mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
internal/graphics: add built-in Kage functions
This change adds these Kage functions: * imageDstOrigin * imageDstSrc * imageSrcNOrigin * imageSrcNSrc and deprecates these functions: * imageDstRegionOnTexture * imageSrcRegionOnTexture Closes #1870
This commit is contained in:
parent
101c9cbf5c
commit
db34930ae8
@ -33,8 +33,9 @@ func Warp(pos vec2) vec2 {
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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// Adjust the texture position to [0, 1].
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// Adjust the texture position to [0, 1].
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origin := imageSrc0Origin()
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size := imageSrc0Size()
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pos := texCoord
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pos := texCoord
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origin, size := imageSrcRegionOnTexture()
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pos -= origin
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pos -= origin
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pos /= size
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pos /= size
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@ -22,8 +22,7 @@ var Time float
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var Cursor vec2
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var Cursor vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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_, dstSize := imageDstRegionOnTexture()
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center := imageDstSize() / 2
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center := dstSize / 2
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amount := (center - Cursor) / 10
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amount := (center - Cursor) / 10
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var clr vec3
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var clr vec3
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clr.r = imageSrc2At(texCoord + amount).r
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clr.r = imageSrc2At(texCoord + amount).r
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@ -22,9 +22,8 @@ var Time float
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var Cursor vec2
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var Cursor vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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dstOrigin, dstSize := imageDstRegionOnTexture()
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pos := (position.xy - imageDstOrigin()) / imageDstSize()
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pos := (position.xy - dstOrigin) / dstSize
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pos += Cursor / imageDstSize() / 4
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pos += Cursor / dstSize / 4
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clr := 0.0
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clr := 0.0
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clr += sin(pos.x*cos(Time/15)*80) + cos(pos.y*cos(Time/15)*10)
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clr += sin(pos.x*cos(Time/15)*80) + cos(pos.y*cos(Time/15)*10)
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clr += sin(pos.y*sin(Time/10)*40) + cos(pos.x*sin(Time/25)*40)
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clr += sin(pos.y*sin(Time/10)*40) + cos(pos.x*sin(Time/25)*40)
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@ -22,8 +22,7 @@ var Time float
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var Cursor vec2
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var Cursor vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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dstOrigin, _ := imageDstRegionOnTexture()
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pos := position.xy - imageDstOrigin()
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pos := position.xy - dstOrigin
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lightpos := vec3(Cursor, 50)
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lightpos := vec3(Cursor, 50)
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lightdir := normalize(lightpos - vec3(pos, 0))
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lightdir := normalize(lightpos - vec3(pos, 0))
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@ -22,8 +22,7 @@ var Time float
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var Cursor vec2
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var Cursor vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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dstOrigin, _ := imageDstRegionOnTexture()
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pos := position.xy - imageDstOrigin()
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pos := position.xy - dstOrigin
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dir := normalize(pos - Cursor)
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dir := normalize(pos - Cursor)
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clr := imageSrc2UnsafeAt(texCoord)
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clr := imageSrc2UnsafeAt(texCoord)
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@ -20,8 +20,7 @@ package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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pos := position.xy
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pos := position.xy
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origin, size := imageDstRegionOnTexture()
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pos -= imageDstOrigin()
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pos -= origin
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pos /= imageDstSize()
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pos /= size
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return vec4(pos.x, pos.y, 0, 1)
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return vec4(pos.x, pos.y, 0, 1)
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}
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}
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@ -22,17 +22,16 @@ var Time float
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var Cursor vec2
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var Cursor vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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dstOrigin, dstSize := imageDstRegionOnTexture()
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pos := position.xy - imageDstOrigin()
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pos := position.xy - dstOrigin
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border := dstSize.y*0.6 + 4*cos(Time*3+pos.y/10)
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border := imageDstSize().y*0.6 + 4*cos(Time*3+pos.y/10)
