ebiten: Revive DrawTrianglesShader

Updates #1325
This commit is contained in:
Hajime Hoshi 2020-09-20 18:32:18 +09:00
parent 938d78122f
commit b2f6cc5791
2 changed files with 137 additions and 79 deletions

196
image.go
View File

@ -312,36 +312,11 @@ type DrawTrianglesOptions struct {
// Filter is a type of texture filter. // Filter is a type of texture filter.
// The default (zero) value is FilterDefault. // The default (zero) value is FilterDefault.
//
// If Shader is not nil, Filter is ignored.
Filter Filter Filter Filter
// Address is a sampler address mode. // Address is a sampler address mode.
// The default (zero) value is AddressClampToZero. // The default (zero) value is AddressClampToZero.
//
// If Shader is not nil, Address is ignored.
Address Address Address Address
// Shader is a shader.
Shader *Shader
// Uniforms is a set of uniform variables for the shader.
//
// Uniforms is used only when Shader is not nil.
Uniforms map[string]interface{}
// Images is a set of the additional source images.
// All the image must be the same size as the img argument at DrawTriangles.
//
// Images is used only when Shader is not nil.
Images [3]*Image
}
func init() {
var op DrawTrianglesOptions
if got, want := len(op.Images), graphics.ShaderImageNum-1; got != want {
panic(fmt.Sprintf("ebiten: len((DrawTrianglesOptions{}).Images) must be %d but %d", want, got))
}
} }
// MaxIndicesNum is the maximum number of indices for DrawTriangles. // MaxIndicesNum is the maximum number of indices for DrawTriangles.
@ -357,11 +332,7 @@ const MaxIndicesNum = graphics.IndicesNum
// //
// When the given image is disposed, DrawTriangles panics. // When the given image is disposed, DrawTriangles panics.
// //
// The given image can be nil only when a shader is specified at the given options.
//
// When the image i is disposed, DrawTriangles does nothing. // When the image i is disposed, DrawTriangles does nothing.
//
// img can be nil only when options.Shader is not nil.
func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, options *DrawTrianglesOptions) { func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, options *DrawTrianglesOptions) {
i.copyCheck() i.copyCheck()
@ -390,15 +361,25 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
mode := driver.CompositeMode(options.CompositeMode) mode := driver.CompositeMode(options.CompositeMode)
filter := driver.FilterNearest address := driver.Address(options.Address)
if options.Shader == nil { var sr driver.Region
if options.Filter != FilterDefault { if address != driver.AddressUnsafe {
filter = driver.Filter(options.Filter) b := img.Bounds()
} else if img.filter != FilterDefault { sr = driver.Region{
filter = driver.Filter(img.filter) X: float32(b.Min.X),
Y: float32(b.Min.Y),
Width: float32(b.Dx()),
Height: float32(b.Dy()),
} }
} }
filter := driver.FilterNearest
if options.Filter != FilterDefault {
filter = driver.Filter(options.Filter)
} else if img.filter != FilterDefault {
filter = driver.Filter(img.filter)
}
vs := make([]float32, len(vertices)*graphics.VertexFloatNum) vs := make([]float32, len(vertices)*graphics.VertexFloatNum)
for i, v := range vertices { for i, v := range vertices {
vs[i*graphics.VertexFloatNum] = v.DstX vs[i*graphics.VertexFloatNum] = v.DstX
@ -413,15 +394,114 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
is := make([]uint16, len(indices)) is := make([]uint16, len(indices))
copy(is, indices) copy(is, indices)
var sr driver.Region srcs := [graphics.ShaderImageNum]*mipmap.Mipmap{img.mipmap}
var b image.Rectangle
if img != nil { i.mipmap.DrawTriangles(srcs, vs, is, options.ColorM.impl, mode, filter, address, sr, [graphics.ShaderImageNum - 1][2]float32{}, nil, nil, false)
b = img.Bounds() }
// DrawTrianglesShaderOptions represents options for DrawTrianglesShader
//
// This API is experimental.
type DrawTrianglesShaderOptions struct {
// CompositeMode is a composite mode to draw.
// The default (zero) value is regular alpha blending.
CompositeMode CompositeMode
// Uniforms is a set of uniform variables for the shader.
Uniforms map[string]interface{}
// Images is a set of the source images.
// All the image must be the same size.
Images [4]*Image
}
func init() {
var op DrawTrianglesShaderOptions
if got, want := len(op.Images), graphics.ShaderImageNum; got != want {
panic(fmt.Sprintf("ebiten: len((DrawTrianglesShaderOptions{}).Images) must be %d but %d", want, got))
}
}
