Commit Graph

689 Commits

Author SHA1 Message Date
Hajime Hoshi
e1386e2032 ebiten: add restrictions for values in indices at DrawTriangles*
Closes #2611
2023-03-23 21:09:37 +09:00
Hajime Hoshi
ce9274a29d ebiten: remove the restriction for len(indices) at Draw*
Closes #2460
2023-03-23 20:01:15 +09:00
Hajime Hoshi
2a5a0a8895 ebiten: update documents 2023-03-23 19:56:25 +09:00
Hajime Hoshi
8b267265ed ebiten: update comments
Updates #2171
2023-03-20 11:04:58 +09:00
Hajime Hoshi
39aaf7fe37 ebiten: update comments
Updates #2601
2023-03-14 13:07:40 +09:00
Pierre Curto
4de807cc44
all: fix typos (#2558)
Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2023-01-28 19:06:38 +09:00
Hajime Hoshi
f054a7634a ebiten: deprecate (*Image).Size
Closes #2351
2023-01-20 01:26:37 +09:00
Hajime Hoshi
bb68ebfcad ebiten: add RunGameWithOptions to specify graphics library
This also adds mobile.SetGameWithOptions.

Updates #2378
2022-12-09 21:27:31 +09:00
Hajime Hoshi
015ce2b262 internal/ui: refactoring: reduce APIs 2022-12-09 00:05:22 +09:00
Hajime Hoshi
79ed63f281 ebiten: fix comments 2022-12-06 01:57:48 +09:00
Hajime Hoshi
89c64f83e3 ebiten: performance improvement by reducing allocations of []float32 2022-12-03 21:53:56 +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
d407607168 ebiten: update comments
Updates #2471
2022-11-27 14:38:57 +09:00
Hajime Hoshi
9aedafbb1a ebiten: update the comment about optimization 2022-11-27 14:10:30 +09:00
Hajime Hoshi
bba196d1ec ebiten: allow array types for uniform variables
Closes #2448
2022-11-18 14:08:31 +09:00
Hajime Hoshi
1ecac8d834 all: allow integer uniform variables for Kage shaders
Closes #2305
Updates #2448
2022-11-13 01:49:24 +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
156c34a316 ebiten: separate a package for ColorM: colorm
Closes #2171
2022-11-08 23:50:04 +09:00
Hajime Hoshi
d11c46ef1f ebiten: update comment 2022-11-04 20:53:52 +09:00
Hajime Hoshi
d73e8f785d internal/graphicsdriver: render various destination regions as one command
Closes #2232
2022-11-04 20:49:44 +09:00
Hajime Hoshi
384dee7160 internal/graphicscommand: remove unused uniform variables
This improves possibility of merging graphics commands by reducing
uniform variables.

Updates #2232
2022-11-03 22:45:17 +09:00
Artem Yadelskyi
10415d417a
all: replace interface{} with any (#2430)
Closes #2429
2022-11-03 15:33:09 +09:00
Hajime Hoshi
b3a93c66b0 ebiten: remove a comment 2022-11-02 13:05:11 +09:00
Hajime Hoshi
84289a06ba ebiten: update comments about Set
Set no longer loads pixels from GPU.
2022-11-02 02:09:43 +09:00
Hajime Hoshi
083835af9a ebiten: fix comments 2022-11-01 13:28:54 +09:00
Hajime Hoshi
8d854cbb82 ebiten: rename ColorSclaeFormat -> ColorScaleMode 2022-11-01 13:09:52 +09:00
Hajime Hoshi
e237a70135 ebiten: refactoring: use struct{} to save memory 2022-10-31 23:58:41 +09:00
Hajime Hoshi
8919bc809a ebiten: refactoring: compile-time check 2022-10-31 23:36:07 +09:00
Hajime Hoshi
f04e391cb4 all: rename emptyImage -> whiteImage 2022-10-21 15:26:56 +09:00
Hajime Hoshi
418485801f ebiten: update comments 2022-10-21 13:42:52 +09:00
Hajime Hoshi
9ec23ddeb4 ebiten: add DrawTrianglesOptions.AntiAlias and DrawTrianglesShaderOptions.AntiAlias
Closes #2385
2022-10-21 02:07:41 +09:00
Hajime Hoshi
b79495761e ebiten: add Blend and deprecate CompositeMode
Updates #2382
2022-10-16 22:47:00 +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
30cc36b1ba ebiten: add FinalScreenDrawer
FinalScreenDrawer is an interface for a custom screen rendering. If a
game implements FinalScreenDrawer and is passed to RunGame, its
DrawFinalScreen is called after Draw.

