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4
go.mod
4
go.mod
@ -3,10 +3,10 @@ module github.com/hajimehoshi/ebiten/v2
|
||||
go 1.19
|
||||
|
||||
require (
|
||||
github.com/ebitengine/gomobile v0.0.0-20240802043200-192f051f4fcc
|
||||
github.com/ebitengine/gomobile v0.0.0-20240825043811-96c531f5bd83
|
||||
github.com/ebitengine/hideconsole v1.0.0
|
||||
github.com/ebitengine/oto/v3 v3.3.0-alpha.4
|
||||
github.com/ebitengine/purego v0.8.0-alpha.4
|
||||
github.com/ebitengine/purego v0.8.0-alpha.5
|
||||
github.com/gen2brain/mpeg v0.3.2-0.20240412154320-a2ac4fc8a46f
|
||||
github.com/go-text/typesetting v0.1.1
|
||||
github.com/hajimehoshi/bitmapfont/v3 v3.2.0-alpha.4
|
||||
|
8
go.sum
8
go.sum
@ -1,11 +1,11 @@
|
||||
github.com/ebitengine/gomobile v0.0.0-20240802043200-192f051f4fcc h1:76TYsaP1F48tiQRlrr71NsbfxBcFM9/8bEHS9/JbsQg=
|
||||
github.com/ebitengine/gomobile v0.0.0-20240802043200-192f051f4fcc/go.mod h1:RM/c3pvru6dRqgGEW7RCTb6czFXYAa3MxbXu3u8/dcI=
|
||||
github.com/ebitengine/gomobile v0.0.0-20240825043811-96c531f5bd83 h1:yA0CtFKYZI/db1snCOInRS0Z18QGZU6aBYkqUT0H6RI=
|
||||
github.com/ebitengine/gomobile v0.0.0-20240825043811-96c531f5bd83/go.mod h1:n2NbB/F4d9wOXFzC7FT1ipERidmYWC5I4YNOYRs5N7I=
|
||||
github.com/ebitengine/hideconsole v1.0.0 h1:5J4U0kXF+pv/DhiXt5/lTz0eO5ogJ1iXb8Yj1yReDqE=
|
||||
github.com/ebitengine/hideconsole v1.0.0/go.mod h1:hTTBTvVYWKBuxPr7peweneWdkUwEuHuB3C1R/ielR1A=
|
||||
github.com/ebitengine/oto/v3 v3.3.0-alpha.4 h1:w9SD7kK4GgJULkh5pWVTToMA5Ia1bP7VxD4rIjQqb8M=
|
||||
github.com/ebitengine/oto/v3 v3.3.0-alpha.4/go.mod h1:B+Sz3hzZXcx251YqSPIj+cVMicvlx7Xiq29AEUIbc7E=
|
||||
github.com/ebitengine/purego v0.8.0-alpha.4 h1:Dg9xRGC3giyQedfISyHH94eQM0md4a84+HHr7KBBH/Q=
|
||||
github.com/ebitengine/purego v0.8.0-alpha.4/go.mod h1:SQ56/omnSL8DdaBSKswoBvsMjgaWQyxyeMtb48sOskI=
|
||||
github.com/ebitengine/purego v0.8.0-alpha.5 h1:M0+PSgsdVNczTB8ijX89HmYqCfb2HUuBEx4A+wNuHto=
|
||||
github.com/ebitengine/purego v0.8.0-alpha.5/go.mod h1:SQ56/omnSL8DdaBSKswoBvsMjgaWQyxyeMtb48sOskI=
|
||||
github.com/gen2brain/mpeg v0.3.2-0.20240412154320-a2ac4fc8a46f h1:ysqRe+lvUiL0dH5XzkH0Bz68bFMPJ4f5Si4L/HD9SGk=
|
||||
github.com/gen2brain/mpeg v0.3.2-0.20240412154320-a2ac4fc8a46f/go.mod h1:i/ebyRRv/IoHixuZ9bElZnXbmfoUVPGQpdsJ4sVuX38=
|
||||
github.com/go-text/typesetting v0.1.1 h1:bGAesCuo85nXnEN5LmFMVGAGpGkCPtHrZLi//qD7EJo=
|
||||
|
14
image.go
14
image.go
@ -295,6 +295,16 @@ type Vertex struct {
|
||||
ColorG float32
|
||||
ColorB float32
|
||||
ColorA float32
|
||||
|
||||
// Custom0/Custom1/Custom2/Custom3 represents general-purpose values passed to the shader.
|
||||
// In order to use them, Fragment must have an additional vec4 argument.
|
||||
//
|
||||
// These values are valid only when DrawTrianglesShader is used.
|
||||
// In other cases, these values are ignored.
|
||||
Custom0 float32
|
||||
Custom1 float32
|
||||
Custom2 float32
|
||||
Custom3 float32
|
||||
}
|
||||
|
||||
var _ [0]byte = [unsafe.Sizeof(Vertex{}) - unsafe.Sizeof(float32(0))*graphics.VertexFloatCount]byte{}
|
||||
@ -668,6 +678,10 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
|
||||
vs[i*graphics.VertexFloatCount+5] = v.ColorG
|
||||
vs[i*graphics.VertexFloatCount+6] = v.ColorB
|
||||
vs[i*graphics.VertexFloatCount+7] = v.ColorA
|
||||
vs[i*graphics.VertexFloatCount+8] = v.Custom0
|
||||
vs[i*graphics.VertexFloatCount+9] = v.Custom1
|
||||
vs[i*graphics.VertexFloatCount+10] = v.Custom2
|
||||
vs[i*graphics.VertexFloatCount+11] = v.Custom3
|
||||
}
|
||||
|
||||
is := i.ensureTmpIndices(len(indices))
|
||||
|
@ -170,7 +170,7 @@ var ScreenShaderSource = []byte(`//kage:unit pixels
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
func Fragment(dstPos vec4, srcPos vec2) vec4 {
|
||||
// Blend source colors in a square region, which size is 1/scale.
