Commit Graph

69 Commits

Author SHA1 Message Date
Hajime Hoshi
2f6df3d4d6 internal/ui: bug fix: panic at ReadPixels before running
Closes #2820
2023-10-27 12:18:34 +09:00
Hajime Hoshi
c2ad36bdce internal/ui: use BlendSourceOver at Fill when possible
Closes #2817
2023-10-21 01:24:49 +09:00
Hajime Hoshi
83a4133577 internal/ui: refactoring: remove globalState 2023-10-15 16:51:16 +09:00
Hajime Hoshi
27fd10595b internal/ui: refactoring: reduce global functions and prefer Get() 2023-10-15 03:40:48 +09:00
Hajime Hoshi
4ca3fa5e57
internal/graphicsdriver: replace Region with image.Rectangle (#2791)
Closes #2790
2023-09-28 14:29:55 +09:00
Hajime Hoshi
534370f7b1 internal/graphics: enable to specify regions for each source image
This is a preparation to specify different sizes of source images.

Updates #1870
2023-08-27 21:15:01 +09:00
divVerent
b96aea70f1
internal/ui: compute antialias region size correctly. (#2681)
Closes #2679
2023-06-24 02:25:19 +09:00
Hajime Hoshi
d2c991b774 all: refactoring: use image.Rectangle 2023-04-28 01:03:38 +09:00
Hajime Hoshi
31273c875f internal/graphics: rename constants 2023-03-23 20:48:39 +09:00
Hajime Hoshi
c7214ef6fb internal/ui: use MaxVertexCount instead of IndicesCount
Updates #2460
2023-03-23 19:44:00 +09:00
Hajime Hoshi
051b0c7238 internal/ui: bug fix: a big-offscreen size could be 0
Closes #2589
2023-03-03 22:34:43 +09:00
Hajime Hoshi
ea7d007df9 internal/ui: bug fix: dstRegion should not exceed the image region
Closes #2577
2023-02-21 14:15:39 +09:00
Hajime Hoshi
d91b8cae88 internal/ui: reland: refactoring: improve anti-alias logic
* Remove the image extension. The image is always flushed when necessary.
* Use a small offscreen image whichever the blend is.

Updates #2399
2023-02-19 23:49:32 +09:00
Hajime Hoshi
3aa8448511 Revert "internal/ui: refactoring: improve anti-alias logic"
This reverts commit 41f8295611.

Reason: test failures: https://github.com/hajimehoshi/ebiten/actions/runs/4216421788/jobs/7318236488
2023-02-19 22:46:37 +09:00
Hajime Hoshi
41f8295611 internal/ui: refactoring: improve anti-alias logic
* Remove the image extension. The image is always flushed when necessary.
* Use a small offscreen image whichever the blend is.

Closes #2399
2023-02-19 22:14:23 +09:00
Hajime Hoshi
961c34efb5 internal/ui: use a small buffer image for anti-alias
Closes #2399
2023-02-19 17:35:43 +09:00
Hajime Hoshi
8479fee606 internal/ui: refactoring 2023-02-18 18:23:57 +09:00
Hajime Hoshi
56597800dd internal/ui: refactoring: add bigOffscreenImage
Updates #2399
2023-02-18 02:32:41 +09:00
Hajime Hoshi
38f802cb40 internal/ui: simplify the logic of skipping rendering 2022-12-20 11:34:47 +09:00
Hajime Hoshi
0a6813c17f internal/graphics: use flatten []float32 slice instead of [][]float32
Closes #2479
2022-12-03 20:23:58 +09:00
Hajime Hoshi
61f1d8b69f internal/graphics: remove the common vertices backend
It was actually impossible to use the common vertices backend in a
thread-safe manner, and actually this caused race conditions.

This changes fixes the issue by giving up a central backend, and
letting images have their own vertices buffer.

Closes #2473
2022-12-03 01:02:23 +09:00
Hajime Hoshi
419bb4c1e9 all: use uint32 instead of float32 for uniform values
This is a preparation for other types of uniform values.

Updates #2305
2022-11-12 20:28:07 +09:00
Hajime Hoshi
066029539e internal/ui: clean-up code
A callback is preferred to a dirty flag.

Updates #2341
2022-10-28 19:07:37 +09:00
Hajime Hoshi
b019a3723a internal/ui: optimize GPU usages when the screen doesn't have to be updated
This change skips rendering when 1) the screen is not cleared every frame
(`SetScreenClearedEveryFrame(false)`) and 2) Draw doesn't draw anything
onto the screen. The GPU usages decreased on some machines (e.g. GPU usage
was 10% with an empty Ebitengine project and became 2-3 % on a Windows
machine).

