Hajime Hoshi
a9b2f5f9ca
Revert "ebiten: panic if a non-existent uniform variable name is given"
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This reverts commit 1b8580fab7
.
Reason: some existing applications don't work with this fix.
Updates #2710
2023-08-24 14:15:19 +09:00
Hajime Hoshi
63df6168d9
internal/shader: use plural forms for Kage compiler directives
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This change renames
```
//kage:unit texel
//kage:unit pixel
```
to
```
//kage:unit texels
//kage:unit pixels
```
.
Closes #2717
2023-08-01 11:41:38 +09:00
Hajime Hoshi
a0ffd8dd25
ebiten: enable texCoord at DrawRectShader even without a source image
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imageSrcRegionOnTexture will return (0, 0) to (width, height) for
the pixel-unit mode.
Closes #2166
2023-08-01 04:14:36 +09:00
Hajime Hoshi
1b8580fab7
ebiten: panic if a non-existent uniform variable name is given
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Closes #2710
2023-07-29 20:24:42 +09:00
Hajime Hoshi
0b1c7404d5
ebiten: use zero values for an unspecified uniform variable
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Closes #2709
2023-07-29 19:11:49 +09:00
Hajime Hoshi
d0e4023d88
internal/ui: add a length check for uniform variables
2023-07-29 18:59:36 +09:00
Hajime Hoshi
d2c991b774
all: refactoring: use image.Rectangle
2023-04-28 01:03:38 +09:00
Hajime Hoshi
3e0ff1abe1
ebiten: improve panic messages
2023-03-23 21:26:58 +09:00
Hajime Hoshi
c7ca9cb321
ebiten: omit the exceeding part of vertices at Draw*
2023-03-23 21:23:33 +09:00
Hajime Hoshi
e1386e2032
ebiten: add restrictions for values in indices at DrawTriangles*
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Closes #2611
2023-03-23 21:09:37 +09:00
Hajime Hoshi
ce9274a29d
ebiten: remove the restriction for len(indices) at Draw*
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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
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Updates #2171
2023-03-20 11:04:58 +09:00
Hajime Hoshi
39aaf7fe37
ebiten: update comments
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Updates #2601
2023-03-14 13:07:40 +09:00
Pierre Curto
4de807cc44
all: fix typos ( #2558 )
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Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2023-01-28 19:06:38 +09:00
Hajime Hoshi
f054a7634a
ebiten: deprecate (*Image).Size
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Closes #2351
2023-01-20 01:26:37 +09:00
Hajime Hoshi
bb68ebfcad
ebiten: add RunGameWithOptions to specify graphics library
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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
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Closes #2479
2022-12-03 20:23:58 +09:00
Hajime Hoshi
61f1d8b69f
internal/graphics: remove the common vertices backend
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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
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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
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Closes #2448
2022-11-18 14:08:31 +09:00
Hajime Hoshi
1ecac8d834
all: allow integer uniform variables for Kage shaders
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Closes #2305
Updates #2448
2022-11-13 01:49:24 +09:00
Hajime Hoshi
419bb4c1e9
all: use uint32 instead of float32 for uniform values
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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
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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
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Closes #2232
2022-11-04 20:49:44 +09:00
Hajime Hoshi
384dee7160
internal/graphicscommand: remove unused uniform variables
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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 )
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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
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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
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Closes #2385
2022-10-21 02:07:41 +09:00
Hajime Hoshi
b79495761e
ebiten: add Blend and deprecate CompositeMode
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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
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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
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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
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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
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Closes #2369
2022-10-02 23:10:27 +09:00
Hajime Hoshi
d4e7676daa
ebiten: do not use mipmaps at DrawTrianglesShader
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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