mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Compare commits
26 Commits
a0d9122cae
...
1637698d7c
Author | SHA1 | Date | |
---|---|---|---|
|
1637698d7c | ||
|
435c8b75eb | ||
|
9e208eee81 | ||
|
b6ab7a10c1 | ||
|
6cd00f3b88 | ||
|
9a751d7c26 | ||
|
e6807794f2 | ||
|
5e820be911 | ||
|
5f80f4b3de | ||
|
b9c24f786a | ||
|
89933bf0ab | ||
|
332da38565 | ||
|
fbf40a4455 | ||
|
fc37cdedeb | ||
|
309c886c2e | ||
|
68380e506e | ||
|
cdb430b2a5 | ||
|
e8e458802d | ||
|
071024e89f | ||
|
38b8ba5677 | ||
|
30157b5dea | ||
|
b20692f523 | ||
|
2eebe55b90 | ||
|
ec06c68fa3 | ||
|
4601cffaba | ||
|
5e8d969034 |
@ -44,7 +44,17 @@ const (
|
||||
screenHeight = 480
|
||||
)
|
||||
|
||||
func drawEbitenText(screen *ebiten.Image, x, y int, aa bool, line bool) {
|
||||
type Game struct {
|
||||
counter int
|
||||
|
||||
aa bool
|
||||
line bool
|
||||
|
||||
vertices []ebiten.Vertex
|
||||
indices []uint16
|
||||
}
|
||||
|
||||
func (g *Game) drawEbitenText(screen *ebiten.Image, x, y int, aa bool, line bool) {
|
||||
var path vector.Path
|
||||
|
||||
// E
|
||||
@ -116,26 +126,24 @@ func drawEbitenText(screen *ebiten.Image, x, y int, aa bool, line bool) {
|
||||
path.LineTo(290, 20)
|
||||
path.Close()
|
||||
|
||||
var vs []ebiten.Vertex
|
||||
var is []uint16
|
||||
if line {
|
||||
op := &vector.StrokeOptions{}
|
||||
op.Width = 5
|
||||
op.LineJoin = vector.LineJoinRound
|
||||
vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op)
|
||||
g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
|
||||
} else {
|
||||
vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
|
||||
g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
|
||||
}
|
||||
|
||||
for i := range vs {
|
||||
vs[i].DstX = (vs[i].DstX + float32(x))
|
||||
vs[i].DstY = (vs[i].DstY + float32(y))
|
||||
vs[i].SrcX = 1
|
||||
vs[i].SrcY = 1
|
||||
vs[i].ColorR = 0xdb / float32(0xff)
|
||||
vs[i].ColorG = 0x56 / float32(0xff)
|
||||
vs[i].ColorB = 0x20 / float32(0xff)
|
||||
vs[i].ColorA = 1
|
||||
for i := range g.vertices {
|
||||
g.vertices[i].DstX = (g.vertices[i].DstX + float32(x))
|
||||
g.vertices[i].DstY = (g.vertices[i].DstY + float32(y))
|
||||
g.vertices[i].SrcX = 1
|
||||
g.vertices[i].SrcY = 1
|
||||
g.vertices[i].ColorR = 0xdb / float32(0xff)
|
||||
g.vertices[i].ColorG = 0x56 / float32(0xff)
|
||||
g.vertices[i].ColorB = 0x20 / float32(0xff)
|
||||
g.vertices[i].ColorA = 1
|
||||
}
|
||||
|
||||
op := &ebiten.DrawTrianglesOptions{}
|
||||
@ -150,10 +158,10 @@ func drawEbitenText(screen *ebiten.Image, x, y int, aa bool, line bool) {
|
||||
// For simplicity, this example always uses FillRuleNonZero, whichever strokes or filling is done.