// DrawTrianglesShader draws triangles with the specified vertices and their indices with the specified shader.
//
// If len(indices) is not multiple of 3, DrawTrianglesShader panics.
//
// If len(indices) is more than MaxIndicesNum, DrawTrianglesShader panics.
//
// When a specified image is non-nil and is disposed, DrawTrianglesShader panics.
//
// When the image i is disposed, DrawTrianglesShader does nothing.
//
// This API is experimental.
func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader *Shader, options *DrawTrianglesShaderOptions) {
i.copyCheck()
if i.isDisposed() {
return
} }
// Pass the source region only when the shader is used, since this affects the condition of merging graphics if i.isSubImage() {
// commands (#1293). panic("ebiten: render to a sub-image is not implemented (DrawTrianglesShader)")
if options.Shader != nil || options.Address != AddressUnsafe { }
if len(indices)%3 != 0 {
panic("ebiten: len(indices) % 3 must be 0")
}
if len(indices) > MaxIndicesNum {
panic("ebiten: len(indices) must be <= MaxIndicesNum")
}
// TODO: Check the maximum value of indices and len(vertices)?
if options == nil {
options = &DrawTrianglesShaderOptions{}
}
mode := driver.CompositeMode(options.CompositeMode)
vs := make([]float32, len(vertices)*graphics.VertexFloatNum)
for i, v := range vertices {
vs[i*graphics.VertexFloatNum] = v.DstX
vs[i*graphics.VertexFloatNum+1] = v.DstY
vs[i*graphics.VertexFloatNum+2] = v.SrcX
vs[i*graphics.VertexFloatNum+3] = v.SrcY
vs[i*graphics.VertexFloatNum+4] = v.ColorR
vs[i*graphics.VertexFloatNum+5] = v.ColorG
vs[i*graphics.VertexFloatNum+6] = v.ColorB
vs[i*graphics.VertexFloatNum+7] = v.ColorA
}
is := make([]uint16, len(indices))
copy(is, indices)
var imgs [graphics.ShaderImageNum]*mipmap.Mipmap
var imgw, imgh int
for i, img := range options.Images {
if img == nil {
continue
}
if img.isDisposed() {
panic("ebiten: the given image to DrawRectShader must not be disposed")
}
if i == 0 {
imgw, imgh = img.Size()
} else {
// TODO: Check imgw > 0 && imgh > 0
if w, h := img.Size(); imgw != w || imgh != h {
panic("ebiten: all the source images must be the same size with the rectangle")
}
}
imgs[i] = img.mipmap
}
var sx, sy float32
if options.Images[0] != nil {
b := options.Images[0].Bounds()
sx = float32(b.Min.X)
sy = float32(b.Min.Y)
}
var sr driver.Region
if img := options.Images[0]; img != nil {
b := img.Bounds()
sr = driver.Region{ sr = driver.Region{
X: float32(b.Min.X), X: float32(b.Min.X),
Y: float32(b.Min.Y), Y: float32(b.Min.Y),
@ -430,42 +510,18 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
} }
} }
var srcs [graphics.ShaderImageNum]*mipmap.Mipmap
var imgw, imgh int
var sx, sy float32
if img != nil {
srcs[0] = img.mipmap
imgw, imgh = img.Size()
sx = float32(b.Min.X)
sy = float32(b.Min.Y)
}
var offsets [graphics.ShaderImageNum - 1][2]float32 var offsets [graphics.ShaderImageNum - 1][2]float32
for i, img := range options.Images { for i, img := range options.Images[1:] {
if img == nil { if img == nil {
continue continue
} }
if img.isDisposed() {
panic("ebiten: the given image to DrawTriangles must not be disposed")
}
if w, h := img.Size(); imgw != w || imgh != h {
panic("ebiten: all the source images must be the same size")
}
srcs[i+1] = img.mipmap
b := img.Bounds() b := img.Bounds()
offsets[i][0] = -sx + float32(b.Min.X) offsets[i][0] = -sx + float32(b.Min.X)
offsets[i][1] = -sy + float32(b.Min.Y) offsets[i][1] = -sy + float32(b.Min.Y)
} }
if options.Shader == nil { us := shader.convertUniforms(options.Uniforms)
i.mipmap.DrawTriangles(srcs, vs, is, options.ColorM.impl, mode, filter, driver.Address(options.Address), sr, offsets, nil, nil, false) i.mipmap.DrawTriangles(imgs, vs, is, nil, mode, driver.FilterNearest, driver.AddressUnsafe, sr, offsets, shader.shader, us, false)
return
}
us := options.Shader.convertUniforms(options.Uniforms)
i.mipmap.DrawTriangles(srcs, vs, is, nil, mode, driver.FilterNearest, driver.AddressUnsafe, sr, offsets, options.Shader.shader, us, false)
} }
// DrawRectShaderOptions represents options for DrawRectShader // DrawRectShaderOptions represents options for DrawRectShader
@ -534,7 +590,7 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
imgs[i] = img.mipmap imgs[i] = img.mipmap
} }
sx, sy := float32(0), float32(0) var sx, sy float32
if options.Images[0] != nil { if options.Images[0] != nil {
b := options.Images[0].Bounds() b := options.Images[0].Bounds()
sx = float32(b.Min.X) sx = float32(b.Min.X)