|
||||
scale := imageDstSize()/imageSrc0Size()
|
||||
pos := srcPos
|
||||
@ -193,7 +193,7 @@ var ClearShaderSource = []byte(`//kage:unit pixels
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
func Fragment() vec4 {
|
||||
return vec4(0)
|
||||
}
|
||||
`)
|
||||
|
@ -154,8 +154,8 @@ func imageSrc%[1]dAt(pos vec2) vec4 {
|
||||
shaderSuffix += `
|
||||
var __projectionMatrix mat4
|
||||
|
||||
func __vertex(dstPos vec2, srcPos vec2, color vec4) (vec4, vec2, vec4) {
|
||||
return __projectionMatrix * vec4(dstPos, 0, 1), srcPos, color
|
||||
func __vertex(dstPos vec2, srcPos vec2, color vec4, custom vec4) (vec4, vec2, vec4, vec4) {
|
||||
return __projectionMatrix * vec4(dstPos, 0, 1), srcPos, color, custom
|
||||
}
|
||||
`
|
||||
return shaderSuffix, nil
|
||||
|
@ -39,7 +39,7 @@ const (
|
||||
)
|
||||
|
||||
const (
|
||||
VertexFloatCount = 8
|
||||
VertexFloatCount = 12
|
||||
)
|
||||
|
||||
var (
|
||||
|
@ -27,34 +27,56 @@ import (
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
|
||||
)
|
||||
|
||||
var inputElementDescsForDX11 = []_D3D11_INPUT_ELEMENT_DESC{
|
||||
{
|
||||
SemanticName: &([]byte("POSITION\000"))[0],
|
||||
SemanticIndex: 0,
|
||||
Format: _DXGI_FORMAT_R32G32_FLOAT,
|
||||
InputSlot: 0,
|
||||
AlignedByteOffset: _D3D11_APPEND_ALIGNED_ELEMENT,
|
||||
InputSlotClass: _D3D11_INPUT_PER_VERTEX_DATA,
|
||||
InstanceDataStepRate: 0,
|
||||
},
|
||||
{
|
||||
SemanticName: &([]byte("TEXCOORD\000"))[0],
|
||||
SemanticIndex: 0,
|
||||
Format: _DXGI_FORMAT_R32G32_FLOAT,
|
||||
InputSlot: 0,
|
||||
AlignedByteOffset: _D3D11_APPEND_ALIGNED_ELEMENT,
|
||||
InputSlotClass: _D3D11_INPUT_PER_VERTEX_DATA,
|
||||
InstanceDataStepRate: 0,
|
||||
},
|
||||
{
|
||||
SemanticName: &([]byte("COLOR\000"))[0],
|
||||
SemanticIndex: 0,
|
||||
Format: _DXGI_FORMAT_R32G32B32A32_FLOAT,
|
||||
InputSlot: 0,
|
||||
AlignedByteOffset: _D3D11_APPEND_ALIGNED_ELEMENT,
|
||||
InputSlotClass: _D3D11_INPUT_PER_VERTEX_DATA,
|
||||
InstanceDataStepRate: 0,
|
||||
},
|
||||
var inputElementDescsForDX11 []_D3D11_INPUT_ELEMENT_DESC
|
||||
|
||||
func init() {
|
||||
inputElementDescsForDX11 = []_D3D11_INPUT_ELEMENT_DESC{
|
||||
{
|
||||
SemanticName: &([]byte("POSITION\000"))[0],
|
||||
SemanticIndex: 0,
|
||||
Format: _DXGI_FORMAT_R32G32_FLOAT,
|
||||
InputSlot: 0,
|
||||
AlignedByteOffset: _D3D11_APPEND_ALIGNED_ELEMENT,
|
||||
InputSlotClass: _D3D11_INPUT_PER_VERTEX_DATA,
|
||||
InstanceDataStepRate: 0,
|
||||
},
|
||||
{
|
||||
SemanticName: &([]byte("TEXCOORD\000"))[0],
|
||||
SemanticIndex: 0,
|
||||
Format: _DXGI_FORMAT_R32G32_FLOAT,
|
||||
InputSlot: 0,
|
||||
AlignedByteOffset: _D3D11_APPEND_ALIGNED_ELEMENT,
|
||||
InputSlotClass: _D3D11_INPUT_PER_VERTEX_DATA,
|
||||
InstanceDataStepRate: 0,
|
||||
},
|
||||
{
|
||||
SemanticName: &([]byte("COLOR\000"))[0],
|
||||
SemanticIndex: 0,
|
||||
Format: _DXGI_FORMAT_R32G32B32A32_FLOAT,
|
||||
InputSlot: 0,
|
||||
AlignedByteOffset: _D3D11_APPEND_ALIGNED_ELEMENT,
|
||||
InputSlotClass: _D3D11_INPUT_PER_VERTEX_DATA,
|
||||
InstanceDataStepRate: 0,
|
||||
},
|
||||
}
|
||||
diff := graphics.VertexFloatCount - 8
|
||||
if diff == 0 {
|
||||
return
|
||||
}
|
||||
if diff%4 != 0 {
|
||||
panic("directx: unexpected attribute layout")
|
||||
}
|
||||
for i := 0; i < diff/4; i++ {
|
||||
inputElementDescsForDX11 = append(inputElementDescsForDX11, _D3D11_INPUT_ELEMENT_DESC{
|
||||
SemanticName: &([]byte("COLOR\000"))[0],
|
||||
SemanticIndex: uint32(i) + 1,
|
||||
Format: _DXGI_FORMAT_R32G32B32A32_FLOAT,
|
||||
InputSlot: 0,
|
||||
AlignedByteOffset: _D3D11_APPEND_ALIGNED_ELEMENT,
|
||||
InputSlotClass: _D3D11_INPUT_PER_VERTEX_DATA,
|
||||
InstanceDataStepRate: 0,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
func blendFactorToBlend11(f graphicsdriver.BlendFactor, alpha bool) _D3D11_BLEND {
|
||||
|
@ -23,34 +23,56 @@ import (
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||
)
|
||||
|
||||
var inputElementDescsForDX12 = []_D3D12_INPUT_ELEMENT_DESC{
|
||||
{
|
||||
SemanticName: &([]byte("POSITION\000"))[0],
|
||||
SemanticIndex: 0,
|
||||
Format: _DXGI_FORMAT_R32G32_FLOAT,
|
||||
InputSlot: 0,
|
||||
AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
|
||||
InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
|
||||
InstanceDataStepRate: 0,
|
||||
},
|
||||
{
|
||||
SemanticName: &([]byte("TEXCOORD\000"))[0],
|
||||
SemanticIndex: 0,
|
||||
Format: _DXGI_FORMAT_R32G32_FLOAT,
|
||||
InputSlot: 0,
|
||||
AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
|
||||
InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
|
||||
InstanceDataStepRate: 0,
|
||||
},
|
||||
{
|
||||
SemanticName: &([]byte("COLOR\000"))[0],
|
||||
SemanticIndex: 0,
|
||||
Format: _DXGI_FORMAT_R32G32B32A32_FLOAT,
|
||||
InputSlot: 0,
|
||||
AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
|
||||
InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
|
||||
InstanceDataStepRate: 0,
|
||||
},
|
||||
var inputElementDescsForDX12 []_D3D12_INPUT_ELEMENT_DESC
|
||||
|
||||
func init() {
|
||||
inputElementDescsForDX12 = []_D3D12_INPUT_ELEMENT_DESC{
|
||||
{
|
||||
SemanticName: &([]byte("POSITION\000"))[0],
|
||||
SemanticIndex: 0,
|
||||
Format: _DXGI_FORMAT_R32G32_FLOAT,
|
||||
InputSlot: 0,
|
||||
AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
|
||||
InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
|
||||
InstanceDataStepRate: 0,
|
||||
},
|
||||
{
|
||||
SemanticName: &([]byte("TEXCOORD\000"))[0],
|
||||
SemanticIndex: 0,
|
||||
Format: _DXGI_FORMAT_R32G32_FLOAT,
|
||||
InputSlot: 0,
|
||||
AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
|
||||
InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
|
||||
InstanceDataStepRate: 0,
|
||||
},
|
||||
{
|
||||
SemanticName: &([]byte("COLOR\000"))[0],
|
||||
SemanticIndex: 0,
|
||||
Format: _DXGI_FORMAT_R32G32B32A32_FLOAT,
|
||||
InputSlot: 0,
|
||||
AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
|
||||
InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
|
||||
InstanceDataStepRate: 0,
|
||||
},
|
||||
}
|
||||
diff := graphics.VertexFloatCount - 8
|
||||
if diff == 0 {
|
||||
return
|
||||
}
|
||||
if diff%4 != 0 {
|
||||
panic("directx: unexpected attribute layout")
|
||||
}
|
||||
for i := 0; i < diff/4; i++ {
|
||||
inputElementDescsForDX12 = append(inputElementDescsForDX12, _D3D12_INPUT_ELEMENT_DESC{
|
||||
SemanticName: &([]byte("COLOR\000"))[0],
|
||||
SemanticIndex: uint32(i) + 1,
|
||||
Format: _DXGI_FORMAT_R32G32B32A32_FLOAT,
|
||||
InputSlot: 0,
|
||||
AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
|
||||
InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
|
||||
InstanceDataStepRate: 0,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
const numDescriptorsPerFrame = 32
|
||||
|
@ -102,7 +102,7 @@ func compileShader(program *shaderir.Program) (vsh, psh *_ID3DBlob, ferr error)
|
||||
return vsh, psh, nil
|
||||
}
|
||||
|
||||
vs, ps := hlsl.Compile(program)
|
||||
vs, ps, _ := hlsl.Compile(program)
|
||||
var flag uint32 = uint32(_D3DCOMPILE_OPTIMIZATION_LEVEL3)
|
||||
|
||||
var wg errgroup.Group
|
||||
|
@ -66,6 +66,11 @@ func (a *arrayBufferLayout) float32Count() int {
|
||||
return a.total
|
||||
}
|
||||
|
||||
func (a *arrayBufferLayout) addPart(part arrayBufferLayoutPart) {
|
||||
a.parts = append(a.parts, part)
|
||||
a.total = 0
|
||||
}
|
||||
|
||||
// enable starts using the array buffer.
