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https://github.com/hajimehoshi/ebiten.git
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parent
938d78122f
commit
b2f6cc5791
196
image.go
196
image.go
@ -312,36 +312,11 @@ type DrawTrianglesOptions struct {
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// Filter is a type of texture filter.
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// Filter is a type of texture filter.
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// The default (zero) value is FilterDefault.
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// The default (zero) value is FilterDefault.
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//
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// If Shader is not nil, Filter is ignored.
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Filter Filter
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Filter Filter
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// Address is a sampler address mode.
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// Address is a sampler address mode.
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// The default (zero) value is AddressClampToZero.
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// The default (zero) value is AddressClampToZero.
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//
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// If Shader is not nil, Address is ignored.
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Address Address
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Address Address
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// Shader is a shader.
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Shader *Shader
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// Uniforms is a set of uniform variables for the shader.
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//
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// Uniforms is used only when Shader is not nil.
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Uniforms map[string]interface{}
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// Images is a set of the additional source images.
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// All the image must be the same size as the img argument at DrawTriangles.
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//
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// Images is used only when Shader is not nil.
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Images [3]*Image
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}
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func init() {
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var op DrawTrianglesOptions
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if got, want := len(op.Images), graphics.ShaderImageNum-1; got != want {
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panic(fmt.Sprintf("ebiten: len((DrawTrianglesOptions{}).Images) must be %d but %d", want, got))
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}
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}
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}
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// MaxIndicesNum is the maximum number of indices for DrawTriangles.
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// MaxIndicesNum is the maximum number of indices for DrawTriangles.
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@ -357,11 +332,7 @@ const MaxIndicesNum = graphics.IndicesNum
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//
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//
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// When the given image is disposed, DrawTriangles panics.
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// When the given image is disposed, DrawTriangles panics.
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//
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//
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// The given image can be nil only when a shader is specified at the given options.
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//
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// When the image i is disposed, DrawTriangles does nothing.
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// When the image i is disposed, DrawTriangles does nothing.
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//
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// img can be nil only when options.Shader is not nil.
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func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, options *DrawTrianglesOptions) {
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func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, options *DrawTrianglesOptions) {
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i.copyCheck()
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i.copyCheck()
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@ -390,15 +361,25 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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mode := driver.CompositeMode(options.CompositeMode)
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mode := driver.CompositeMode(options.CompositeMode)
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filter := driver.FilterNearest
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address := driver.Address(options.Address)
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if options.Shader == nil {
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var sr driver.Region
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if options.Filter != FilterDefault {
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if address != driver.AddressUnsafe {
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filter = driver.Filter(options.Filter)
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b := img.Bounds()
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} else if img.filter != FilterDefault {
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sr = driver.Region{
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filter = driver.Filter(img.filter)
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X: float32(b.Min.X),
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Y: float32(b.Min.Y),
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Width: float32(b.Dx()),
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Height: float32(b.Dy()),
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}
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}
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}
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}
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filter := driver.FilterNearest
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if options.Filter != FilterDefault {
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filter = driver.Filter(options.Filter)
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} else if img.filter != FilterDefault {
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filter = driver.Filter(img.filter)
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}
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vs := make([]float32, len(vertices)*graphics.VertexFloatNum)
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vs := make([]float32, len(vertices)*graphics.VertexFloatNum)
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for i, v := range vertices {
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for i, v := range vertices {
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vs[i*graphics.VertexFloatNum] = v.DstX
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vs[i*graphics.VertexFloatNum] = v.DstX
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@ -413,15 +394,114 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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is := make([]uint16, len(indices))
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is := make([]uint16, len(indices))
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copy(is, indices)
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copy(is, indices)
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var sr driver.Region
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srcs := [graphics.ShaderImageNum]*mipmap.Mipmap{img.mipmap}
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var b image.Rectangle
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if img != nil {
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i.mipmap.DrawTriangles(srcs, vs, is, options.ColorM.impl, mode, filter, address, sr, [graphics.ShaderImageNum - 1][2]float32{}, nil, nil, false)
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b = img.Bounds()
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}
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// DrawTrianglesShaderOptions represents options for DrawTrianglesShader
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//
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// This API is experimental.