Also this adds `-crt` option to examples/flappy.

Closes #2046
2022-10-14 16:49:32 +09:00
Hajime Hoshi
940d6b11c8 ebiten: add comments about SubImage as destinations
Updates #2232
2022-10-03 01:56:20 +09:00
Hajime Hoshi
dcc98e78e9 ebiten: remove unnecessary casts 2022-10-03 01:25:24 +09:00
Hajime Hoshi
534d82c17d internal/builtinshader: move Filter and Address from internal/graphicsdriver 2022-10-02 23:24:15 +09:00
Hajime Hoshi
efd91c8b86 internal/ui: remove unused arguments from DrawTriangles
Closes #2369
2022-10-02 23:10:27 +09:00
Hajime Hoshi
d4e7676daa ebiten: do not use mipmaps at DrawTrianglesShader
This change stops using mipmaps at DrawTrianglesShader. Though this
is a brekaing change, the shader APIs are experimental in v2.4, and
the extent of the impact should be pretty small as DrawTrianglesShader
is a rarely-used low-level API.

For DrawRectShader, mipmaps were not used even before this change.

Updates #2370
2022-10-02 20:22:59 +09:00
Hajime Hoshi
72004b2e23 ebiten: update comments about Vertex
Updates #2365
2022-10-02 19:35:19 +09:00
Hajime Hoshi
f293a03ab6 internal/mipmap: reland: do not consider filter to determine mipmap level
This is a reland of 42833614fb.

Now the filter argument is not used (a4e9a05b14),
the filter value can be the nearest filter even though the shader is
for the linear filter.

As long as `canSkipMipmap` is set correctly, we don't have to consider
the parameter `filter`. We should ignore it.

Updates #2364
2022-10-02 19:14:23 +09:00
Hajime Hoshi
4b087a3af4 ebiten: bug fix: examples/minify didn't work correctly
Updates #2369
2022-10-02 19:04:52 +09:00
Hajime Hoshi
d08c1dbf8d ebiten: add a type name 2022-10-02 17:37:27 +09:00
Hajime Hoshi
a4e9a05b14 ebiten: reland: use Kage shaders instead of built-in shaders for a color matrix
This replaces the built-in shaders with Kage shadres. This is a
refactoring and doesn't degrade performance:

```
go test -bench=^BenchmarkColorMScale$ -run=^$ . -count=5
```

```
name           old time/op  new time/op  delta
ColorMScale-8   978ns ±15%  1184ns ±46%   ~     (p=0.413 n=4+5)
```

A follow-up change to remove the built-in shaders is needed.

Closes #2364
2022-10-02 15:35:40 +09:00
Hajime Hoshi
058b8d5635 ebiten: add ColorScaleFormat to DrawTrianglesOptions
Closes #2365
2022-10-02 14:14:11 +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
fb6dffaf12 ebiten: remove a wrong comment 2022-10-02 00:21:35 +09:00
Hajime Hoshi
520c47f0e8 Revert "ebiten: use Kage shaders instead of built-in shaders for a color matrix"
This reverts commit 7fc79c50c3.