|
||||
func (a *arrayBufferLayout) enable(context *context) {
|
||||
for i := range a.parts {
|
||||
@ -109,17 +114,17 @@ func init() {
|
||||
},
|
||||
}
|
||||
n := theArrayBufferLayout.float32Count()
|
||||
if n > graphics.VertexFloatCount {
|
||||
panic("opengl: the array buffer layout is too large")
|
||||
diff := graphics.VertexFloatCount - n
|
||||
if diff == 0 {
|
||||
return
|
||||
}
|
||||
if n < graphics.VertexFloatCount {
|
||||
d := graphics.VertexFloatCount - n
|
||||
if d > 4 {
|
||||
panic("opengl: the array buffer layout is too small")
|
||||
}
|
||||
theArrayBufferLayout.parts = append(theArrayBufferLayout.parts, arrayBufferLayoutPart{
|
||||
name: "A3",
|
||||
num: d,
|
||||
if diff%4 != 0 {
|
||||
panic("opengl: unexpected attribute layout")
|
||||
}
|
||||
for i := 0; i < diff/4; i++ {
|
||||
theArrayBufferLayout.addPart(arrayBufferLayoutPart{
|
||||
name: fmt.Sprintf("A%d", i+3),
|
||||
num: 4,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
@ -290,8 +290,11 @@ func (cs *compileState) parse(f *ast.File) {
|
||||
|
||||
// Parse function names so that any other function call the others.
|
||||
// The function data is provisional and will be updated soon.
|
||||
var vertexOutParams []shaderir.Type
|
||||
var fragmentInParams []shaderir.Type
|
||||
var vertexInParams []variable
|
||||
var vertexOutParams []variable
|
||||
var fragmentInParams []variable
|
||||
var fragmentOutParams []variable
|
||||
var fragmentReturnType shaderir.Type
|
||||
for _, d := range f.Decls {
|
||||
fd, ok := d.(*ast.FuncDecl)
|
||||
if !ok {
|
||||
@ -307,6 +310,19 @@ func (cs *compileState) parse(f *ast.File) {
|
||||
}
|
||||
|
||||
inParams, outParams, ret := cs.parseFuncParams(&cs.global, n, fd)
|
||||
|
||||
if n == cs.vertexEntry {
|
||||
vertexInParams = inParams
|
||||
vertexOutParams = outParams
|
||||
continue
|
||||
}
|
||||
if n == cs.fragmentEntry {
|
||||
fragmentInParams = inParams
|
||||
fragmentOutParams = outParams
|
||||
fragmentReturnType = ret
|
||||
continue
|
||||
}
|
||||
|
||||
var inT, outT []shaderir.Type
|
||||
for _, v := range inParams {
|
||||
inT = append(inT, v.typ)
|
||||
@ -314,16 +330,6 @@ func (cs *compileState) parse(f *ast.File) {
|
||||
for _, v := range outParams {
|
||||
outT = append(outT, v.typ)
|
||||
}
|
||||
|
||||
if n == cs.vertexEntry {
|
||||
vertexOutParams = outT
|
||||
continue
|
||||
}
|
||||
if n == cs.fragmentEntry {
|
||||
fragmentInParams = inT
|
||||
continue
|
||||
}
|
||||
|
||||
cs.funcs = append(cs.funcs, function{
|
||||
name: n,
|
||||
ir: shaderir.Func{
|
||||
@ -339,21 +345,40 @@ func (cs *compileState) parse(f *ast.File) {
|
||||
// Check varying variables.
|
||||
// In testings, there might not be vertex and fragment entry points.
|
||||
if len(vertexOutParams) > 0 && len(fragmentInParams) > 0 {
|
||||
if len(vertexOutParams) != len(fragmentInParams) {
|
||||
cs.addError(0, "the number of vertex entry point's returning values and the number of fragment entry point's params must be the same")
|
||||
}
|
||||
for i, t := range vertexOutParams {
|
||||
if !t.Equal(&fragmentInParams[i]) {
|
||||
cs.addError(0, "vertex entry point's returning value types and fragment entry point's param types must match")
|
||||
for i, p := range vertexOutParams {
|
||||
if len(fragmentInParams) <= i {
|
||||
break
|
||||
}
|
||||
t := fragmentInParams[i].typ
|
||||
if !p.typ.Equal(&t) {
|
||||
name := fragmentInParams[i].name
|
||||
cs.addError(0, fmt.Sprintf("fragment argument %s must be %s but was %s", name, p.typ.String(), t.String()))
|
||||
}
|
||||
}
|
||||
|
||||
// The first out-param is treated as gl_Position in GLSL.
|
||||
if vertexOutParams[0].typ.Main != shaderir.Vec4 {
|
||||
cs.addError(0, "vertex entry point must have at least one returning vec4 value for a position")
|
||||
}
|
||||
if len(fragmentOutParams) != 0 || fragmentReturnType.Main != shaderir.Vec4 {
|
||||
cs.addError(0, "fragment entry point must have one returning vec4 value for a color")
|
||||
}
|
||||
}
|
||||
|
||||
// Set varying veraibles.
|
||||
if len(cs.errs) > 0 {
|
||||
return
|
||||
}
|
||||
|
||||
// Set attribute and varying veraibles.
|
||||
for _, p := range vertexInParams {
|
||||
cs.ir.Attributes = append(cs.ir.Attributes, p.typ)
|
||||
}
|
||||
if len(vertexOutParams) > 0 {
|
||||
// TODO: Check that these params are not arrays or structs
|
||||
// The 0th argument is a special variable for position and is not included in varying variables.
|
||||
cs.ir.Varyings = append(cs.ir.Varyings, vertexOutParams[1:]...)
|
||||
for _, p := range vertexOutParams[1:] {
|
||||
cs.ir.Varyings = append(cs.ir.Varyings, p.typ)
|
||||
}
|
||||
}
|
||||
|
||||
// Parse functions.
|
||||
@ -766,7 +791,13 @@ func (cs *compileState) parseFuncParams(block *block, fname string, d *ast.FuncD
|
||||
|
||||
// If there is only one returning value, it is treated as a returning value.
|
||||
// An array cannot be a returning value, especially for HLSL (#2923).
|
||||
if len(out) == 1 && out[0].name == "" && out[0].typ.Main != shaderir.Array {
|
||||
//
|
||||
// For the vertex entry, a parameter (variable) is used as a returning value.
|
||||
// For example, GLSL doesn't treat gl_Position as a returning value.
|
||||
// Thus, the returning value is not set for the vertex entry.
|
||||
// TODO: This can be resolved by having an indirect function like what the fragment entry already does.
|
||||
// See internal/shaderir/glsl.adjustProgram.
|
||||
if len(out) == 1 && out[0].name == "" && out[0].typ.Main != shaderir.Array && fname != cs.vertexEntry {
|
||||
ret = out[0].typ
|
||||
out = nil
|
||||
}
|
||||
@ -789,47 +820,25 @@ func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) (function, bool
|
||||
}
|
||||
|
||||
inParams, outParams, returnType := cs.parseFuncParams(block, d.Name.Name, d)
|
||||
|
||||
if block == &cs.global {
|
||||
switch d.Name.Name {
|
||||
case cs.vertexEntry:
|
||||
for _, v := range inParams {
|
||||
cs.ir.Attributes = append(cs.ir.Attributes, v.typ)
|
||||
}
|
||||
|
||||
// For the vertex entry, a parameter (variable) is used as a returning value.
|
||||
// For example, GLSL doesn't treat gl_Position as a returning value.
|
||||
// TODO: This can be resolved by having an indirect function like what the fragment entry already does.
|
||||
// See internal/shaderir/glsl.adjustProgram.
|
||||
if len(outParams) == 0 {
|
||||
outParams = append(outParams, variable{
|
||||
typ: shaderir.Type{Main: shaderir.Vec4},
|
||||
if d.Name.Name == cs.fragmentEntry {
|
||||
if len(inParams) == 0 {
|
||||
inParams = append(inParams, variable{
|
||||
name: "_",
|
||||
typ: shaderir.Type{Main: shaderir.Vec4},
|
||||
})
|
||||
}
|
||||
// The 0th inParams is a special variable for position and is not included in varying variables.
|
||||
if diff := len(cs.ir.Varyings) - (len(inParams) - 1); diff > 0 {
|
||||
// inParams is not enough when the vertex shader has more returning values than the fragment shader's arguments.