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type DrawTrianglesShaderOptions struct {
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// CompositeMode is a composite mode to draw.
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// The default (zero) value is regular alpha blending.
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CompositeMode CompositeMode
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// Uniforms is a set of uniform variables for the shader.
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Uniforms map[string]interface{}
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// Images is a set of the source images.
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// All the image must be the same size.
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Images [4]*Image
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}
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func init() {
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var op DrawTrianglesShaderOptions
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if got, want := len(op.Images), graphics.ShaderImageNum; got != want {
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panic(fmt.Sprintf("ebiten: len((DrawTrianglesShaderOptions{}).Images) must be %d but %d", want, got))
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}
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}
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// DrawTrianglesShader draws triangles with the specified vertices and their indices with the specified shader.
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//
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// If len(indices) is not multiple of 3, DrawTrianglesShader panics.
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//
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// If len(indices) is more than MaxIndicesNum, DrawTrianglesShader panics.
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//
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// When a specified image is non-nil and is disposed, DrawTrianglesShader panics.
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//
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// When the image i is disposed, DrawTrianglesShader does nothing.
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//
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// This API is experimental.
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func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader *Shader, options *DrawTrianglesShaderOptions) {
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i.copyCheck()
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if i.isDisposed() {
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return
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}
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}
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// Pass the source region only when the shader is used, since this affects the condition of merging graphics
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if i.isSubImage() {
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// commands (#1293).
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panic("ebiten: render to a sub-image is not implemented (DrawTrianglesShader)")
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if options.Shader != nil || options.Address != AddressUnsafe {
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}
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if len(indices)%3 != 0 {
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panic("ebiten: len(indices) % 3 must be 0")
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}
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if len(indices) > MaxIndicesNum {
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panic("ebiten: len(indices) must be <= MaxIndicesNum")
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}
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// TODO: Check the maximum value of indices and len(vertices)?
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if options == nil {
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options = &DrawTrianglesShaderOptions{}
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}
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mode := driver.CompositeMode(options.CompositeMode)
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vs := make([]float32, len(vertices)*graphics.VertexFloatNum)
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for i, v := range vertices {
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vs[i*graphics.VertexFloatNum] = v.DstX
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vs[i*graphics.VertexFloatNum+1] = v.DstY
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vs[i*graphics.VertexFloatNum+2] = v.SrcX
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vs[i*graphics.VertexFloatNum+3] = v.SrcY
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vs[i*graphics.VertexFloatNum+4] = v.ColorR
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vs[i*graphics.VertexFloatNum+5] = v.ColorG
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vs[i*graphics.VertexFloatNum+6] = v.ColorB
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vs[i*graphics.VertexFloatNum+7] = v.ColorA
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}
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is := make([]uint16, len(indices))
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copy(is, indices)
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var imgs [graphics.ShaderImageNum]*mipmap.Mipmap
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var imgw, imgh int
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for i, img := range options.Images {
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if img == nil {
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continue
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}
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if img.isDisposed() {
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panic("ebiten: the given image to DrawRectShader must not be disposed")
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}
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if i == 0 {
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imgw, imgh = img.Size()
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} else {
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// TODO: Check imgw > 0 && imgh > 0
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if w, h := img.Size(); imgw != w || imgh != h {
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panic("ebiten: all the source images must be the same size with the rectangle")
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}
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}
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imgs[i] = img.mipmap
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}
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var sx, sy float32
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if options.Images[0] != nil {
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b := options.Images[0].Bounds()
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sx = float32(b.Min.X)
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sy = float32(b.Min.Y)
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}
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var sr driver.Region
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if img := options.Images[0]; img != nil {
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b := img.Bounds()
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sr = driver.Region{
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sr = driver.Region{
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X: float32(b.Min.X),
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X: float32(b.Min.X),
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Y: float32(b.Min.Y),
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Y: float32(b.Min.Y),
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@ -430,42 +510,18 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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}
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}
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}
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}
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var srcs [graphics.ShaderImageNum]*mipmap.Mipmap
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var imgw, imgh int
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var sx, sy float32
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if img != nil {
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srcs[0] = img.mipmap
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imgw, imgh = img.Size()