Reason: a color scale might be used with ColorM (DrawTriangles)

Updates #2364
2022-10-02 00:19:37 +09:00
Hajime Hoshi
7fc79c50c3 ebiten: use Kage shaders instead of built-in shaders for a color matrix
Closes #2364
2022-10-02 00:08:14 +09:00
Hajime Hoshi
9d06875243 ebiten: remove 'experimental' from the shader APIs
Now the Kage shaders are used for the screen and will be used for ColorM.

Updatse #2046
Updates #2171
2022-09-30 22:45:26 +09:00
Hajime Hoshi
1f70307582 ebiten: add DrawRectShaderOptions.ColorScale
This change also introduces a new struct ColorScale.

Closes #2361
2022-09-30 21:44:48 +09:00
Hajime Hoshi
d00bd1cb16 internal/ui: refactoring: move setVerticesCache to ui.Image
Updates #2362
2022-09-29 01:21:46 +09:00
Alexander F. Rødseth
0d2c8b59fc
ebiten: reorder fields as recommended by the fieldalignment utility (#2359)
This reduces the struct size from 64 to 32 bytes.
2022-09-28 18:11:08 +09:00
Hajime Hoshi
284c9fcc7f update URLs in comments 2022-09-23 19:09:25 +09:00
Hajime Hoshi
d9704f2ba9 ebiten: typo 2022-08-21 23:01:25 +09:00
Hajime Hoshi
ef7966b625 ebiten: typo 2022-08-21 21:58:10 +09:00
Hajime Hoshi
f923250a65 ebiten: typo 2022-08-21 20:02:53 +09:00
Hajime Hoshi
652cd169b2 ebiten: revert the changes for DrawRectShader
This reverts these commits:
- 9bd46cb2b5.
- f8c4634017.

This causes test failures on the Steam bot. See #2246.

Updates #2166
Closes #2246
2022-08-17 00:56:33 +09:00
Hajime Hoshi
f8c4634017 ebiten: always specify the source region at DrawRectShader
imageSrcRegionOnTexture should work even without any images.

Updates #2166
2022-08-16 22:43:33 +09:00
Hajime Hoshi
0217ed0544 ebiten: add WritePixels replacing ReplacePixels
Closes #2236
2022-08-08 03:50:27 +09:00
Hajime Hoshi
24424d036c ebiten: update comments 2022-08-08 03:42:14 +09:00
Hajime Hoshi
34aa52459e internal/ui: rename ReplacePixels -> WritePixels
Updates #2236
2022-08-08 03:32:26 +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
39790c257b ebiten: update comments 2022-08-08 01:59:09 +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
mattn
3cd0daac67
go generate ./... with Go 1.19 (#2228) 2022-08-03 20:48:02 +09:00
Hajime Hoshi
1daf3bd8ff ebiten: update comments 2022-07-13 02:26:30 +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
80c26e6dcc ebiten: bug fix: Set after Set resulted in a wrong color
Updates #2154
Updates #2176
2022-07-05 01:13:45 +09:00
Hajime Hoshi
66bf40dc84 ebiten: bug fix: resolveSetVerticesCacheIfNeeded could resolve more vertices
Closes #2178
2022-07-05 00:28:53 +09:00
Hajime Hoshi
5411e8136b ebiten: bug fix: use DrawTriangles as an implementation of Set
Closes #2154
2022-07-04 12:02:47 +09:00
Hajime Hoshi
ddced3af9f ebiten: bug fix: Fill and Clear doesn't work on an image whose upper-left is not (0, 0)
Closes #2159
2022-06-24 02:02:00 +09:00
Hajime Hoshi
acd70d6e34 ebiten: add NewImageFromImageWithOptions
Closes #2013
Closes #2017
Closes #2124
2022-06-15 14:19:16 +09:00
Hajime Hoshi
aee2e67242 ebiten: refactoring 2022-06-15 11:54:49 +09:00
Hajime Hoshi
922784f574 ebiten: English 2022-06-15 02:34:31 +09:00
Hajime Hoshi
654c4c286c ebiten: English 2022-06-15 02:27:24 +09:00
Hajime Hoshi
0f27999909 ebiten: bug fix: wrong comments
Updates #2013
Updates #2017
2022-06-15 02:24:03 +09:00
Hajime Hoshi
bac34a4474 ebiten: add NewImageWithOptions and NewImageOptions
This change adds NewImageWithOptions, that creates a new image with
the given options.