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if pos.y < border {
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if pos.y < border {
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return imageSrc2UnsafeAt(texCoord)
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return imageSrc2UnsafeAt(texCoord)
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}
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}
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xoffset := 4 * cos(Time*3+pos.y/10)
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xoffset := 4 * cos(Time*3+pos.y/10)
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yoffset := 20 * (1 + cos(Time*3+pos.y/40))
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yoffset := 20 * (1 + cos(Time*3+pos.y/40))
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srcOrigin, _ := imageSrcRegionOnTexture()
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srcOrigin := imageSrc0Origin()
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clr := imageSrc2At(vec2(
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clr := imageSrc2At(vec2(
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texCoord.x+xoffset,
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texCoord.x+xoffset,
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-(texCoord.y+yoffset-srcOrigin.y)+border*2+srcOrigin.y,
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-(texCoord.y+yoffset-srcOrigin.y)+border*2+srcOrigin.y,
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@ -29,10 +29,6 @@ const screenShaderSrc = `//kage:unit pixels
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package main
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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_, dr := imageDstRegionOnTexture()
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_, sr := imageSrcRegionOnTexture()
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scale := dr/sr
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// Shift 1/512 [pixel] to avoid the tie-breaking issue.
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// Shift 1/512 [pixel] to avoid the tie-breaking issue.
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pos := texCoord
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pos := texCoord
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p0 := pos - 1/2.0 + 1/512.0
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p0 := pos - 1/2.0 + 1/512.0
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@ -49,8 +45,9 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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// rate indicates how much the 4 colors are mixed. rate is in between [0, 1].
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// rate indicates how much the 4 colors are mixed. rate is in between [0, 1].
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//
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//
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// 0 <= p <= 1/Scale: The rate is in between [0, 1]
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// 0 <= p <= 1/scale: The rate is in between [0, 1]
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// 1/Scale < p: Don't care. Adjacent colors (e.g. c0 vs c1 in an X direction) should be the same.
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// 1/scale < p: Don't care. Adjacent colors (e.g. c0 vs c1 in an X direction) should be the same.
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scale := imageDstSize()/imageSrc0Size()
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rate := clamp(p*scale, 0, 1)
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rate := clamp(p*scale, 0, 1)
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
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}
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}
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6
image.go
6
image.go
@ -737,7 +737,7 @@ var _ [len(DrawRectShaderOptions{}.Images)]struct{} = [graphics.ShaderImageCount
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// but these are invalid since texCoord is expected to be in texels in the texel-unit mode.
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// but these are invalid since texCoord is expected to be in texels in the texel-unit mode.
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// This behavior is preserved for backward compatibility. It is recommended to use the pixel-unit mode to avoid confusion.
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// This behavior is preserved for backward compatibility. It is recommended to use the pixel-unit mode to avoid confusion.
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//
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//
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// If no source images are specified, imageSrcRegionOnTexture returns a valid size only when the unit is pixels,
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// If no source images are specified, imageSrc0Size returns a valid size only when the unit is pixels,
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// but always returns 0 when the unit is texels (default).
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// but always returns 0 when the unit is texels (default).
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//
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//
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// When the image i is disposed, DrawRectShader does nothing.
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// When the image i is disposed, DrawRectShader does nothing.
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@ -777,8 +777,8 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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for i, img := range options.Images {
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for i, img := range options.Images {
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if img == nil {
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if img == nil {
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if shader.unit == shaderir.Pixels && i == 0 {
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if shader.unit == shaderir.Pixels && i == 0 {
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// Give the source size as pixels only when the unit is pixels so that users can get the source size via imageSrcRegionOnTexture (#2166).
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// Give the source size as pixels only when the unit is pixels so that users can get the source size via imageSrc0Size (#2166).
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// With the texel mode, the imageSrcRegionOnTexture values should be in texels so the source position in pixels would not match.
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// With the texel mode, the imageSrc0Origin and imageSrc0Size values should be in texels so the source position in pixels would not match.