|
||||
orig := len(inParams) - 1
|
||||
for i := 0; i < diff; i++ {
|
||||
inParams = append(inParams, variable{
|
||||
name: "_",
|
||||
typ: cs.ir.Varyings[orig+i],
|
||||
})
|
||||
}
|
||||
|
||||
// The first out-param is treated as gl_Position in GLSL.
|
||||
if outParams[0].typ.Main != shaderir.Vec4 {
|
||||
cs.addError(d.Pos(), "vertex entry point must have at least one returning vec4 value for a position")
|
||||
return function{}, false
|
||||
}
|
||||
|
||||
case cs.fragmentEntry:
|
||||
if len(inParams) == 0 {
|
||||
cs.addError(d.Pos(), "fragment entry point must have at least one vec4 parameter for a position")
|
||||
return function{}, false
|
||||
}
|
||||
if inParams[0].typ.Main != shaderir.Vec4 {
|
||||
cs.addError(d.Pos(), "fragment entry point must have at least one vec4 parameter for a position")
|
||||
return function{}, false
|
||||
}
|
||||
|
||||
if len(outParams) != 0 || returnType.Main != shaderir.Vec4 {
|
||||
cs.addError(d.Pos(), "fragment entry point must have one returning vec4 value for a color")
|
||||
return function{}, false
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
b, ok := cs.parseBlock(block, d.Name.Name, d.Body.List, inParams, outParams, returnType, true)
|
||||
if !ok {
|
||||
return function{}, false
|
||||
|
@ -31,32 +31,24 @@ import (
|
||||
|
||||
func glslVertexNormalize(str string) string {
|
||||
p := glsl.VertexPrelude(glsl.GLSLVersionDefault)
|
||||
if strings.HasPrefix(str, p) {
|
||||
str = str[len(p):]
|
||||
}
|
||||
str = strings.TrimPrefix(str, p)
|
||||
return strings.TrimSpace(str)
|
||||
}
|
||||
|
||||
func glslFragmentNormalize(str string) string {
|
||||
p := glsl.FragmentPrelude(glsl.GLSLVersionDefault)
|
||||
if strings.HasPrefix(str, p) {
|
||||
str = str[len(p):]
|
||||
}
|
||||
str = strings.TrimPrefix(str, p)
|
||||
return strings.TrimSpace(str)
|
||||
}
|
||||
|
||||
func hlslNormalize(str string) string {
|
||||
if strings.HasPrefix(str, hlsl.Prelude) {
|
||||
str = str[len(hlsl.Prelude):]
|
||||
}
|
||||
func hlslNormalize(str string, prelude string) string {
|
||||
str = strings.TrimPrefix(str, prelude)
|
||||
return strings.TrimSpace(str)
|
||||
}
|
||||
|
||||
func metalNormalize(str string) string {
|
||||
prelude := msl.Prelude(shaderir.Texels)
|
||||
if strings.HasPrefix(str, prelude) {
|
||||
str = str[len(prelude):]
|
||||
}
|
||||
str = strings.TrimPrefix(str, prelude)
|
||||
return strings.TrimSpace(str)
|
||||
}
|
||||
|
||||
@ -188,8 +180,8 @@ func TestCompile(t *testing.T) {
|
||||
}
|
||||
|
||||
if tc.HLSL != nil {
|
||||
vs, _ := hlsl.Compile(s)
|
||||
if got, want := hlslNormalize(vs), hlslNormalize(string(tc.HLSL)); got != want {
|
||||
vs, _, prelude := hlsl.Compile(s)
|
||||
if got, want := hlslNormalize(vs, prelude), hlslNormalize(string(tc.HLSL), prelude); got != want {
|
||||
compare(t, "HLSL", got, want)
|
||||
}
|
||||
}
|
||||
|
@ -2,7 +2,7 @@ cbuffer Uniforms : register(b0) {
|
||||
float2 U0 : packoffset(c0);
|
||||
}
|
||||
|
||||
Varyings VSMain(float2 A0 : POSITION, float2 A1 : TEXCOORD, float4 A2 : COLOR) {
|
||||
Varyings VSMain(float2 A0 : POSITION, float2 A1 : TEXCOORD, float4 A2 : COLOR0) {
|
||||
Varyings varyings;
|
||||
float4x4 l0 = 0.0;
|
||||
varyings.Position = 0.0;
|
||||
|
@ -52,13 +52,7 @@ func (c *compileContext) structName(p *shaderir.Program, t *shaderir.Type) strin
|
||||
return n
|
||||
}
|
||||
|
||||
const Prelude = `struct Varyings {
|
||||
float4 Position : SV_POSITION;
|
||||
float2 M0 : TEXCOORD0;
|
||||
float4 M1 : COLOR;
|
||||
};
|
||||
|
||||
float mod(float x, float y) {
|
||||
const utilFuncs = `float mod(float x, float y) {
|
||||
return x - y * floor(x/y);
|
||||
}
|
||||
|
||||
@ -86,7 +80,7 @@ float4x4 float4x4FromScalar(float x) {
|
||||
return float4x4(x, 0, 0, 0, 0, x, 0, 0, 0, 0, x, 0, 0, 0, 0, x);
|
||||
}`
|
||||
|
||||
func Compile(p *shaderir.Program) (vertexShader, pixelShader string) {
|
||||
func Compile(p *shaderir.Program) (vertexShader, pixelShader, prelude string) {
|
||||
offsets := CalcUniformMemoryOffsets(p)
|
||||
|
||||
c := &compileContext{
|
||||
@ -94,7 +88,30 @@ func Compile(p *shaderir.Program) (vertexShader, pixelShader string) {
|
||||
}
|
||||
|
||||
var lines []string
|
||||
lines = append(lines, strings.Split(Prelude, "\n")...)
|
||||
lines = append(lines, strings.Split(utilFuncs, "\n")...)
|
||||
|
||||
lines = append(lines, "", "struct Varyings {")
|
||||
lines = append(lines, "\tfloat4 Position : SV_POSITION;")
|
||||
if len(p.Varyings) > 0 {
|
||||
for i, v := range p.Varyings {
|
||||
switch i {
|
||||
case 0:
|
||||
lines = append(lines, fmt.Sprintf("\tfloat2 M%d : TEXCOORD;", i))
|
||||
case 1:
|
||||
lines = append(lines, fmt.Sprintf("\tfloat4 M%d : COLOR0;", i))
|
||||
default:
|
||||
// Use COLOR[n] as a general purpose varying.
|
||||
if v.Main != shaderir.Vec4 {
|
||||
lines = append(lines, fmt.Sprintf("\t?(unexpected type: %s) M%d : COLOR%d;", v, i, i-1))
|
||||
} else {
|
||||
lines = append(lines, fmt.Sprintf("\tfloat4 M%d : COLOR%d;", i, i-1))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
lines = append(lines, "};")
|
||||
prelude = strings.Join(lines, "\n")
|
||||
|
||||
lines = append(lines, "", "{{.Structs}}")
|
||||
|
||||
if len(p.Uniforms) > 0 {
|
||||
@ -156,7 +173,25 @@ func Compile(p *shaderir.Program) (vertexShader, pixelShader string) {
|
||||
}
|
||||
if p.VertexFunc.Block != nil && len(p.VertexFunc.Block.Stmts) > 0 {
|
||||
vslines = append(vslines, "")
|
||||
vslines = append(vslines, "Varyings VSMain(float2 A0 : POSITION, float2 A1 : TEXCOORD, float4 A2 : COLOR) {")
|
||||
var args []string
|
||||
for i, a := range p.Attributes {
|
||||
switch i {
|
||||
case 0:
|
||||
args = append(args, fmt.Sprintf("float2 A%d : POSITION", i))
|
||||
case 1:
|
||||
args = append(args, fmt.Sprintf("float2 A%d : TEXCOORD", i))
|
||||
case 2:
|
||||
args = append(args, fmt.Sprintf("float4 A%d : COLOR0", i))
|
||||
default:
|
||||
// Use COLOR[n] as a general purpose varying.