|
||||
op.FillRule = ebiten.FillRuleNonZero
|
||||
|
||||
screen.DrawTriangles(vs, is, whiteSubImage, op)
|
||||
screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
|
||||
}
|
||||
|
||||
func drawEbitenLogo(screen *ebiten.Image, x, y int, aa bool, line bool) {
|
||||
func (g *Game) drawEbitenLogo(screen *ebiten.Image, x, y int, aa bool, line bool) {
|
||||
const unit = 16
|
||||
|
||||
var path vector.Path
|
||||
@ -179,35 +187,33 @@ func drawEbitenLogo(screen *ebiten.Image, x, y int, aa bool, line bool) {
|
||||
path.LineTo(unit, 4*unit)
|
||||
path.Close()
|
||||
|
||||
var vs []ebiten.Vertex
|
||||
var is []uint16
|
||||
if line {
|
||||
op := &vector.StrokeOptions{}
|
||||
op.Width = 5
|
||||
op.LineJoin = vector.LineJoinRound
|
||||
vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op)
|
||||
g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
|
||||
} else {
|
||||
vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
|
||||
g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
|
||||
}
|
||||
|
||||
for i := range vs {
|
||||
vs[i].DstX = (vs[i].DstX + float32(x))
|
||||
vs[i].DstY = (vs[i].DstY + float32(y))
|
||||
vs[i].SrcX = 1
|
||||
vs[i].SrcY = 1
|
||||
vs[i].ColorR = 0xdb / float32(0xff)
|
||||
vs[i].ColorG = 0x56 / float32(0xff)
|
||||
vs[i].ColorB = 0x20 / float32(0xff)
|
||||
vs[i].ColorA = 1
|
||||
for i := range g.vertices {
|
||||
g.vertices[i].DstX = (g.vertices[i].DstX + float32(x))
|
||||
g.vertices[i].DstY = (g.vertices[i].DstY + float32(y))
|
||||
g.vertices[i].SrcX = 1
|
||||
g.vertices[i].SrcY = 1
|
||||
g.vertices[i].ColorR = 0xdb / float32(0xff)
|
||||
g.vertices[i].ColorG = 0x56 / float32(0xff)
|
||||
g.vertices[i].ColorB = 0x20 / float32(0xff)
|
||||
g.vertices[i].ColorA = 1
|
||||
}
|
||||
|
||||
op := &ebiten.DrawTrianglesOptions{}
|
||||
op.AntiAlias = aa
|
||||
op.FillRule = ebiten.FillRuleNonZero
|
||||
screen.DrawTriangles(vs, is, whiteSubImage, op)
|
||||
screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
|
||||
}
|
||||
|
||||
func drawArc(screen *ebiten.Image, count int, aa bool, line bool) {
|
||||
func (g *Game) drawArc(screen *ebiten.Image, count int, aa bool, line bool) {
|
||||
var path vector.Path
|
||||
|
||||
path.MoveTo(350, 100)
|
||||
@ -223,37 +229,35 @@ func drawArc(screen *ebiten.Image, count int, aa bool, line bool) {
|
||||
path.Arc(550, 100, 50, float32(theta1), float32(theta2), vector.Clockwise)
|
||||
path.Close()
|
||||
|
||||
var vs []ebiten.Vertex
|
||||
var is []uint16
|
||||
if line {
|
||||
op := &vector.StrokeOptions{}
|
||||
op.Width = 5
|
||||
op.LineJoin = vector.LineJoinRound
|
||||
vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op)
|
||||
g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
|
||||
} else {
|
||||
vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
|
||||
g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
|
||||
}
|
||||
|
||||
for i := range vs {
|
||||
vs[i].SrcX = 1
|
||||
vs[i].SrcY = 1
|
||||
vs[i].ColorR = 0x33 / float32(0xff)
|
||||
vs[i].ColorG = 0xcc / float32(0xff)
|
||||
vs[i].ColorB = 0x66 / float32(0xff)
|
||||
vs[i].ColorA = 1
|
||||
for i := range g.vertices {
|
||||
g.vertices[i].SrcX = 1
|
||||
g.vertices[i].SrcY = 1
|
||||
g.vertices[i].ColorR = 0x33 / float32(0xff)
|
||||
g.vertices[i].ColorG = 0xcc / float32(0xff)
|
||||
g.vertices[i].ColorB = 0x66 / float32(0xff)
|
||||
g.vertices[i].ColorA = 1
|
||||
}
|
||||
|
||||
op := &ebiten.DrawTrianglesOptions{}
|
||||
op.AntiAlias = aa
|
||||
op.FillRule = ebiten.FillRuleNonZero
|
||||
screen.DrawTriangles(vs, is, whiteSubImage, op)
