mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-24 18:58:54 +01:00
parent
7b6f726729
commit
eea11ba6cb
@ -31,7 +31,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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)
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)
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const screenShader = `package main
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const screenShaderSrc = `package main
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var Scale vec2
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var Scale vec2
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@ -65,6 +65,36 @@ 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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var (
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screenShader *Shader
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nearestShader *Shader
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linearShader *Shader
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)
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func init() {
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{
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ir, err := graphics.CompileShader([]byte(screenShaderSrc))
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if err != nil {
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panic(fmt.Sprintf("ui: compiling the screen shader failed: %v", err))
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}
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screenShader = NewShader(ir)
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}
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{
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, false)))
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if err != nil {
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panic(fmt.Sprintf("ui: compiling the nearest shader failed: %v", err))
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}
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nearestShader = NewShader(ir)
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}
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{
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(graphicsdriver.FilterLinear, graphicsdriver.AddressUnsafe, false)))
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if err != nil {
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panic(fmt.Sprintf("ui: compiling the linear shader failed: %v", err))
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}
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linearShader = NewShader(ir)
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}
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}
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type Game interface {
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type Game interface {
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NewOffscreenImage(width, height int) *Image
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NewOffscreenImage(width, height int) *Image
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Layout(outsideWidth, outsideHeight int) (int, int)
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Layout(outsideWidth, outsideHeight int) (int, int)
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@ -84,10 +114,6 @@ type context struct {
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outsideWidth float64
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outsideWidth float64
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outsideHeight float64
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outsideHeight float64
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screenShader *Shader
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nearestShader *Shader
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linearShader *Shader
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m sync.Mutex
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m sync.Mutex
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}
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}
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@ -150,29 +176,6 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
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}
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}
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}()
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}()
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// Create a shader for the screen if necessary.
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if c.screenShader == nil {
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ir, err := graphics.CompileShader([]byte(screenShader))
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if err != nil {
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return err
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}
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c.screenShader = NewShader(ir)
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}
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if c.nearestShader == nil {
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, false)))
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if err != nil {
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return err
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}
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c.nearestShader = NewShader(ir)
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}
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if c.linearShader == nil {
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(graphicsdriver.FilterLinear, graphicsdriver.AddressUnsafe, false)))
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if err != nil {
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return err
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}
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c.linearShader = NewShader(ir)
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}
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// ForceUpdate can be invoked even if the context is not initialized yet (#1591).
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// ForceUpdate can be invoked even if the context is not initialized yet (#1591).
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if w, h := c.layoutGame(outsideWidth, outsideHeight, deviceScaleFactor); w == 0 || h == 0 {
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if w, h := c.layoutGame(outsideWidth, outsideHeight, deviceScaleFactor); w == 0 || h == 0 {
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return nil
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return nil
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@ -253,15 +256,15 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) {
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var shader *Shader
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var shader *Shader
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switch {
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switch {
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case !theGlobalState.isScreenFilterEnabled():
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case !theGlobalState.isScreenFilterEnabled():
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shader = c.nearestShader
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shader = nearestShader
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case math.Floor(s) == s:
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case math.Floor(s) == s:
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shader = c.nearestShader
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shader = nearestShader
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case s > 1:
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case s > 1:
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shader = c.screenShader
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shader = screenShader
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default:
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default:
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// screenShader works with >=1 scale, but does not well with <1 scale.
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// screenShader works with >=1 scale, but does not well with <1 scale.
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// Use regular FilterLinear instead so far (#669).
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// Use regular FilterLinear instead so far (#669).
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shader = c.linearShader
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shader = linearShader
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}
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}
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dstRegion := graphicsdriver.Region{
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dstRegion := graphicsdriver.Region{
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@ -282,7 +285,7 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) {
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dstWidth, dstHeight := c.screen.width, c.screen.height
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dstWidth, dstHeight := c.screen.width, c.screen.height
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srcWidth, srcHeight := c.offscreen.width, c.offscreen.height
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srcWidth, srcHeight := c.offscreen.width, c.offscreen.height
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var uniforms [][]float32
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var uniforms [][]float32
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if shader == c.screenShader {
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if shader == screenShader {
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uniforms = shader.ConvertUniforms(map[string]interface{}{
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uniforms = shader.ConvertUniforms(map[string]interface{}{
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"Scale": []float32{
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"Scale": []float32{
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float32(dstWidth) / float32(srcWidth),
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float32(dstWidth) / float32(srcWidth),
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@ -236,5 +236,5 @@ func (i *Image) Fill(r, g, b, a float32, x, y, width, height int) {
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srcs := [graphics.ShaderImageCount]*Image{emptyImage}
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srcs := [graphics.ShaderImageCount]*Image{emptyImage}
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i.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, nil, nil, false, true)
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i.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, nearestShader, nil, false, true)
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}
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}
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