Updates #2341
2022-10-28 18:51:06 +09:00
Hajime Hoshi
422de70d59 internal/ui: bug fix: screenshot didn't include antialias renderings 2022-10-22 14:19:24 +09:00
Hajime Hoshi
f04e391cb4 all: rename emptyImage -> whiteImage 2022-10-21 15:26:56 +09:00
Hajime Hoshi
a990d79905 internal/ui: refactoring 2022-10-21 03:11:13 +09:00
Hajime Hoshi
9ec23ddeb4 ebiten: add DrawTrianglesOptions.AntiAlias and DrawTrianglesShaderOptions.AntiAlias
Closes #2385
2022-10-21 02:07:41 +09:00
Hajime Hoshi
2855095ac9 all: unify terms for buffers and flushing 2022-10-16 19:47:00 +09:00
Hajime Hoshi
09a7d39874 internal/graphicsdriver: add Blend struct
This is a preparation to specify blend factors and blend operators.

Updates #2382
2022-10-16 01:08:26 +09:00
Hajime Hoshi
32a2a705c0 internal/ui: flush the cache of the final screen after DrawScreen
The screen image might have a cache in the future.

Updates #2385
2022-10-15 01:59:53 +09:00
Hajime Hoshi
efd91c8b86 internal/ui: remove unused arguments from DrawTriangles
Closes #2369
2022-10-02 23:10:27 +09:00
Hajime Hoshi
d823e22bed internal/mipmap: remove unused arguments from DrawTriangles
Updates #2369
2022-10-02 23:06:32 +09:00
Hajime Hoshi
0ae2b1bc24 all: remove unnecessary conditions
Now a Kage shader is always used.
2022-10-02 22:30:59 +09:00
Hajime Hoshi
0b45ca7057 ebiten: reduce duplicated shader compilations 2022-10-02 20:33:50 +09:00
Hajime Hoshi
311aa7dcf8 all: use Kage shaders in internal packages
Updates #2369
2022-10-02 19:17:09 +09:00
Hajime Hoshi
eea11ba6cb internal/ui: use a Kage shader for Fill
Updates #2364
2022-10-02 16:08:33 +09:00
Hajime Hoshi
5e459bbe42 internal/graphicsdriver/opengl, metal, directx: use premultiplied alpha format for color scales
Updates #2365
2022-10-02 13:38:21 +09:00
Hajime Hoshi
d00bd1cb16 internal/ui: refactoring: move setVerticesCache to ui.Image
Updates #2362
2022-09-29 01:21:46 +09:00
Hajime Hoshi
ae41530f1c internal/graphicscommand: move availableFilename to graphicscommand 2022-08-31 13:26:14 +09:00
Hajime Hoshi
34aa52459e internal/ui: rename ReplacePixels -> WritePixels
Updates #2236
2022-08-08 03:32:26 +09:00
Hajime Hoshi
bd1b9cdb9b internal/mipmap: rename ReplacePixels -> WritePixels
Updates #2236
2022-08-08 03:32:21 +09:00
Hajime Hoshi
ea04e2a9de ebiten: remove returning error from ReadPixels
- As ReadPixels should often be used at Draw, error handling would be hard.
- Make the API consistent with ReplacePixels.

Updates #1995
2022-08-08 02:48:25 +09:00
Hajime Hoshi
81bd5b488c ebiten: add (*Image).ReadPixels
Closes #1995
2022-08-08 01:42:26 +09:00
Hajime Hoshi
6d87be7169 internal/ui, internal/mipmap: refactoring: replace At with ReadPixels
Updates #1995
2022-08-06 00:32:42 +09:00
Hajime Hoshi
afed6a83c6 internal/graphics: change the naming convention: Num -> Count
This change also renames ebiten.MaxIndicesNum -> ebiten.MaxIndicesCount.
2022-07-13 02:02:44 +09:00
Hajime Hoshi
83ac234142 internal/ui: bug fix: offscreen images were created too often unexpectedly 2022-06-08 09:26:22 +09:00
Hajime Hoshi
81f91658ff internal/atlas: refactoring: remove SetVolatile and SetIsolate
Pass an image type to NewImage instead.
2022-06-08 01:08:00 +09:00
Hajime Hoshi
d3e3df812a internal/ui: recreate an offscreen image when isScreenClearedEveryFrame is toggled
This is a preparation to remove SetVolatile and SetIsolated in
the atlas package.
2022-06-07 23:16:42 +09:00
Hajime Hoshi
6710808cd1 ebiten: compile shaders at NewShader
Closes #2035
2022-04-04 02:52:57 +09:00