|
||||
screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
|
||||
}
|
||||
|
||||
func maxCounter(index int) int {
|
||||
return 128 + (17*index+32)%64
|
||||
}
|
||||
|
||||
func drawWave(screen *ebiten.Image, counter int, aa bool, line bool) {
|
||||
func (g *Game) drawWave(screen *ebiten.Image, counter int, aa bool, line bool) {
|
||||
var path vector.Path
|
||||
|
||||
const npoints = 8
|
||||
@ -278,37 +282,28 @@ func drawWave(screen *ebiten.Image, counter int, aa bool, line bool) {
|
||||
path.LineTo(screenWidth, screenHeight)
|
||||
path.LineTo(0, screenHeight)
|
||||
|
||||
var vs []ebiten.Vertex
|
||||
var is []uint16
|
||||
if line {
|
||||
op := &vector.StrokeOptions{}
|
||||
op.Width = 5
|
||||
op.LineJoin = vector.LineJoinRound
|
||||
vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op)
|
||||
g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
|
||||
} else {
|
||||
vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
|
||||
g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
|
||||
}
|
||||
|
||||
for i := range vs {
|
||||
vs[i].SrcX = 1
|
||||
vs[i].SrcY = 1
|
||||
vs[i].ColorR = 0x33 / float32(0xff)
|
||||
vs[i].ColorG = 0x66 / float32(0xff)
|
||||
vs[i].ColorB = 0xff / float32(0xff)
|
||||
vs[i].ColorA = 1
|
||||
for i := range g.vertices {
|
||||
g.vertices[i].SrcX = 1
|
||||
g.vertices[i].SrcY = 1
|
||||
g.vertices[i].ColorR = 0x33 / float32(0xff)
|
||||
g.vertices[i].ColorG = 0x66 / float32(0xff)
|
||||
g.vertices[i].ColorB = 0xff / float32(0xff)
|
||||
g.vertices[i].ColorA = 1
|
||||
}
|
||||
|
||||
op := &ebiten.DrawTrianglesOptions{}
|
||||
op.AntiAlias = aa
|
||||
op.FillRule = ebiten.FillRuleNonZero
|
||||
screen.DrawTriangles(vs, is, whiteSubImage, op)
|
||||
}
|
||||
|
||||
type Game struct {
|
||||
counter int
|
||||
|
||||
aa bool
|
||||
line bool
|
||||
screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
|
||||
}
|
||||
|
||||
func (g *Game) Update() error {
|
||||
@ -331,10 +326,10 @@ func (g *Game) Draw(screen *ebiten.Image) {
|
||||
dst := screen
|
||||
|
||||
dst.Fill(color.RGBA{0xe0, 0xe0, 0xe0, 0xff})
|
||||
drawEbitenText(dst, 0, 50, g.aa, g.line)
|
||||
drawEbitenLogo(dst, 20, 150, g.aa, g.line)
|
||||
drawArc(dst, g.counter, g.aa, g.line)
|
||||
drawWave(dst, g.counter, g.aa, g.line)
|
||||
g.drawEbitenText(dst, 0, 50, g.aa, g.line)
|
||||
g.drawEbitenLogo(dst, 20, 150, g.aa, g.line)
|
||||
g.drawArc(dst, g.counter, g.aa, g.line)
|
||||
g.drawWave(dst, g.counter, g.aa, g.line)
|
||||
|
||||
msg := fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f", ebiten.ActualTPS(), ebiten.ActualFPS())
|
||||
msg += "\nPress A to switch anti-alias."
|
||||
|
4
image.go
4
image.go
@ -247,7 +247,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
|
||||
colorm, cr, cg, cb, ca := colorMToScale(options.ColorM.affineColorM())
|
||||
cr, cg, cb, ca = options.ColorScale.apply(cr, cg, cb, ca)
|
||||
vs := i.ensureTmpVertices(4 * graphics.VertexFloatCount)
|
||||
graphics.QuadVertices(vs, float32(sx0), float32(sy0), float32(sx1), float32(sy1), a, b, c, d, tx, ty, cr, cg, cb, ca)
|
||||
graphics.QuadVerticesFromSrcAndMatrix(vs, float32(sx0), float32(sy0), float32(sx1), float32(sy1), a, b, c, d, tx, ty, cr, cg, cb, ca)
|
||||
is := graphics.QuadIndices()
|
||||
|
||||
srcs := [graphics.ShaderSrcImageCount]*ui.Image{img.image}
|
||||
@ -829,7 +829,7 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
|
||||
vs := i.ensureTmpVertices(4 * graphics.VertexFloatCount)
|
||||
|
||||
// Do not use srcRegions[0].Dx() and srcRegions[0].Dy() as these might be empty.