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srcRegions[i] = graphicsdriver.Region{
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srcRegions[i] = graphicsdriver.Region{
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Width: float32(width),
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Width: float32(width),
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Height: float32(height),
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Height: float32(height),
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@ -61,7 +61,8 @@ var ColorMTranslation vec4
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{{if eq .Address .AddressRepeat}}
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{{if eq .Address .AddressRepeat}}
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func adjustTexelForAddressRepeat(p vec2) vec2 {
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func adjustTexelForAddressRepeat(p vec2) vec2 {
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origin, size := imageSrcRegionOnTexture()
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origin := imageSrc0Origin()
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size := imageSrc0Size()
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return mod(p - origin, size) + origin
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return mod(p - origin, size) + origin
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}
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}
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{{end}}
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{{end}}
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@ -23,19 +23,17 @@ import (
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)
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)
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func shaderSuffix(unit shaderir.Unit) (string, error) {
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func shaderSuffix(unit shaderir.Unit) (string, error) {
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shaderSuffix := `
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shaderSuffix := fmt.Sprintf(`
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var __imageDstTextureSize vec2
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var __imageDstTextureSize vec2
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// imageSrcTextureSize returns the destination image's texture size in pixels.
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// imageSrcTextureSize returns the destination image's texture size in pixels.
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func imageDstTextureSize() vec2 {
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func imageDstTextureSize() vec2 {
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return __imageDstTextureSize
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return __imageDstTextureSize
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}
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}
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`
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shaderSuffix += fmt.Sprintf(`
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var __imageSrcTextureSizes [%[1]d]vec2
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var __imageSrcTextureSizes [%[1]d]vec2
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// imageSrcTextureSize returns the source image's texture size in pixels.
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// imageSrcTextureSize returns the 0th source image's texture size in pixels.
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// As an image is a part of internal texture, the texture is usually bigger than the image.
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// As an image is a part of internal texture, the texture is usually bigger than the image.
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// The texture's size is useful when you want to calculate pixels from texels in the texel mode.
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// The texture's size is useful when you want to calculate pixels from texels in the texel mode.
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func imageSrcTextureSize() vec2 {
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func imageSrcTextureSize() vec2 {
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@ -52,26 +50,60 @@ var __imageDstRegionSize vec2
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// The unit is the source texture's pixel or texel.
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// The unit is the source texture's pixel or texel.
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//
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//
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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//
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// Deprecated: as of v2.6. Use imageDstOrigin or imageDstSize.
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func imageDstRegionOnTexture() (vec2, vec2) {
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func imageDstRegionOnTexture() (vec2, vec2) {
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return __imageDstRegionOrigin, __imageDstRegionSize
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return __imageDstRegionOrigin, __imageDstRegionSize
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}
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}
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// imageDstRegionOnTexture returns the destination image's origin on its texture.
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// The unit is the source texture's pixel or texel.
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//
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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func imageDstOrigin() vec2 {
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return __imageDstRegionOrigin
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}
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// imageDstRegionOnTexture returns the destination image's size.
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// The unit is the source texture's pixel or texel.
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func imageDstSize() vec2 {
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return __imageDstRegionSize
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}
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// The unit is the source texture's pixel or texel.
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// The unit is the source texture's pixel or texel.
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var __imageSrcRegionOrigins [%[1]d]vec2
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var __imageSrcRegionOrigins [%[1]d]vec2
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// The unit is the source texture's pixel or texel.
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// The unit is the source texture's pixel or texel.
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var __imageSrcRegionSizes [%[1]d]vec2
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var __imageSrcRegionSizes [%[1]d]vec2
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// imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture.
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// imageSrcRegionOnTexture returns the 0th source image's region (the origin and the size) on its texture.
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// The unit is the source texture's pixel or texel.
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// The unit is the source texture's pixel or texel.
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//
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//
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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//
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// Deprecated: as of v2.6. Use imageSrc0Origin or imageSrc0Size instead.