View File

@ -100,8 +100,9 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
} }
src, _ := NewImage(w/2, h/2, FilterDefault) src, _ := NewImage(w/2, h/2, FilterDefault)
op := &DrawTrianglesOptions{} op := &DrawTrianglesShaderOptions{}
op.Shader = s op.Images[0] = src
vs := []Vertex{ vs := []Vertex{
{ {
DstX: 0, DstX: 0,
@ -145,7 +146,8 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
}, },
} }
is := []uint16{0, 1, 2, 1, 2, 3} is := []uint16{0, 1, 2, 1, 2, 3}
dst.DrawTriangles(vs, is, src, op)
dst.DrawTrianglesShader(vs, is, s, op)
for j := 0; j < h; j++ { for j := 0; j < h; j++ {
for i := 0; i < w; i++ { for i := 0; i < w; i++ {
@ -869,7 +871,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
testPixels("DrawRectShader", dst) testPixels("DrawRectShader", dst)
}) })
t.Run("DrawTriangles", func(t *testing.T) { t.Run("DrawTrianglesShader", func(t *testing.T) {
dst, _ := NewImage(w, h, FilterDefault) dst, _ := NewImage(w, h, FilterDefault)
vs := []Vertex{ vs := []Vertex{
{ {
@ -915,10 +917,10 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
} }
is := []uint16{0, 1, 2, 1, 2, 3} is := []uint16{0, 1, 2, 1, 2, 3}
op := &DrawTrianglesOptions{} op := &DrawTrianglesShaderOptions{}
op.Shader = s op.Images[0] = src0
op.Images[0] = src1 op.Images[1] = src1
dst.DrawTriangles(vs, is, src0, op) dst.DrawTrianglesShader(vs, is, s, op)
testPixels("DrawTriangles", dst) testPixels("DrawTrianglesShader", dst)
}) })
} }