|
||||
graphics.QuadVertices(vs,
|
||||
graphics.QuadVerticesFromSrcAndMatrix(vs,
|
||||
float32(srcRegions[0].Min.X), float32(srcRegions[0].Min.Y),
|
||||
float32(srcRegions[0].Min.X+width), float32(srcRegions[0].Min.Y+height),
|
||||
a, b, c, d, tx, ty, cr, cg, cb, ca)
|
||||
|
@ -662,6 +662,59 @@ func BenchmarkDrawImage(b *testing.B) {
|
||||
}
|
||||
}
|
||||
|
||||
func BenchmarkDrawTriangles(b *testing.B) {
|
||||
const w, h = 16, 16
|
||||
img0 := ebiten.NewImage(w, h)
|
||||
img1 := ebiten.NewImage(w, h)
|
||||
op := &ebiten.DrawTrianglesOptions{}
|
||||
vs := []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,
|
||||
},
|
||||
}
|
||||
is := []uint16{0, 1, 2, 1, 2, 3}
|
||||
for i := 0; i < b.N; i++ {
|
||||
img0.DrawTriangles(vs, is, img1, op)
|
||||
}
|
||||
}
|
||||
|
||||
func TestImageLinearGraduation(t *testing.T) {
|
||||
img0 := ebiten.NewImage(2, 2)
|
||||
img0.WritePixels([]byte{
|
||||
|
@ -43,16 +43,6 @@ func min(a, b int) int {
|
||||
return b
|
||||
}
|
||||
|
||||
// quadVertices returns vertices to render a quad. These values are passed to graphicscommand.Image.
|
||||
func quadVertices(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1, cr, cg, cb, ca float32) []float32 {
|
||||
return []float32{
|
||||
dx0, dy0, sx0, sy0, cr, cg, cb, ca,
|
||||
dx1, dy0, sx1, sy0, cr, cg, cb, ca,
|
||||
dx0, dy1, sx0, sy1, cr, cg, cb, ca,
|
||||
dx1, dy1, sx1, sy1, cr, cg, cb, ca,
|
||||
}
|
||||
}
|
||||
|
||||
func appendDeferred(f func()) {
|
||||
deferredM.Lock()
|
||||
defer deferredM.Unlock()
|
||||
@ -149,7 +139,8 @@ func (b *backend) extendIfNeeded(width, height int) {
|
||||
|
||||
srcs := [graphics.ShaderSrcImageCount]*graphicscommand.Image{b.image}
|
||||
sw, sh := b.image.InternalSize()
|
||||
vs := quadVertices(0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1)
|
||||
vs := make([]float32, 4*graphics.VertexFloatCount)
|
||||
graphics.QuadVerticesFromDstAndSrc(vs, 0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1)
|
||||
is := graphics.QuadIndices()
|
||||
dr := image.Rect(0, 0, sw, sh)
|
||||
newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, NearestFilterShader.ensureShader(), nil, graphicsdriver.FillRuleFillAll)
|
||||
@ -174,7 +165,8 @@ func newClearedImage(width, height int, screen bool) *graphicscommand.Image {
|
||||
}
|
||||
|
||||
func clearImage(i *graphicscommand.Image, region image.Rectangle) {
|
||||
vs := quadVertices(float32(region.Min.X), float32(region.Min.Y), float32(region.Max.X), float32(region.Max.Y), 0, 0, 0, 0, 0, 0, 0, 0)
|
||||
vs := make([]float32, 4*graphics.VertexFloatCount)
|
||||
graphics.QuadVerticesFromDstAndSrc(vs, float32(region.Min.X), float32(region.Min.Y), float32(region.Max.X), float32(region.Max.Y), 0, 0, 0, 0, 0, 0, 0, 0)
|
||||
is := graphics.QuadIndices()
|
||||
i.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderSrcImageCount]image.Rectangle{}, clearShader.ensureShader(), nil, graphicsdriver.FillRuleFillAll)
|
||||
}
|
||||
@ -353,7 +345,7 @@ func (i *Image) ensureIsolatedFromSource(backends []*backend) {
|
||||
|
||||
w, h := float32(i.width), float32(i.height)
|
||||
