fill(color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3})
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op0 := &ebiten.DrawTrianglesOptions{}
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op0.Blend = blend
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op0.AntiAlias = true
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vs := []ebiten.Vertex{
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// Create an actual result.
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op := &ebiten.DrawTrianglesOptions{}
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op.Blend = blend
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op.AntiAlias = true
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vs0 := []ebiten.Vertex{
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{
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DstX: 0,
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DstY: 0,
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DstX: w / 4,
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DstY: h / 4,
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SrcX: 0,
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SrcY: 0,
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ColorR: 1,
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@ -3898,8 +3906,8 @@ func TestImageAntiAliasAndBlend(t *testing.T) {
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ColorA: 1,
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},
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{
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DstX: w,
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DstY: 0,
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DstX: 2 * w / 4,
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DstY: h / 4,
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SrcX: w,
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SrcY: 0,
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ColorR: 1,
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@ -3908,8 +3916,23 @@ func TestImageAntiAliasAndBlend(t *testing.T) {
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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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DstX: w / 4,
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DstY: 2 * h / 4,
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SrcX: 0,
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SrcY: h,
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ColorR: 1,
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ColorG: 1,
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ColorB: 1,
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ColorA: 1,
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},
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}
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is := []uint16{0, 1, 2}
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dst0.DrawTriangles(vs0, is, src, op)
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vs1 := []ebiten.Vertex{
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{
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DstX: 2 * w / 4,
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DstY: 3 * h / 4,
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SrcX: 0,
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SrcY: h,
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ColorR: 1,
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@ -3918,8 +3941,18 @@ func TestImageAntiAliasAndBlend(t *testing.T) {
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ColorA: 1,
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},
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{
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DstX: w,
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DstY: h,
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DstX: 3 * w / 4,
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DstY: 2 * h / 4,
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SrcX: w,
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SrcY: 0,
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ColorR: 1,
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ColorG: 1,
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ColorB: 1,
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ColorA: 1,
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},
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{
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DstX: 3 * w / 4,
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DstY: 3 * h / 4,
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SrcX: w,
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SrcY: h,
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ColorR: 1,
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@ -3928,17 +3961,44 @@ func TestImageAntiAliasAndBlend(t *testing.T) {
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ColorA: 1,
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},
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}
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is := []uint16{0, 1, 2, 1, 2, 3}
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dst0.DrawTriangles(vs, is, src, op0)
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got := dst0.At(0, 0).(color.RGBA)
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dst0.DrawTriangles(vs1, is, src, op)
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op1 := &ebiten.DrawImageOptions{}
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op1.Blend = blend
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dst1.DrawImage(src, op1)
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want := dst1.At(0, 0).(color.RGBA)
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// Create an expected result.
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// Copy an enlarged destination image to the offscreen.
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opCopy := &ebiten.DrawImageOptions{}
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opCopy.GeoM.Scale(bigOffscreenScale, bigOffscreenScale)
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opCopy.Blend = ebiten.BlendCopy
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tmp.DrawImage(dst1, opCopy)
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if got != want {
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t.Errorf("blend: %v, got: %v, want: %v", blend, got, want)
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// Render the vertices onto the offscreen.
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for i := range vs0 {
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vs0[i].DstX *= 2
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vs0[i].DstY *= 2
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}
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for i := range vs1 {
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vs1[i].DstX *= 2
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vs1[i].DstY *= 2
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}
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op = &ebiten.DrawTrianglesOptions{}
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op.Blend = blend
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tmp.DrawTriangles(vs0, is, src, op)
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tmp.DrawTriangles(vs1, is, src, op)
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// Render a shrunk offscreen image onto the destination.
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opShrink := &ebiten.DrawImageOptions{}
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opShrink.GeoM.Scale(1.0/bigOffscreenScale, 1.0/bigOffscreenScale)
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opShrink.Filter = ebiten.FilterLinear
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opShrink.Blend = ebiten.BlendCopy
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dst1.DrawImage(tmp, opShrink)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst0.At(i, j).(color.RGBA)
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want := dst1.At(i, j).(color.RGBA)
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if !sameColors(got, want, 2) {
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t.Errorf("At(%d, %d), blend: %v, got: %v, want: %v", i, j, blend, got, want)
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}
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}
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}
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}
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}
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@ -16,6 +16,7 @@ package ui
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import (
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"fmt"
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"math"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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@ -308,8 +309,7 @@ type bigOffscreenImage struct {
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imageType atlas.ImageType
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image *Image
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width int
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height int
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region graphicsdriver.Region
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blend graphicsdriver.Blend
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dirty bool
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@ -334,18 +334,42 @@ func (i *bigOffscreenImage) markDisposed() {
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}
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func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms []uint32, evenOdd bool, canSkipMipmap bool, antialias bool) {
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if i.image == nil {
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// TODO: Start with a samller size (#2399)
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i.image = NewImage(i.orig.width*bigOffscreenScale, i.orig.height*bigOffscreenScale, i.imageType)
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i.width = i.orig.width
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i.height = i.orig.height
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}
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if i.blend != blend {
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i.flush()
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}
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i.blend = blend
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// If the new region doesn't match with the current region, extend the buffer image.
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if r := i.requiredRegion(vertices); i.region != r {
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if i.image != nil {
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img := i.image
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i.image = NewImage(int(r.Width)*bigOffscreenScale, int(r.Height)*bigOffscreenScale, i.imageType)
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srcs := [graphics.ShaderImageCount]*Image{img}
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// TODO: Should we keep vertices like tmpVerticesForCopying?