|
||||
if a.Main != shaderir.Vec4 {
|
||||
args = append(args, fmt.Sprintf("?(unexpected type: %s) A%d : COLOR%d", a, i, i-2))
|
||||
} else {
|
||||
args = append(args, fmt.Sprintf("float4 A%d : COLOR%d", i, i-2))
|
||||
}
|
||||
}
|
||||
}
|
||||
vslines = append(vslines, "Varyings VSMain("+strings.Join(args, ", ")+") {")
|
||||
vslines = append(vslines, fmt.Sprintf("\tVaryings %s;", vsOut))
|
||||
vslines = append(vslines, c.block(p, p.VertexFunc.Block, p.VertexFunc.Block, 0)...)
|
||||
if last := fmt.Sprintf("\treturn %s;", vsOut); vslines[len(vslines)-1] != last {
|
||||
|
190
shader_test.go
190
shader_test.go
@ -2595,3 +2595,193 @@ func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestShaderCustomValues(t *testing.T) {
|
||||
const w, h = 16, 16
|
||||
|
||||
dst := ebiten.NewImage(w, h)
|
||||
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4, custom vec4) vec4 {
|
||||
return custom
|
||||
}
|
||||
`))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
clr := color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0x40}
|
||||
dst.DrawTrianglesShader([]ebiten.Vertex{
|
||||
{
|
||||
DstX: 0,
|
||||
DstY: 0,
|
||||
SrcX: 0,
|
||||
SrcY: 0,
|
||||
ColorR: 1,
|
||||
ColorG: 1,
|
||||
ColorB: 1,
|
||||
ColorA: 1,
|
||||
Custom0: float32(clr.R) / 0xff,
|
||||
Custom1: float32(clr.G) / 0xff,
|
||||
Custom2: float32(clr.B) / 0xff,
|
||||
Custom3: float32(clr.A) / 0xff,
|
||||
},
|
||||
{
|
||||
DstX: w,
|
||||
DstY: 0,
|
||||
SrcX: w,
|
||||
SrcY: 0,
|
||||
ColorR: 1,
|
||||
ColorG: 1,
|
||||
ColorB: 1,
|
||||
ColorA: 1,
|
||||
Custom0: float32(clr.R) / 0xff,
|
||||
Custom1: float32(clr.G) / 0xff,
|
||||
Custom2: float32(clr.B) / 0xff,
|
||||
Custom3: float32(clr.A) / 0xff,
|
||||
},
|
||||
{
|
||||
DstX: 0,
|
||||
DstY: h,
|
||||
SrcX: 0,
|
||||
SrcY: h,
|
||||
ColorR: 1,
|
||||
ColorG: 1,
|
||||
ColorB: 1,
|
||||
ColorA: 1,
|
||||
Custom0: float32(clr.R) / 0xff,
|
||||
Custom1: float32(clr.G) / 0xff,
|
||||
Custom2: float32(clr.B) / 0xff,
|
||||
Custom3: float32(clr.A) / 0xff,
|
||||
},
|
||||
{
|
||||
DstX: w,
|
||||
DstY: h,
|
||||
SrcX: w,
|
||||
SrcY: h,
|
||||
ColorR: 1,
|
||||
ColorG: 1,
|
||||
ColorB: 1,
|
||||
ColorA: 1,
|
||||
Custom0: float32(clr.R) / 0xff,
|
||||
Custom1: float32(clr.G) / 0xff,
|
||||
Custom2: float32(clr.B) / 0xff,
|
||||
Custom3: float32(clr.A) / 0xff,
|
||||
},
|
||||
}, []uint16{0, 1, 2, 1, 2, 3}, s, nil)
|
||||
|
||||
for j := 0; j < h; j++ {
|
||||
for i := 0; i < w; i++ {
|
||||
got := dst.At(i, j).(color.RGBA)
|
||||
want := clr
|
||||
if !sameColors(got, want, 2) {
|
||||
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestShaderFragmentLessArguments(t *testing.T) {
|
||||
const w, h = 16, 16
|
||||
|
||||
s0, err := ebiten.NewShader([]byte(`//kage:unit pixels
|
||||
|
||||
package main
|
||||
|
||||
func Fragment() vec4 {
|
||||
return vec4(1, 0, 0, 1)
|
||||
}
|
||||
`))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
s1, err := ebiten.NewShader([]byte(`//kage:unit pixels
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(dstPos vec4) vec4 {
|
||||
return vec4(0, 1, 0, 1)
|
||||
}
|
||||
`))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
s2, err := ebiten.NewShader([]byte(`//kage:unit pixels
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(dstPos vec4, srcPos vec2) vec4 {
|
||||
return vec4(0, 0, 1, 1)
|
||||
}
|
||||
`))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
dst := ebiten.NewImage(w, h)
|
||||
for idx, s := range []*ebiten.Shader{s0, s1, s2} {
|
||||
dst.Clear()
|
||||
dst.DrawTrianglesShader([]ebiten.Vertex{
|
||||
{
|
||||
DstX: 0,
|
||||
DstY: 0,
|
||||
SrcX: 0,
|
||||
SrcY: 0,
|
||||
ColorR: 1,
|
||||
ColorG: 1,
|
||||
ColorB: 1,
|
||||
ColorA: 1,
|
||||
},
|
||||
{
|
||||
DstX: w,
|
||||
DstY: 0,
|
||||
SrcX: w,
|
||||
SrcY: 0,
|
||||
ColorR: 1,
|
||||
ColorG: 1,
|
||||
ColorB: 1,
|
||||
ColorA: 1,
|
||||
},
|
||||
{
|
||||
DstX: 0,
|
||||
DstY: h,
|
||||
SrcX: 0,
|
||||
SrcY: h,
|
||||
ColorR: 1,
|
||||
ColorG: 1,
|
||||
ColorB: 1,
|
||||
ColorA: 1,
|
||||
},
|
||||
{
|
||||
DstX: w,
|
||||
DstY: h,
|
||||
SrcX: w,
|
||||
SrcY: h,
|
||||
ColorR: 1,
|
||||
ColorG: 1,
|
||||
ColorB: 1,
|
||||
ColorA: 1,
|
||||
},
|
||||
}, []uint16{0, 1, 2, 1, 2, 3}, s, nil)
|
||||
|
||||
for j := 0; j < h; j++ {
|
||||
for i := 0; i < w; i++ {
|
||||
got := dst.At(i, j).(color.RGBA)
|
||||
var want color.RGBA
|
||||
switch idx {
|
||||
case 0:
|
||||
want = color.RGBA{R: 0xff, A: 0xff}
|
||||
case 1:
|
||||
want = color.RGBA{G: 0xff, A: 0xff}
|
||||
case 2:
|
||||
want = color.RGBA{B: 0xff, A: 0xff}
|
||||
}
|
||||
if !sameColors(got, want, 2) {
|
||||
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
297
text/v2/atlas.go
Normal file
297
text/v2/atlas.go
Normal file
@ -0,0 +1,297 @@
|
||||
// Copyright 2024 The Ebitengine Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
package text
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/packing"
|
||||
)
|
||||
|
||||
type glyphAtlas struct {
|
||||
page *packing.Page
|
||||
image *ebiten.Image
|
||||
}
|
||||
|
||||
type glyphImage struct {
|
||||
atlas *glyphAtlas
|
||||
node *packing.Node
|
||||
img *ebiten.Image
|
||||
}
|
||||
|
||||
func (i *glyphImage) Image() *ebiten.Image {
|
||||
return i.img
|
||||
}
|
||||
|
||||
func newGlyphAtlas() *glyphAtlas {
|
||||
return &glyphAtlas{
|
||||
// Note: 128x128 is arbitrary, maybe a better value can be inferred
|
||||
// from the font size or something
|
||||
page: packing.NewPage(128, 128, 1024), // TODO: not 1024
|
||||
image: ebiten.NewImage(128, 128),
|
||||
}
|
||||
}
|
||||
|
||||
func (g *glyphAtlas) NewImage(w, h int) *glyphImage {
|
||||
n := g.page.Alloc(w, h)
|
||||
pw, ph := g.page.Size()
|
||||
if pw > g.image.Bounds().Dx() || ph > g.image.Bounds().Dy() {
|
||||
newImage := ebiten.NewImage(pw, ph)
|
||||
newImage.DrawImage(g.image, nil)
|
||||
g.image = newImage
|
||||
}
|
||||
|
||||
return &glyphImage{
|
||||
atlas: g,
|
||||
node: n,
|
||||
img: g.image.SubImage(n.Region()).(*ebiten.Image),
|
||||
}
|
||||
}
|
||||
|
||||
func (g *glyphAtlas) Free(img *glyphImage) {
|
||||
g.page.Free(img.node)
|
||||
}
|
||||
|
||||
type drawRange struct {
|
||||
atlas *glyphAtlas
|
||||
end int
|
||||
}
|
||||
|
||||
// drawList stores triangle versions of DrawImage calls when
|
||||
// all images are sub-images of an atlas.
