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ebiten: always specify the source region at DrawRectShader
imageSrcRegionOnTexture should work even without any images. Updates #2166
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parent
bcba362e7e
commit
f8c4634017
5
image.go
5
image.go
@ -701,6 +701,11 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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b := img.Bounds()
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sx, sy = img.adjustPosition(b.Min.X, b.Min.Y)
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sr = img.adjustedRegion()
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} else {
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sr = graphicsdriver.Region{
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Width: float32(width),
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Height: float32(height),
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}
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}
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if offsetX, offsetY := i.adjustPosition(0, 0); offsetX != 0 || offsetY != 0 {
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@ -1181,3 +1181,69 @@ 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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// Issue #2166
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func TestShaderDrawRect(t *testing.T) {
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const (
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dstW = 16
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dstH = 16
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srcW = 8
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srcH = 8
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)
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dst := ebiten.NewImage(dstW, dstH)
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src := ebiten.NewImage(srcW, srcH)
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s, err := ebiten.NewShader([]byte(`package main
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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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origin, size := imageSrcRegionOnTexture()
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texCoord -= origin
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texCoord /= size
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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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}
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return vec4(0, 1, 0, 1)
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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for _, withSrc := range []bool{false, true} {
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withSrc := withSrc
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title := "WithSrc"
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if !withSrc {
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title = "WithoutSrc"
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}
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t.Run(title, func(t *testing.T) {
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const (
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offsetX = (dstW - srcW) / 2
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offsetY = (dstH - srcH) / 2
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)
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op := &ebiten.DrawRectShaderOptions{}
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op.GeoM.Translate(offsetX, offsetY)
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if withSrc {
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op.Images[0] = src
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}
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dst.DrawRectShader(srcW, srcH, s, op)
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for j := 0; j < dstH; j++ {
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for i := 0; i < dstW; i++ {
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got := dst.At(i, j).(color.RGBA)
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var want color.RGBA
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if offsetX <= i && i < offsetX+srcW && offsetY <= j && j < offsetY+srcH {
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if offsetX+srcW/2 <= i && offsetY+srcH/2 <= j {
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want = color.RGBA{0xff, 0, 0, 0xff}
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} else {
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want = color.RGBA{0, 0xff, 0, 0xff}
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}
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}
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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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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