NewImageWithOptions takes image.Rectangle instead of a width and a
height, then a user can create an image with an arbitrary bounds.
A left-upper position can be a negative number.

NewImageWithOptions can create an unmanged image, that is no longer
on an automatic internal texture atlas. A user can have finer controls
over the image.

This change also adds tests for this function.

Updates #2013
Updates #2017
Updates #2124
2022-06-15 02:20:19 +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
c379873a1f rename Ebiten -> Ebitengine 2022-05-25 22:48:19 +09:00
Hajime Hoshi
4a90841a59 ebiten: update a comment 2022-04-28 11:14:36 +09:00
Hajime Hoshi
b1bcbbeeea ebiten: add comments at DrawTriangles 2022-04-26 23:23:31 +09:00
Hajime Hoshi
6710808cd1 ebiten: compile shaders at NewShader
Closes #2035
2022-04-04 02:52:57 +09:00
Hajime Hoshi
f75a70dc40 internal/graphicscommand: treat []float32 instead of interface{} for uniform variables 2022-04-03 03:51:52 +09:00
Hajime Hoshi
9ddcf58728 ebiten: allow passing ebiten.Image to NewImageFromImage
Closes #1917
2022-04-02 06:10:22 +09:00
Hajime Hoshi
0c6362c93a internal/atlas: move the color scaling from internal/atlas to ebiten
Updates #1820
2022-04-02 02:47:56 +09:00
Hajime Hoshi
5c7917897c internal/ui: refactoring: move the logic in gameForUI to context 2022-04-01 22:33:31 +09:00
Hajime Hoshi
3ae4e873e6 ebiten: refactoring: remove an unused member Image.screen 2022-04-01 18:17:07 +09:00
Hajime Hoshi
b5bb576a58 internal/ui: refactoring: unexport ConvertUniforms 2022-03-21 17:05:50 +09:00
Hajime Hoshi
c316aaae72 internal/buffered: simplify the API 2022-03-21 15:19:06 +09:00
Hajime Hoshi
14c327c89b internal/atlas: replace Pixels with At to reduce unnecessary slice allocations 2022-03-20 18:39:17 +09:00
Hajime Hoshi
54b4e87506 internal/restorable: bug fix: ReplacePixels on a sub-image might panic on Android
If regions by ReplacePixel are overlapped, this can panics. This can
happen only on Android, where a context lost can happen.

Thus, a sub-image cannot call a direct ReplacePixels. internal/buffer
has to care this.
2022-03-20 18:01:37 +09:00
Hajime Hoshi
c3e855ab02 internal/buffered: refactoring 2022-03-20 16:44:11 +09:00
Hajime Hoshi
673556d03f internal/ui: move the error handlings to the ui package 2022-03-20 16:26:26 +09:00
Hajime Hoshi
cc574ad67e internal/atlas: rename functions: Area -> Region 2022-03-20 04:20:23 +09:00
Hajime Hoshi
b59dd45239 internal/buffered: separate ReplacePixels with the large-area and small-area versions
For the large-area version, this doesn't require a graphics driver.
This is necessary to ensure that ReplacePixels never needs a graphics
driver.
2022-03-20 04:13:31 +09:00
Hajime Hoshi
e78f34aa26 internal/ui: add Image
This is a preparation for a refactoring. Image will be a proxy to
pass a graphics driver to the lower layer.
2022-03-20 01:39:05 +09:00