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https://github.com/hajimehoshi/ebiten.git
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parent
d08a04a635
commit
ca3fd4eaa4
@ -26,9 +26,17 @@ const (
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//
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//
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// All the preversed uniform variables are vec2 so far.
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// All the preversed uniform variables are vec2 so far.
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PreservedUniformVariablesNum = 1 + // the destination texture size
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PreservedUniformVariablesNum = 1 + // the destination texture size
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ShaderImageNum + // the texture sizes
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(ShaderImageNum - 1) // the offsets of the second and the following images
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(ShaderImageNum - 1) // the offsets of the second and the following images
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)
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)
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func TextureOffsetUniformVariableIndex(i int) int {
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if i == 0 {
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panic("graphics: the texture 0 doesn't have its offset")
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}
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return 1 + ShaderImageNum + i - 1
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}
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const (
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const (
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IndicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles.
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IndicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles.
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VertexFloatNum = 8
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VertexFloatNum = 8
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@ -304,8 +304,19 @@ func (g *Graphics) DrawShader(dst driver.ImageID, srcs [graphics.ShaderImageNum]
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us[0].name = "U0"
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us[0].name = "U0"
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us[0].value = []float32{float32(vw), float32(vh)}
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us[0].value = []float32{float32(vw), float32(vh)}
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for i, o := range offsets {
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for i, src := range srcs {
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img := g.images[src]
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var w, h int
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if img != nil {
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w, h = img.framebufferSize()
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}
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const offset = 1
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const offset = 1
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us[i+offset].name = fmt.Sprintf("U%d", i+offset)
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us[i+offset].value = []float32{float32(w), float32(h)}
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}
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for i, o := range offsets {
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const offset = 1 + graphics.ShaderImageNum
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o := o
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o := o
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us[i+offset].name = fmt.Sprintf("U%d", i+offset)
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us[i+offset].name = fmt.Sprintf("U%d", i+offset)
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us[i+offset].value = o[:]
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us[i+offset].value = o[:]
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@ -71,20 +71,26 @@ func (i *Image) Pixels() ([]byte, error) {
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return p, nil
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return p, nil
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}
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}
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func (i *Image) framebufferSize() (int, int) {
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if i.screen {
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// The (default) framebuffer size can't be converted to a power of 2.
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// On browsers, i.width and i.height are used as viewport size and
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// Edge can't treat a bigger viewport than the drawing area (#71).
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return i.width, i.height
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}
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return graphics.InternalImageSize(i.width), graphics.InternalImageSize(i.height)
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}
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func (i *Image) ensureFramebuffer() error {
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func (i *Image) ensureFramebuffer() error {
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if i.framebuffer != nil {
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if i.framebuffer != nil {
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return nil
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return nil
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}
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}
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w, h := i.framebufferSize()
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if i.screen {
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if i.screen {
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// The (default) framebuffer size can't be converted to a power of 2.
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i.framebuffer = newScreenFramebuffer(&i.graphics.context, w, h)
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// On browsers, c.width and c.height are used as viewport size and
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// Edge can't treat a bigger viewport than the drawing area (#71).
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i.framebuffer = newScreenFramebuffer(&i.graphics.context, i.width, i.height)
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return nil
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return nil
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}
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}
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w, h := graphics.InternalImageSize(i.width), graphics.InternalImageSize(i.height)
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f, err := newFramebufferFromTexture(&i.graphics.context, i.textureNative, w, h)
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f, err := newFramebufferFromTexture(&i.graphics.context, i.textureNative, w, h)
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if err != nil {
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if err != nil {
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return err
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return err
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@ -351,7 +351,7 @@ func ShaderProgramImages(imageNum int) shaderir.Program {
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texPos,
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texPos,
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{
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{
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Type: shaderir.UniformVariable,
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Type: shaderir.UniformVariable,
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Index: 1 + i - 1,
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Index: graphics.TextureOffsetUniformVariableIndex(i),
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},
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},
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},
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},
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}
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}
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10
shader.go
10
shader.go
@ -36,6 +36,16 @@ func textureDstSize() vec2 {
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}
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}
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`
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`
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for i := 0; i < graphics.ShaderImageNum; i++ {
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shaderSuffix += fmt.Sprintf(`
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var __textureSize%[1]d vec2
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func texture%[1]dSize() vec2 {
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return __textureSize%[1]d
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}
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`, i)
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}
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for i := 0; i < graphics.ShaderImageNum; i++ {
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for i := 0; i < graphics.ShaderImageNum; i++ {
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var offset string
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var offset string
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if i >= 1 {
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if i >= 1 {
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