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vertices := make([]float32, 4*graphics.VertexFloatCount)
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graphics.QuadVertices(
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vertices,
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0, 0, i.region.Width*bigOffscreenScale, i.region.Height*bigOffscreenScale,
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1, 0, 0, 1, (i.region.X-r.X)*bigOffscreenScale, (i.region.Y-r.Y)*bigOffscreenScale,
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1, 1, 1, 1)
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is := graphics.QuadIndices()
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dstRegion := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: r.Width * bigOffscreenScale,
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Height: r.Height * bigOffscreenScale,
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}
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i.image.DrawTriangles(srcs, vertices, is, graphicsdriver.BlendCopy, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader, nil, false, true, false)
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img.MarkDisposed()
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}
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i.region = r
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}
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if i.image == nil {
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i.image = NewImage(int(i.region.Width)*bigOffscreenScale, int(i.region.Height)*bigOffscreenScale, i.imageType)
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}
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// Copy the current rendering result to get the correct blending result.
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if blend != graphicsdriver.BlendSourceOver && !i.dirty {
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srcs := [graphics.ShaderImageCount]*Image{i.orig}
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@ -368,9 +392,9 @@ func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image
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i.image.DrawTriangles(srcs, i.tmpVerticesForCopying, is, graphicsdriver.BlendCopy, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader, nil, false, true, false)
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}
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for i := 0; i < len(vertices); i += graphics.VertexFloatCount {
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vertices[i] *= bigOffscreenScale
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vertices[i+1] *= bigOffscreenScale
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for idx := 0; idx < len(vertices); idx += graphics.VertexFloatCount {
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vertices[idx] = (vertices[idx] - i.region.X) * bigOffscreenScale
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vertices[idx+1] = (vertices[idx+1] - i.region.Y) * bigOffscreenScale
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}
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dstRegion.X *= bigOffscreenScale
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@ -401,16 +425,11 @@ func (i *bigOffscreenImage) flush() {
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// i.tmpVerticesForFlushing can be reused as this is sent to DrawTriangles in this function.
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graphics.QuadVertices(
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i.tmpVerticesForFlushing,
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0, 0, float32(i.width*bigOffscreenScale), float32(i.height*bigOffscreenScale),
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1.0/bigOffscreenScale, 0, 0, 1.0/bigOffscreenScale, 0, 0,
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0, 0, i.region.Width*bigOffscreenScale, i.region.Height*bigOffscreenScale,
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1.0/bigOffscreenScale, 0, 0, 1.0/bigOffscreenScale, i.region.X, i.region.Y,
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1, 1, 1, 1)
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is := graphics.QuadIndices()
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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(i.width),
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Height: float32(i.height),
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}
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dstRegion := i.region
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blend := graphicsdriver.BlendSourceOver
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if i.blend != graphicsdriver.BlendSourceOver {
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blend = graphicsdriver.BlendCopy
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@ -420,3 +439,116 @@ func (i *bigOffscreenImage) flush() {
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i.image.clear()
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i.dirty = false
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}
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func (i *bigOffscreenImage) requiredRegion(vertices []float32) graphicsdriver.Region {
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if i.blend != graphicsdriver.BlendSourceOver {
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return graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: float32(i.orig.width),
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Height: float32(i.orig.height),
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}
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}
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minX := float32(i.orig.width)
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minY := float32(i.orig.height)
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maxX := float32(0)
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maxY := float32(0)
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for i := 0; i < len(vertices); i += graphics.VertexFloatCount {
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dstX := vertices[i]
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dstY := vertices[i+1]
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if minX > floor(dstX)-1 {
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minX = floor(dstX) - 1
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}
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if minY > floor(dstY)-1 {
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minY = floor(dstY) - 1
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}
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if maxX < ceil(dstX)+1 {
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maxX = ceil(dstX) + 1
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}
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if maxY < ceil(dstY)+1 {
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maxY = ceil(dstY) + 1
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}
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}
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// Adjust the granularity of the rectangle.
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minX = float32(roundDown16(int(minX)))
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minY = float32(roundDown16(int(minY)))
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maxX = float32(roundUp16(int(maxX)))
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maxY = float32(roundUp16(int(maxY)))
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if minX < 0 {
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minX = 0
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}
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if minY < 0 {
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minY = 0
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}
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if maxX > float32(i.orig.width) {
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maxX = float32(i.orig.width)
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}
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if maxY > float32(i.orig.height) {
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maxY = float32(i.orig.height)
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}
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r := graphicsdriver.Region{
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X: minX,
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Y: minY,
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Width: maxX - minX,
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Height: maxY - minY,
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}
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if r.Width < 0 || r.Height < 0 {
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return i.region
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}
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return union(r, i.region)
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}
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func floor(x float32) float32 {
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return float32(math.Floor(float64(x)))
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}
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func ceil(x float32) float32 {
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return float32(math.Ceil(float64(x)))
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}
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func roundDown16(x int) int {
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return x & ^(0xf)
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}
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func roundUp16(x int) int {
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return ((x - 1) & ^(0xf)) + 0x10
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}
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func min(x, y float32) float32 {
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if x < y {
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return x
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}
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return y
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}
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func max(x, y float32) float32 {
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if x > y {
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return x
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}
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return y
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}
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func union(r0, r1 graphicsdriver.Region) graphicsdriver.Region {
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if r0.Width == 0 || r0.Height == 0 {
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return r1
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}
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if r1.Width == 0 || r1.Height == 0 {
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return r0
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}
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x0 := min(r0.X, r1.X)
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y0 := min(r0.Y, r1.Y)
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x1 := max(r0.X+r0.Width, r1.X+r1.Width)
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y1 := max(r0.Y+r0.Height, r1.Y+r1.Height)
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return graphicsdriver.Region{
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X: x0,
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Y: y0,
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Width: x1 - x0,
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Height: y1 - y0,
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}
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}
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Reference in New Issue
Block a user