vs := make([]float32, 4*graphics.VertexFloatCount)
|
||||
graphics.QuadVertices(vs, 0, 0, w, h, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1)
|
||||
graphics.QuadVerticesFromDstAndSrc(vs, 0, 0, w, h, 0, 0, w, h, 1, 1, 1, 1)
|
||||
is := graphics.QuadIndices()
|
||||
dr := image.Rect(0, 0, i.width, i.height)
|
||||
|
||||
@ -384,7 +376,7 @@ func (i *Image) putOnSourceBackend() {
|
||||
|
||||
w, h := float32(i.width), float32(i.height)
|
||||
vs := make([]float32, 4*graphics.VertexFloatCount)
|
||||
graphics.QuadVertices(vs, 0, 0, w, h, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1)
|
||||
graphics.QuadVerticesFromDstAndSrc(vs, 0, 0, w, h, 0, 0, w, h, 1, 1, 1, 1)
|
||||
is := graphics.QuadIndices()
|
||||
dr := image.Rect(0, 0, i.width, i.height)
|
||||
newI.drawTriangles([graphics.ShaderSrcImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
|
@ -50,12 +50,9 @@ func quadVertices(sw, sh, x, y int, scalex float32) []float32 {
|
||||
sy0 := float32(0)
|
||||
sx1 := float32(sw)
|
||||
sy1 := float32(sh)
|
||||
return []float32{
|
||||
dx0, dy0, sx0, sy0, 1, 1, 1, 1,
|
||||
dx1, dy0, sx1, sy0, 1, 1, 1, 1,
|
||||
dx0, dy1, sx0, sy1, 1, 1, 1, 1,
|
||||
dx1, dy1, sx1, sy1, 1, 1, 1, 1,
|
||||
}
|
||||
vs := make([]float32, 4*graphics.VertexFloatCount)
|
||||
graphics.QuadVerticesFromDstAndSrc(vs, dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1, 1, 1, 1, 1)
|
||||
return vs
|
||||
}
|
||||
|
||||
const bigSize = 2049
|
||||
|
@ -246,45 +246,51 @@ func (i *Image) syncPixelsIfNeeded() {
|
||||
cbf := float32(c[2]) / 0xff
|
||||
caf := float32(c[3]) / 0xff
|
||||
|
||||
vs[graphics.VertexFloatCount*4*idx] = dx
|
||||
vs[graphics.VertexFloatCount*4*idx+1] = dy
|
||||
vs[graphics.VertexFloatCount*4*idx+2] = sx
|
||||
vs[graphics.VertexFloatCount*4*idx+3] = sy
|
||||
vs[graphics.VertexFloatCount*4*idx+4] = crf
|
||||
vs[graphics.VertexFloatCount*4*idx+5] = cgf
|
||||
vs[graphics.VertexFloatCount*4*idx+6] = cbf
|
||||
vs[graphics.VertexFloatCount*4*idx+7] = caf
|
||||
vs[graphics.VertexFloatCount*4*idx+8] = dx + 1
|
||||
vs[graphics.VertexFloatCount*4*idx+9] = dy
|
||||
vs[graphics.VertexFloatCount*4*idx+10] = sx + 1
|
||||
vs[graphics.VertexFloatCount*4*idx+11] = sy
|
||||
vs[graphics.VertexFloatCount*4*idx+12] = crf
|
||||
vs[graphics.VertexFloatCount*4*idx+13] = cgf
|
||||
vs[graphics.VertexFloatCount*4*idx+14] = cbf
|
||||
vs[graphics.VertexFloatCount*4*idx+15] = caf
|
||||
vs[graphics.VertexFloatCount*4*idx+16] = dx
|
||||
vs[graphics.VertexFloatCount*4*idx+17] = dy + 1
|
||||
vs[graphics.VertexFloatCount*4*idx+18] = sx
|
||||
vs[graphics.VertexFloatCount*4*idx+19] = sy + 1
|
||||
vs[graphics.VertexFloatCount*4*idx+20] = crf
|
||||
vs[graphics.VertexFloatCount*4*idx+21] = cgf
|
||||
vs[graphics.VertexFloatCount*4*idx+22] = cbf
|
||||
vs[graphics.VertexFloatCount*4*idx+23] = caf
|
||||
vs[graphics.VertexFloatCount*4*idx+24] = dx + 1
|
||||
vs[graphics.VertexFloatCount*4*idx+25] = dy + 1
|
||||
vs[graphics.VertexFloatCount*4*idx+26] = sx + 1
|
||||
vs[graphics.VertexFloatCount*4*idx+27] = sy + 1
|
||||
vs[graphics.VertexFloatCount*4*idx+28] = crf
|
||||