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sx = float32(b.Min.X)
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sy = float32(b.Min.Y)
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}
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var offsets [graphics.ShaderImageNum - 1][2]float32
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var offsets [graphics.ShaderImageNum - 1][2]float32
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for i, img := range options.Images {
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for i, img := range options.Images[1:] {
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if img == nil {
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if img == nil {
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continue
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continue
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}
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}
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if img.isDisposed() {
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panic("ebiten: the given image to DrawTriangles must not be disposed")
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}
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if w, h := img.Size(); imgw != w || imgh != h {
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panic("ebiten: all the source images must be the same size")
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}
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srcs[i+1] = img.mipmap
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b := img.Bounds()
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b := img.Bounds()
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offsets[i][0] = -sx + float32(b.Min.X)
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offsets[i][0] = -sx + float32(b.Min.X)
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offsets[i][1] = -sy + float32(b.Min.Y)
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offsets[i][1] = -sy + float32(b.Min.Y)
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}
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}
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if options.Shader == nil {
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us := shader.convertUniforms(options.Uniforms)
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i.mipmap.DrawTriangles(srcs, vs, is, options.ColorM.impl, mode, filter, driver.Address(options.Address), sr, offsets, nil, nil, false)
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i.mipmap.DrawTriangles(imgs, vs, is, nil, mode, driver.FilterNearest, driver.AddressUnsafe, sr, offsets, shader.shader, us, false)
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return
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}
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us := options.Shader.convertUniforms(options.Uniforms)
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i.mipmap.DrawTriangles(srcs, vs, is, nil, mode, driver.FilterNearest, driver.AddressUnsafe, sr, offsets, options.Shader.shader, us, false)
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}
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}
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// DrawRectShaderOptions represents options for DrawRectShader
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// DrawRectShaderOptions represents options for DrawRectShader
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@ -534,7 +590,7 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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imgs[i] = img.mipmap
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imgs[i] = img.mipmap
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}
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}
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sx, sy := float32(0), float32(0)
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var sx, sy float32
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if options.Images[0] != nil {
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if options.Images[0] != nil {
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b := options.Images[0].Bounds()
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b := options.Images[0].Bounds()
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sx = float32(b.Min.X)
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sx = float32(b.Min.X)
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@ -100,8 +100,9 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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}
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}
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src, _ := NewImage(w/2, h/2, FilterDefault)
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src, _ := NewImage(w/2, h/2, FilterDefault)
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op := &DrawTrianglesOptions{}
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op := &DrawTrianglesShaderOptions{}
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op.Shader = s
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op.Images[0] = src
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vs := []Vertex{
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vs := []Vertex{
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{
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{
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DstX: 0,
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DstX: 0,
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@ -145,7 +146,8 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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},
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},
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}
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}
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is := []uint16{0, 1, 2, 1, 2, 3}
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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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dst.DrawTrianglesShader(vs, is, s, op)
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for j := 0; j < h; j++ {
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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for i := 0; i < w; i++ {
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@ -869,7 +871,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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testPixels("DrawRectShader", dst)
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testPixels("DrawRectShader", dst)
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})
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})
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t.Run("DrawTriangles", func(t *testing.T) {
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t.Run("DrawTrianglesShader", func(t *testing.T) {
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dst, _ := NewImage(w, h, FilterDefault)
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dst, _ := NewImage(w, h, FilterDefault)
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vs := []Vertex{
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vs := []Vertex{
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{
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{
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@ -915,10 +917,10 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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}
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}
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is := []uint16{0, 1, 2, 1, 2, 3}
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is := []uint16{0, 1, 2, 1, 2, 3}
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op := &DrawTrianglesOptions{}
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op := &DrawTrianglesShaderOptions{}
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op.Shader = s
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op.Images[0] = src0
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op.Images[0] = src1
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op.Images[1] = src1
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dst.DrawTriangles(vs, is, src0, op)
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dst.DrawTrianglesShader(vs, is, s, op)
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testPixels("DrawTriangles", dst)
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testPixels("DrawTrianglesShader", dst)
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})
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})
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}
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}
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