|
||||
// Temporary vertices and indices can be re-used after calling
|
||||
// Flush, so it is more efficient to keep a reference to a drawList
|
||||
// instead of creating a new one every frame.
|
||||
type drawList struct {
|
||||
ranges []drawRange
|
||||
vx []ebiten.Vertex
|
||||
ix []uint16
|
||||
}
|
||||
|
||||
// drawCommand is the equivalent of the regular DrawImageOptions
|
||||
// but only including options that will not break batching.
|
||||
// Filter, Address, Blend and AntiAlias are determined at Flush()
|
||||
type drawCommand struct {
|
||||
Image *glyphImage
|
||||
|
||||
ColorScale ebiten.ColorScale
|
||||
GeoM ebiten.GeoM
|
||||
}
|
||||
|
||||
var rectIndices = [6]uint16{0, 1, 2, 1, 2, 3}
|
||||
|
||||
type point struct {
|
||||
X, Y float32
|
||||
}
|
||||
|
||||
func pt(x, y float64) point {
|
||||
return point{
|
||||
X: float32(x),
|
||||
Y: float32(y),
|
||||
}
|
||||
}
|
||||
|
||||
type rectOpts struct {
|
||||
Dsts [4]point
|
||||
SrcX0, SrcY0 float32
|
||||
SrcX1, SrcY1 float32
|
||||
R, G, B, A float32
|
||||
}
|
||||
|
||||
// adjustDestinationPixel is the original ebitengine implementation found here:
|
||||
// https://github.com/hajimehoshi/ebiten/blob/v2.8.0-alpha.1/internal/graphics/vertex.go#L102-L126
|
||||
func adjustDestinationPixel(x float32) float32 {
|
||||
// Avoid the center of the pixel, which is problematic (#929, #1171).
|
||||
// Instead, align the vertices with about 1/3 pixels.
|
||||
//
|
||||
// The intention here is roughly this code:
|
||||
//
|
||||
// float32(math.Floor((float64(x)+1.0/6.0)*3) / 3)
|
||||
//
|
||||
// The actual implementation is more optimized than the above implementation.
|
||||
ix := float32(int(x))
|
||||
if x < 0 && x != ix {
|
||||
ix -= 1
|
||||
}
|
||||
frac := x - ix
|
||||
switch {
|
||||
case frac < 3.0/16.0:
|
||||
return ix
|
||||
case frac < 8.0/16.0:
|
||||
return ix + 5.0/16.0
|
||||
case frac < 13.0/16.0:
|
||||
return ix + 11.0/16.0
|
||||
default:
|
||||
return ix + 16.0/16.0
|
||||
}
|
||||
}
|
||||
|
||||
func appendRectVerticesIndices(vertices []ebiten.Vertex, indices []uint16, index int, opts *rectOpts) ([]ebiten.Vertex, []uint16) {
|
||||
sx0, sy0, sx1, sy1 := opts.SrcX0, opts.SrcY0, opts.SrcX1, opts.SrcY1
|
||||
r, g, b, a := opts.R, opts.G, opts.B, opts.A
|
||||
vertices = append(vertices,
|
||||
ebiten.Vertex{
|
||||
DstX: adjustDestinationPixel(opts.Dsts[0].X),
|
||||
DstY: adjustDestinationPixel(opts.Dsts[0].Y),
|
||||
SrcX: sx0,
|
||||
SrcY: sy0,
|
||||
ColorR: r,
|
||||
ColorG: g,
|
||||
ColorB: b,
|
||||
ColorA: a,
|
||||
},
|
||||
ebiten.Vertex{
|
||||
DstX: adjustDestinationPixel(opts.Dsts[1].X),
|
||||
DstY: adjustDestinationPixel(opts.Dsts[1].Y),
|
||||
SrcX: sx1,
|
||||
SrcY: sy0,
|
||||
ColorR: r,
|
||||
ColorG: g,
|
||||
ColorB: b,
|
||||
ColorA: a,
|
||||
},
|
||||
ebiten.Vertex{
|
||||
DstX: adjustDestinationPixel(opts.Dsts[2].X),
|
||||
DstY: adjustDestinationPixel(opts.Dsts[2].Y),
|
||||
SrcX: sx0,
|
||||
SrcY: sy1,
|
||||
ColorR: r,
|
||||
ColorG: g,
|
||||
ColorB: b,
|
||||
ColorA: a,
|
||||
},
|
||||
ebiten.Vertex{
|
||||
DstX: adjustDestinationPixel(opts.Dsts[3].X),
|
||||
DstY: adjustDestinationPixel(opts.Dsts[3].Y),
|
||||
SrcX: sx1,
|
||||
SrcY: sy1,
|
||||
ColorR: r,
|
||||
ColorG: g,
|
||||
ColorB: b,
|
||||
ColorA: a,
|
||||
},
|
||||
)
|
||||
|
||||
indiceCursor := uint16(index * 4)
|
||||
indices = append(indices,
|
||||
rectIndices[0]+indiceCursor,
|
||||
rectIndices[1]+indiceCursor,
|
||||
rectIndices[2]+indiceCursor,
|
||||
rectIndices[3]+indiceCursor,
|
||||
rectIndices[4]+indiceCursor,
|
||||
rectIndices[5]+indiceCursor,
|
||||
)
|
||||
|
||||
return vertices, indices
|
||||
}
|
||||
|
||||
// Add adds DrawImage commands to the DrawList, images from multiple
|
||||
// atlases can be added but they will break the previous batch bound to
|
||||
// a different atlas, requiring an additional draw call internally.
|
||||
// So, it is better to have the maximum of consecutive DrawCommand images
|
||||
// sharing the same atlas.
|
||||
func (dl *drawList) Add(commands ...*drawCommand) {
|
||||
if len(commands) == 0 {
|
||||
return
|
||||
}
|
||||
|
||||
var batch *drawRange
|
||||
|
||||
if len(dl.ranges) > 0 {
|
||||
batch = &dl.ranges[len(dl.ranges)-1]
|
||||
} else {
|
||||
dl.ranges = append(dl.ranges, drawRange{
|
||||
atlas: commands[0].Image.atlas,
|
||||
})
|
||||
batch = &dl.ranges[0]
|
||||
}
|
||||
// Add vertices and indices
|
||||
opts := &rectOpts{}
|
||||
for _, cmd := range commands {
|
||||
if cmd.Image.atlas != batch.atlas {
|
||||
dl.ranges = append(dl.ranges, drawRange{
|
||||
atlas: cmd.Image.atlas,
|
||||
})
|
||||
batch = &dl.ranges[len(dl.ranges)-1]
|
||||
}
|
||||
|
||||
// Dst attributes
|
||||
bounds := cmd.Image.node.Region()
|
||||
opts.Dsts[0] = pt(cmd.GeoM.Apply(0, 0))
|
||||
opts.Dsts[1] = pt(cmd.GeoM.Apply(
|
||||
float64(bounds.Dx()), 0,
|
||||
))
|
||||
opts.Dsts[2] = pt(cmd.GeoM.Apply(
|
||||
0, float64(bounds.Dy()),
|
||||
))
|
||||
opts.Dsts[3] = pt(cmd.GeoM.Apply(
|
||||
float64(bounds.Dx()), float64(bounds.Dy()),
|
||||
))
|
||||
|
||||
// Color and source attributes
|
||||
opts.R = cmd.ColorScale.R()
|
||||
opts.G = cmd.ColorScale.G()
|
||||
opts.B = cmd.ColorScale.B()
|
||||
opts.A = cmd.ColorScale.A()
|
||||
opts.SrcX0 = float32(bounds.Min.X)
|
||||
opts.SrcY0 = float32(bounds.Min.Y)
|
||||
opts.SrcX1 = float32(bounds.Max.X)
|
||||
opts.SrcY1 = float32(bounds.Max.Y)
|
||||
|
||||
dl.vx, dl.ix = appendRectVerticesIndices(
|
||||
dl.vx, dl.ix, batch.end, opts,
|
||||
)
|
||||
|
||||
batch.end++
|
||||
}
|
||||
}
|
||||
|
||||
// DrawOptions are additional options that will be applied to
|
||||
// all draw commands from the draw list when calling Flush().