vs[graphics.VertexFloatCount*4*idx+29] = cgf
|
||||
vs[graphics.VertexFloatCount*4*idx+30] = cbf
|
||||
vs[graphics.VertexFloatCount*4*idx+31] = caf
|
||||
vidx := 4 * idx
|
||||
iidx := 6 * idx
|
||||
|
||||
is[6*idx] = uint32(4 * idx)
|
||||
is[6*idx+1] = uint32(4*idx + 1)
|
||||
is[6*idx+2] = uint32(4*idx + 2)
|
||||
is[6*idx+3] = uint32(4*idx + 1)
|
||||
is[6*idx+4] = uint32(4*idx + 2)
|
||||
is[6*idx+5] = uint32(4*idx + 3)
|
||||
vs[graphics.VertexFloatCount*vidx] = dx
|
||||
vs[graphics.VertexFloatCount*vidx+1] = dy
|
||||
vs[graphics.VertexFloatCount*vidx+2] = sx
|
||||
vs[graphics.VertexFloatCount*vidx+3] = sy
|
||||
vs[graphics.VertexFloatCount*vidx+4] = crf
|
||||
vs[graphics.VertexFloatCount*vidx+5] = cgf
|
||||
vs[graphics.VertexFloatCount*vidx+6] = cbf
|
||||
vs[graphics.VertexFloatCount*vidx+7] = caf
|
||||
|
||||
vs[graphics.VertexFloatCount*(vidx+1)] = dx + 1
|
||||
vs[graphics.VertexFloatCount*(vidx+1)+1] = dy
|
||||
vs[graphics.VertexFloatCount*(vidx+1)+2] = sx + 1
|
||||
vs[graphics.VertexFloatCount*(vidx+1)+3] = sy
|
||||
vs[graphics.VertexFloatCount*(vidx+1)+4] = crf
|
||||
vs[graphics.VertexFloatCount*(vidx+1)+5] = cgf
|
||||
vs[graphics.VertexFloatCount*(vidx+1)+6] = cbf
|
||||
vs[graphics.VertexFloatCount*(vidx+1)+7] = caf
|
||||
|
||||
vs[graphics.VertexFloatCount*(vidx+2)] = dx
|
||||
vs[graphics.VertexFloatCount*(vidx+2)+1] = dy + 1
|
||||
vs[graphics.VertexFloatCount*(vidx+2)+2] = sx
|
||||
vs[graphics.VertexFloatCount*(vidx+2)+3] = sy + 1
|
||||
vs[graphics.VertexFloatCount*(vidx+2)+4] = crf
|
||||
vs[graphics.VertexFloatCount*(vidx+2)+5] = cgf
|
||||
vs[graphics.VertexFloatCount*(vidx+2)+6] = cbf
|
||||
vs[graphics.VertexFloatCount*(vidx+2)+7] = caf
|
||||
|
||||
vs[graphics.VertexFloatCount*(vidx+3)] = dx + 1
|
||||
vs[graphics.VertexFloatCount*(vidx+3)+1] = dy + 1
|
||||
vs[graphics.VertexFloatCount*(vidx+3)+2] = sx + 1
|
||||
vs[graphics.VertexFloatCount*(vidx+3)+3] = sy + 1
|
||||
vs[graphics.VertexFloatCount*(vidx+3)+4] = crf
|
||||
vs[graphics.VertexFloatCount*(vidx+3)+5] = cgf
|
||||
vs[graphics.VertexFloatCount*(vidx+3)+6] = cbf
|
||||
vs[graphics.VertexFloatCount*(vidx+3)+7] = caf
|
||||
|
||||
is[iidx] = uint32(vidx)
|
||||
is[iidx+1] = uint32(vidx + 1)
|
||||
is[iidx+2] = uint32(vidx + 2)
|
||||
is[iidx+3] = uint32(vidx + 1)
|
||||
is[iidx+4] = uint32(vidx + 2)
|
||||
is[iidx+5] = uint32(vidx + 3)
|
||||
|
||||
idx++
|
||||
}
|
||||
|
@ -52,7 +52,7 @@ func TestUnsyncedPixels(t *testing.T) {
|
||||
// Flush unsynced pixel cache.
|
||||
src := buffered.NewImage(16, 16, atlas.ImageTypeRegular)
|
||||
vs := make([]float32, 4*graphics.VertexFloatCount)
|
||||
graphics.QuadVertices(vs, 0, 0, 16, 16, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1)
|
||||
graphics.QuadVerticesFromDstAndSrc(vs, 0, 0, 16, 16, 0, 0, 16, 16, 1, 1, 1, 1)
|
||||
is := graphics.QuadIndices()
|
||||
dr := image.Rect(0, 0, 16, 16)
|
||||
sr := [graphics.ShaderSrcImageCount]image.Rectangle{image.Rect(0, 0, 16, 16)}
|
||||
|
@ -50,16 +50,16 @@ func QuadIndices() []uint32 {
|
||||
return quadIndices
|
||||
}
|
||||
|
||||
// QuadVertices sets a float32 slice for a quadrangle.