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func imageSrcRegionOnTexture() (vec2, vec2) {
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func imageSrcRegionOnTexture() (vec2, vec2) {
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return __imageSrcRegionOrigins[0], __imageSrcRegionSizes[0]
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return __imageSrcRegionOrigins[0], __imageSrcRegionSizes[0]
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}
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}
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`, ShaderImageCount)
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`, ShaderImageCount)
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for i := 0; i < ShaderImageCount; i++ {
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for i := 0; i < ShaderImageCount; i++ {
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shaderSuffix += fmt.Sprintf(`
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// imageSrc%[1]dOrigin returns the source image's region origin on its texture.
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// The unit is the source texture's pixel or texel.
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//
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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func imageSrc%[1]dOrigin() vec2 {
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return __imageSrcRegionOrigins[%[1]d]
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}
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// imageSrc%[1]dSize returns the source image's size.
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// The unit is the source texture's pixel or texel.
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func imageSrc%[1]dSize() vec2 {
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return __imageSrcRegionSizes[%[1]d]
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}
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`, i)
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pos := "pos"
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pos := "pos"
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if i >= 1 {
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if i >= 1 {
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// Convert the position in texture0's positions to the target texture positions.
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// Convert the position in texture0's positions to the target texture positions.
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@ -1332,9 +1332,8 @@ package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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// Adjust texCoord into [0, 1].
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// Adjust texCoord into [0, 1].
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origin, size := imageSrcRegionOnTexture()
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texCoord -= imageSrc0Origin()
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texCoord -= origin
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texCoord /= imageSrc0Size()
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texCoord /= size
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if texCoord.x >= 0.5 && texCoord.y >= 0.5 {
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if texCoord.x >= 0.5 && texCoord.y >= 0.5 {
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return vec4(1, 0, 0, 1)
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return vec4(1, 0, 0, 1)
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}
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}
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@ -1721,8 +1720,7 @@ func TestShaderTexelAndPixel(t *testing.T) {
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package main
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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orig, size := imageSrcRegionOnTexture()
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pos := (texCoord - imageSrc0Origin()) / imageSrc0Size()
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pos := (texCoord - orig) / size
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pos *= vec2(%d, %d)
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pos *= vec2(%d, %d)
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pos /= 255
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pos /= 255
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return vec4(pos.x, pos.y, 0, 1)
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return vec4(pos.x, pos.y, 0, 1)
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@ -1736,8 +1734,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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package main
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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orig, _ := imageSrcRegionOnTexture()
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pos := texCoord - imageSrc0Origin()
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pos := texCoord - orig
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pos /= 255
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pos /= 255
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return vec4(pos.x, pos.y, 0, 1)
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return vec4(pos.x, pos.y, 0, 1)
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}
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}
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@ -1835,9 +1832,8 @@ func TestShaderIVec(t *testing.T) {
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package main
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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orig, _ := imageSrcRegionOnTexture()
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pos := ivec2(3, 4)
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pos := ivec2(3, 4)
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return imageSrc0At(vec2(pos) + orig)
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return imageSrc0At(vec2(pos) + imageSrc0Origin())
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}
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}
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`))
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`))
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if err != nil {
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if err != nil {
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@ -2032,7 +2028,7 @@ package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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t := texCoord
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t := texCoord
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origin, size := imageSrcRegionOnTexture()
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size := imageSrc0Size()
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// If the unit is texels and no source images are specified, size is always 0.
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// If the unit is texels and no source images are specified, size is always 0.
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if size == vec2(0) {
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if size == vec2(0) {
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@ -2044,7 +2040,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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}
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}
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// Adjust texCoord into [0, 1].
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// Adjust texCoord into [0, 1].
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t -= origin
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t -= imageSrc0Origin()
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if size != vec2(0) {
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if size != vec2(0) {
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t /= size
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t /= size
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}
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}
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