|
||||
type drawOptions struct {
|
||||
ColorScaleMode ebiten.ColorScaleMode
|
||||
Blend ebiten.Blend
|
||||
Filter ebiten.Filter
|
||||
Address ebiten.Address
|
||||
AntiAlias bool
|
||||
}
|
||||
|
||||
// Flush executes all the draw commands as the smallest possible
|
||||
// amount of draw calls, and then clears the list for next uses.
|
||||
func (dl *drawList) Flush(dst *ebiten.Image, opts *drawOptions) {
|
||||
var topts *ebiten.DrawTrianglesOptions
|
||||
if opts != nil {
|
||||
topts = &ebiten.DrawTrianglesOptions{
|
||||
ColorScaleMode: opts.ColorScaleMode,
|
||||
Blend: opts.Blend,
|
||||
Filter: opts.Filter,
|
||||
Address: opts.Address,
|
||||
AntiAlias: opts.AntiAlias,
|
||||
}
|
||||
}
|
||||
index := 0
|
||||
for _, r := range dl.ranges {
|
||||
dst.DrawTriangles(
|
||||
dl.vx[index*4:(index+r.end)*4],
|
||||
dl.ix[index*6:(index+r.end)*6],
|
||||
r.atlas.image,
|
||||
topts,
|
||||
)
|
||||
index += r.end
|
||||
}
|
||||
// Clear buffers
|
||||
dl.ranges = dl.ranges[:0]
|
||||
dl.vx = dl.vx[:0]
|
||||
dl.ix = dl.ix[:0]
|
||||
}
|
@ -18,7 +18,6 @@ import (
|
||||
"math"
|
||||
"sync"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/hook"
|
||||
)
|
||||
|
||||
@ -38,17 +37,18 @@ func init() {
|
||||
}
|
||||
|
||||
type glyphImageCacheEntry struct {
|
||||
image *ebiten.Image
|
||||
image *glyphImage
|
||||
atime int64
|
||||
}
|
||||
|
||||
type glyphImageCache[Key comparable] struct {
|
||||
atlas *glyphAtlas
|
||||
cache map[Key]*glyphImageCacheEntry
|
||||
atime int64
|
||||
m sync.Mutex
|
||||
}
|
||||
|
||||
func (g *glyphImageCache[Key]) getOrCreate(face Face, key Key, create func() *ebiten.Image) *ebiten.Image {
|
||||
func (g *glyphImageCache[Key]) getOrCreate(face Face, key Key, create func(a *glyphAtlas) *glyphImage) *glyphImage {
|
||||
g.m.Lock()
|
||||
defer g.m.Unlock()
|
||||
|
||||
@ -61,10 +61,11 @@ func (g *glyphImageCache[Key]) getOrCreate(face Face, key Key, create func() *eb
|
||||
}
|
||||
|
||||
if g.cache == nil {
|
||||
g.atlas = newGlyphAtlas()
|
||||
g.cache = map[Key]*glyphImageCacheEntry{}
|
||||
}
|
||||
|
||||
img := create()
|
||||
img := create(g.atlas)
|
||||
e = &glyphImageCacheEntry{
|
||||
image: img,
|
||||
}
|
||||
@ -91,6 +92,7 @@ func (g *glyphImageCache[Key]) getOrCreate(face Face, key Key, create func() *eb
|
||||
continue
|
||||
}
|
||||
delete(g.cache, key)
|
||||
g.atlas.Free(e.image)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -311,11 +311,16 @@ func (g *GoTextFace) appendGlyphsForLine(glyphs []Glyph, line string, indexOffse
|
||||
img, imgX, imgY := g.glyphImage(glyph, o)
|
||||
// Append a glyph even if img is nil.
|
||||
// This is necessary to return index information for control characters.
|
||||
var ebitenImage *ebiten.Image
|
||||
if img != nil {
|
||||
ebitenImage = img.Image()
|
||||
}
|
||||
glyphs = append(glyphs, Glyph{
|
||||
img: img,
|
||||
StartIndexInBytes: indexOffset + glyph.startIndex,
|
||||
EndIndexInBytes: indexOffset + glyph.endIndex,
|
||||
GID: uint32(glyph.shapingGlyph.GlyphID),
|
||||
Image: img,
|
||||
Image: ebitenImage,
|
||||
X: float64(imgX),
|
||||
Y: float64(imgY),
|
||||
OriginX: fixed26_6ToFloat64(origin.X),
|
||||
@ -332,7 +337,7 @@ func (g *GoTextFace) appendGlyphsForLine(glyphs []Glyph, line string, indexOffse
|
||||
return glyphs
|
||||
}
|
||||
|
||||
func (g *GoTextFace) glyphImage(glyph glyph, origin fixed.Point26_6) (*ebiten.Image, int, int) {
|
||||
func (g *GoTextFace) glyphImage(glyph glyph, origin fixed.Point26_6) (*glyphImage, int, int) {
|
||||
if g.direction().isHorizontal() {
|
||||
origin.X = adjustGranularity(origin.X, g)
|
||||
origin.Y &^= ((1 << 6) - 1)
|
||||
@ -352,8 +357,8 @@ func (g *GoTextFace) glyphImage(glyph glyph, origin fixed.Point26_6) (*ebiten.Im
|
||||
yoffset: subpixelOffset.Y,
|
||||
variations: g.ensureVariationsString(),
|
||||
}
|
||||
img := g.Source.getOrCreateGlyphImage(g, key, func() *ebiten.Image {
|
||||
return segmentsToImage(glyph.scaledSegments, subpixelOffset, b)
|
||||
img := g.Source.getOrCreateGlyphImage(g, key, func(a *glyphAtlas) *glyphImage {
|
||||
return segmentsToImage(a, glyph.scaledSegments, subpixelOffset, b)
|
||||
})
|
||||
|
||||
imgX := (origin.X + b.Min.X).Floor()
|
||||
|
@ -26,8 +26,6 @@ import (
|
||||
"github.com/go-text/typesetting/opentype/loader"
|
||||
"github.com/go-text/typesetting/shaping"
|
||||
"golang.org/x/image/math/fixed"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
type goTextOutputCacheKey struct {
|
||||
@ -282,7 +280,7 @@ func (g *GoTextFaceSource) scale(size float64) float64 {
|
||||
return size / float64(g.f.Upem())
|
||||
}
|
||||
|
||||
func (g *GoTextFaceSource) getOrCreateGlyphImage(goTextFace *GoTextFace, key goTextGlyphImageCacheKey, create func() *ebiten.Image) *ebiten.Image {
|
||||
func (g *GoTextFaceSource) getOrCreateGlyphImage(goTextFace *GoTextFace, key goTextGlyphImageCacheKey, create func(a *glyphAtlas) *glyphImage) *glyphImage {
|
||||
if g.glyphImageCache == nil {
|
||||
g.glyphImageCache = map[float64]*glyphImageCache[goTextGlyphImageCacheKey]{}
|
||||
}
|
||||
|
@ -19,11 +19,11 @@ import (
|
||||
"image/draw"
|
||||
"math"
|
||||
|
||||
"github.com/go-text/typesetting/opentype/api"
|
||||
"golang.org/x/image/math/fixed"
|
||||
gvector "golang.org/x/image/vector"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
"github.com/go-text/typesetting/opentype/api"
|
||||
"golang.org/x/image/math/fixed"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/vector"
|
||||
)
|
||||
|
||||
@ -75,7 +75,7 @@ func segmentsToBounds(segs []api.Segment) fixed.Rectangle26_6 {
|
||||
}
|
||||
}
|
||||
|
||||
func segmentsToImage(segs []api.Segment, subpixelOffset fixed.Point26_6, glyphBounds fixed.Rectangle26_6) *ebiten.Image {
|
||||
func segmentsToImage(a *glyphAtlas, segs []api.Segment, subpixelOffset fixed.Point26_6, glyphBounds fixed.Rectangle26_6) *glyphImage {
|
||||
if len(segs) == 0 {
|
||||
return nil
|
||||
}
|
||||
@ -122,7 +122,10 @@ func segmentsToImage(segs []api.Segment, subpixelOffset fixed.Point26_6, glyphBo
|
||||
|
||||
dst := image.NewRGBA(image.Rect(0, 0, w, h))
|
||||
rast.Draw(dst, dst.Bounds(), image.Opaque, image.Point{})
|
||||
return ebiten.NewImageFromImage(dst)
|
||||
img := a.NewImage(w, h)
|
||||
img.Image().WritePixels(dst.Pix)
|
||||
|
||||
return img
|
||||
}
|
||||
|
||||
func appendVectorPathFromSegments(path *vector.Path, segs []api.Segment, x, y float32) {
|
||||
|
@ -21,7 +21,6 @@ import (
|
||||
"golang.org/x/image/font"
|
||||
"golang.org/x/image/math/fixed"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
"github.com/hajimehoshi/ebiten/v2/vector"
|
||||
)
|
||||
|
||||
@ -119,9 +118,10 @@ func (s *GoXFace) appendGlyphsForLine(glyphs []Glyph, line string, indexOffset i
|
||||
// Append a glyph even if img is nil.