|
||||
// QuadVertices sets a slice that never overlaps with other slices returned this function,
|
||||
// and users can do optimization based on this fact.
|
||||
func QuadVertices(dst []float32, sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32) {
|
||||
// QuadVerticesFromSrcAndMatrix sets a float32 slice for a quadrangle.
|
||||
func QuadVerticesFromSrcAndMatrix(dst []float32, sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32) {
|
||||
x := sx1 - sx0
|
||||
y := sy1 - sy0
|
||||
ax, by, cx, dy := a*x, b*y, c*x, d*y
|
||||
u0, v0, u1, v1 := sx0, sy0, sx1, sy1
|
||||
|
||||
// This function is very performance-sensitive and implement in a very dumb way.
|
||||
|
||||
// Remove the boundary check.
|
||||
dst = dst[:4*VertexFloatCount]
|
||||
|
||||
dst[0] = adjustDestinationPixel(tx)
|
||||
@ -71,32 +71,79 @@ func QuadVertices(dst []float32, sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty
|
||||
dst[6] = cb
|
||||
dst[7] = ca
|
||||
|
||||
dst[8] = adjustDestinationPixel(ax + tx)
|
||||
dst[9] = adjustDestinationPixel(cx + ty)
|
||||
dst[10] = u1
|
||||
dst[11] = v0
|
||||
dst[12] = cr
|
||||
dst[13] = cg
|
||||
dst[14] = cb
|
||||
dst[15] = ca
|
||||
dst[VertexFloatCount] = adjustDestinationPixel(ax + tx)
|
||||
dst[VertexFloatCount+1] = adjustDestinationPixel(cx + ty)
|
||||
dst[VertexFloatCount+2] = u1
|
||||
dst[VertexFloatCount+3] = v0
|
||||
dst[VertexFloatCount+4] = cr
|
||||
dst[VertexFloatCount+5] = cg
|
||||
dst[VertexFloatCount+6] = cb
|
||||
dst[VertexFloatCount+7] = ca
|
||||
|
||||
dst[16] = adjustDestinationPixel(by + tx)
|
||||
dst[17] = adjustDestinationPixel(dy + ty)
|
||||
dst[18] = u0
|
||||
dst[19] = v1
|
||||
dst[20] = cr
|
||||
dst[21] = cg
|
||||
dst[22] = cb
|
||||
dst[23] = ca
|
||||
dst[2*VertexFloatCount] = adjustDestinationPixel(by + tx)
|
||||
dst[2*VertexFloatCount+1] = adjustDestinationPixel(dy + ty)
|
||||
dst[2*VertexFloatCount+2] = u0
|
||||
dst[2*VertexFloatCount+3] = v1
|
||||
dst[2*VertexFloatCount+4] = cr
|
||||
dst[2*VertexFloatCount+5] = cg
|
||||
dst[2*VertexFloatCount+6] = cb
|
||||
dst[2*VertexFloatCount+7] = ca
|
||||
|
||||
dst[24] = adjustDestinationPixel(ax + by + tx)
|
||||
dst[25] = adjustDestinationPixel(cx + dy + ty)
|
||||
dst[26] = u1
|
||||
dst[27] = v1
|
||||
dst[28] = cr
|
||||
dst[29] = cg
|
||||
dst[30] = cb
|
||||
dst[31] = ca
|
||||
dst[3*VertexFloatCount] = adjustDestinationPixel(ax + by + tx)
|
||||
dst[3*VertexFloatCount+1] = adjustDestinationPixel(cx + dy + ty)
|
||||
dst[3*VertexFloatCount+2] = u1
|
||||
dst[3*VertexFloatCount+3] = v1
|
||||
dst[3*VertexFloatCount+4] = cr
|
||||
dst[3*VertexFloatCount+5] = cg
|
||||
dst[3*VertexFloatCount+6] = cb
|
||||
dst[3*VertexFloatCount+7] = ca
|
||||
}
|
||||
|
||||
// QuadVerticesFromDstAndSrc sets a float32 slice for a quadrangle.
