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https://github.com/hajimehoshi/ebiten.git
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parent
d823e22bed
commit
efd91c8b86
8
image.go
8
image.go
@ -245,7 +245,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
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})
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})
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}
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}
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i.image.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, mode, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, i.adjustedRegion(), graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, shader.shader, uniforms, false, canSkipMipmap(options.GeoM, filter))
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i.image.DrawTriangles(srcs, vs, is, mode, i.adjustedRegion(), graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, shader.shader, uniforms, false, canSkipMipmap(options.GeoM, filter))
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}
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}
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// Vertex represents a vertex passed to DrawTriangles.
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// Vertex represents a vertex passed to DrawTriangles.
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@ -455,7 +455,7 @@ 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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i.image.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, mode, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, i.adjustedRegion(), sr, [graphics.ShaderImageCount - 1][2]float32{}, shader.shader, uniforms, options.FillRule == EvenOdd, filter != graphicsdriver.FilterLinear)
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i.image.DrawTriangles(srcs, vs, is, mode, i.adjustedRegion(), sr, [graphics.ShaderImageCount - 1][2]float32{}, shader.shader, uniforms, options.FillRule == EvenOdd, filter != graphicsdriver.FilterLinear)
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}
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}
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// DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
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// DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
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@ -589,7 +589,7 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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offsets[i][1] = float32(y - sy)
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offsets[i][1] = float32(y - sy)
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}
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}
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i.image.DrawTriangles(imgs, vs, is, affine.ColorMIdentity{}, mode, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, i.adjustedRegion(), sr, offsets, shader.shader, shader.convertUniforms(options.Uniforms), options.FillRule == EvenOdd, true)
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i.image.DrawTriangles(imgs, vs, is, mode, i.adjustedRegion(), sr, offsets, shader.shader, shader.convertUniforms(options.Uniforms), options.FillRule == EvenOdd, true)
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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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@ -690,7 +690,7 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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offsets[i][1] = float32(y - sy)
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offsets[i][1] = float32(y - sy)
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}
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}
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i.image.DrawTriangles(imgs, vs, is, affine.ColorMIdentity{}, mode, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, i.adjustedRegion(), sr, offsets, shader.shader, shader.convertUniforms(options.Uniforms), false, true)
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i.image.DrawTriangles(imgs, vs, is, mode, i.adjustedRegion(), sr, offsets, shader.shader, shader.convertUniforms(options.Uniforms), false, true)
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}
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}
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// SubImage returns an image representing the portion of the image p visible through r.
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// SubImage returns an image representing the portion of the image p visible through r.
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@ -20,7 +20,6 @@ import (
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"sync"
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"sync"
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"sync/atomic"
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/v2/internal/affine"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/buffered"
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"github.com/hajimehoshi/ebiten/v2/internal/buffered"
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"github.com/hajimehoshi/ebiten/v2/internal/clock"
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"github.com/hajimehoshi/ebiten/v2/internal/clock"
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@ -279,7 +278,7 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) {
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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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c.screen.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, shader, uniforms, false, true)
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c.screen.DrawTriangles(srcs, vs, is, graphicsdriver.CompositeModeCopy, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, shader, uniforms, false, true)
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}
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}
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func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
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func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
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@ -15,7 +15,6 @@
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package ui
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package ui
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import (
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import (
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"github.com/hajimehoshi/ebiten/v2/internal/affine"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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@ -57,7 +56,7 @@ func (i *Image) MarkDisposed() {
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i.dotsCache = nil
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i.dotsCache = nil
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}
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}
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, canSkipMipmap bool) {
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, mode graphicsdriver.CompositeMode, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, canSkipMipmap bool) {
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i.resolveDotsCacheIfNeeded()
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i.resolveDotsCacheIfNeeded()
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var srcMipmaps [graphics.ShaderImageCount]*mipmap.Mipmap
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var srcMipmaps [graphics.ShaderImageCount]*mipmap.Mipmap
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@ -231,5 +230,5 @@ 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{}, NearestFilterShader, nil, false, true)
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i.DrawTriangles(srcs, vs, is, graphicsdriver.CompositeModeCopy, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader, nil, false, true)
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}
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}
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