|
||||
// This is necessary to return index information for control characters.
|
||||
glyphs = append(glyphs, Glyph{
|
||||
img: img,
|
||||
StartIndexInBytes: indexOffset + i,
|
||||
EndIndexInBytes: indexOffset + i + size,
|
||||
Image: img,
|
||||
Image: img.Image(),
|
||||
X: float64(imgX),
|
||||
Y: float64(imgY),
|
||||
OriginX: fixed26_6ToFloat64(origin.X),
|
||||
@ -136,7 +136,7 @@ func (s *GoXFace) appendGlyphsForLine(glyphs []Glyph, line string, indexOffset i
|
||||
return glyphs
|
||||
}
|
||||
|
||||
func (s *GoXFace) glyphImage(r rune, origin fixed.Point26_6) (*ebiten.Image, int, int, fixed.Int26_6) {
|
||||
func (s *GoXFace) glyphImage(r rune, origin fixed.Point26_6) (*glyphImage, int, int, fixed.Int26_6) {
|
||||
// Assume that GoXFace's direction is always horizontal.
|
||||
origin.X = adjustGranularity(origin.X, s)
|
||||
origin.Y &^= ((1 << 6) - 1)
|
||||
@ -150,15 +150,15 @@ func (s *GoXFace) glyphImage(r rune, origin fixed.Point26_6) (*ebiten.Image, int
|
||||
rune: r,
|
||||
xoffset: subpixelOffset.X,
|
||||
}
|
||||
img := s.glyphImageCache.getOrCreate(s, key, func() *ebiten.Image {
|
||||
return s.glyphImageImpl(r, subpixelOffset, b)
|
||||
img := s.glyphImageCache.getOrCreate(s, key, func(a *glyphAtlas) *glyphImage {
|
||||
return s.glyphImageImpl(a, r, subpixelOffset, b)
|
||||
})
|
||||
imgX := (origin.X + b.Min.X).Floor()
|
||||
imgY := (origin.Y + b.Min.Y).Floor()
|
||||
return img, imgX, imgY, a
|
||||
}
|
||||
|
||||
func (s *GoXFace) glyphImageImpl(r rune, subpixelOffset fixed.Point26_6, glyphBounds fixed.Rectangle26_6) *ebiten.Image {
|
||||
func (s *GoXFace) glyphImageImpl(a *glyphAtlas, r rune, subpixelOffset fixed.Point26_6, glyphBounds fixed.Rectangle26_6) *glyphImage {
|
||||
w, h := (glyphBounds.Max.X - glyphBounds.Min.X).Ceil(), (glyphBounds.Max.Y - glyphBounds.Min.Y).Ceil()
|
||||
if w == 0 || h == 0 {
|
||||
return nil
|
||||
@ -182,7 +182,10 @@ func (s *GoXFace) glyphImageImpl(r rune, subpixelOffset fixed.Point26_6, glyphBo
|
||||
}
|
||||
d.DrawString(string(r))
|
||||
|
||||
return ebiten.NewImageFromImage(rgba)
|
||||
img := a.NewImage(w, h)
|
||||
img.Image().WritePixels(rgba.Pix)
|
||||
|
||||
return img
|
||||
}
|
||||
|
||||
// direction implements Face.
|
||||
|
@ -111,15 +111,24 @@ func Draw(dst *ebiten.Image, text string, face Face, options *DrawOptions) {
|
||||
|
||||
geoM := drawOp.GeoM
|
||||
|
||||
dl := &drawList{}
|
||||
dc := &drawCommand{}
|
||||
for _, g := range AppendGlyphs(nil, text, face, &layoutOp) {
|
||||
if g.Image == nil {
|
||||
continue
|
||||
}
|
||||
drawOp.GeoM.Reset()
|
||||
drawOp.GeoM.Translate(g.X, g.Y)
|
||||
drawOp.GeoM.Concat(geoM)
|
||||
dst.DrawImage(g.Image, &drawOp)
|
||||
dc.GeoM.Reset()
|
||||
dc.GeoM.Translate(g.X, g.Y)
|
||||
dc.GeoM.Concat(geoM)
|
||||
dc.ColorScale = drawOp.ColorScale
|
||||
dc.Image = g.img
|
||||
dl.Add(dc)
|
||||
}
|
||||
dl.Flush(dst, &drawOptions{
|
||||
Blend: drawOp.Blend,
|
||||
Filter: drawOp.Filter,
|
||||
ColorScaleMode: ebiten.ColorScaleModePremultipliedAlpha,
|
||||
})
|
||||
}
|
||||
|
||||
// AppendGlyphs appends glyphs to the given slice and returns a slice.
|
||||
|
@ -115,6 +115,11 @@ func adjustGranularity(x fixed.Int26_6, face Face) fixed.Int26_6 {
|
||||
|
||||
// Glyph represents one glyph to render.
|
||||
type Glyph struct {
|
||||
// Image is a rasterized glyph image.
|
||||
// Image is a grayscale image i.e. RGBA values are the same.
|
||||
// Image should be used as a render source and should not be modified.
|
||||
img *glyphImage
|
||||
|
||||
// StartIndexInBytes is the start index in bytes for the given string at AppendGlyphs.
|
||||
StartIndexInBytes int
|
||||
|
||||
|
@ -15,6 +15,7 @@
|
||||
package text_test
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"image"
|
||||
"image/color"
|
||||
"regexp"
|
||||
@ -23,6 +24,7 @@ import (
|
||||
|
||||
"github.com/hajimehoshi/bitmapfont/v3"
|
||||
"golang.org/x/image/font"
|
||||
"golang.org/x/image/font/gofont/goregular"
|
||||
"golang.org/x/image/math/fixed"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
@ -371,3 +373,23 @@ func TestDrawOptionsNotModified(t *testing.T) {
|
||||
t.Errorf("got: %v, want: %v", got, want)
|
||||
}
|
||||
}
|
||||
|
||||
func BenchmarkDrawText(b *testing.B) {
|
||||
var txt string
|
||||
for i := 0; i < 32; i++ {
|
||||
txt += "The quick brown fox jumps over the lazy dog.\n"
|
||||
}
|
||||
screen := ebiten.NewImage(16, 16)
|
||||
source, err := text.NewGoTextFaceSource(bytes.NewReader(goregular.TTF))
|
||||
if err != nil {
|
||||
b.Fatal(err)
|
||||
}
|
||||
f := &text.GoTextFace{
|
||||
Source: source,
|
||||
Size: 10,
|
||||
}
|
||||
op := &text.DrawOptions{}
|
||||
for i := 0; i < b.N; i++ {
|
||||
text.Draw(screen, txt, f, op)
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user