|
||||
func QuadVerticesFromDstAndSrc(dst []float32, dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1, cr, cg, cb, ca float32) {
|
||||
dx0 = adjustDestinationPixel(dx0)
|
||||
dy0 = adjustDestinationPixel(dy0)
|
||||
dx1 = adjustDestinationPixel(dx1)
|
||||
dy1 = adjustDestinationPixel(dy1)
|
||||
|
||||
// Remove the boundary check.
|
||||
dst = dst[:4*VertexFloatCount]
|
||||
|
||||
dst[0] = dx0
|
||||
dst[1] = dy0
|
||||
dst[2] = sx0
|
||||
dst[3] = sy0
|
||||
dst[4] = cr
|
||||
dst[5] = cg
|
||||
dst[6] = cb
|
||||
dst[7] = ca
|
||||
|
||||
dst[VertexFloatCount] = dx1
|
||||
dst[VertexFloatCount+1] = dy0
|
||||
dst[VertexFloatCount+2] = sx1
|
||||
dst[VertexFloatCount+3] = sy0
|
||||
dst[VertexFloatCount+4] = cr
|
||||
dst[VertexFloatCount+5] = cg
|
||||
dst[VertexFloatCount+6] = cb
|
||||
dst[VertexFloatCount+7] = ca
|
||||
|
||||
dst[2*VertexFloatCount] = dx0
|
||||
dst[2*VertexFloatCount+1] = dy1
|
||||
dst[2*VertexFloatCount+2] = sx0
|
||||
dst[2*VertexFloatCount+3] = sy1
|
||||
dst[2*VertexFloatCount+4] = cr
|
||||
dst[2*VertexFloatCount+5] = cg
|
||||
dst[2*VertexFloatCount+6] = cb
|
||||
dst[2*VertexFloatCount+7] = ca
|
||||
|
||||
dst[3*VertexFloatCount] = dx1
|
||||
dst[3*VertexFloatCount+1] = dy1
|
||||
dst[3*VertexFloatCount+2] = sx1
|
||||
dst[3*VertexFloatCount+3] = sy1
|
||||
dst[3*VertexFloatCount+4] = cr
|
||||
dst[3*VertexFloatCount+5] = cg
|
||||
dst[3*VertexFloatCount+6] = cb
|
||||
dst[3*VertexFloatCount+7] = ca
|
||||
}
|
||||
|
||||
func adjustDestinationPixel(x float32) float32 {
|
||||
|
@ -183,9 +183,9 @@ func dstRegionFromVertices(vertices []float32) (minX, minY, maxX, maxY float32)
|
||||
maxX = negInf32
|
||||
maxY = negInf32
|
||||
|
||||
for i := 0; i < len(vertices)/graphics.VertexFloatCount; i++ {
|
||||
x := vertices[graphics.VertexFloatCount*i]
|
||||
y := vertices[graphics.VertexFloatCount*i+1]
|
||||
for i := 0; i < len(vertices); i += graphics.VertexFloatCount {
|
||||
x := vertices[i]
|
||||
y := vertices[i+1]
|
||||
if x < minX {
|
||||
minX = x
|
||||
}
|
||||
|
@ -43,12 +43,9 @@ func TestMain(m *testing.M) {
|
||||
}
|
||||
|
||||
func quadVertices(w, h float32) []float32 {
|
||||
return []float32{
|
||||
0, 0, 0, 0, 1, 1, 1, 1,
|
||||
w, 0, w, 0, 1, 1, 1, 1,
|
||||
0, w, 0, h, 1, 1, 1, 1,
|
||||
w, h, w, h, 1, 1, 1, 1,
|
||||
}
|
||||
vs := make([]float32, 8*graphics.VertexFloatCount)
|
||||
graphics.QuadVerticesFromDstAndSrc(vs, 0, 0, w, h, 0, 0, w, h, 1, 1, 1, 1)
|
||||
return vs
|
||||
}
|
||||
|
||||
func TestClear(t *testing.T) {
|
||||
|
@ -12,7 +12,7 @@
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
//go:build ebitenginegldebug
|
||||
//go:build !playstation5 && ebitenginegldebug
|
||||
|
||||
package opengl
|
||||
|
||||
|
@ -12,7 +12,7 @@
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
//go:build !ebitenginegldebug
|
||||
//go:build !playstation5 && !ebitenginegldebug
|
||||
|
||||
package opengl
|
||||
|
||||
|
@ -53,14 +53,14 @@ func (a *arrayBufferLayout) names() []string {
|
||||
return ns
|
||||
}
|
||||
|
||||
// totalBytes returns the size in bytes for one element of the array buffer.
|
||||
func (a *arrayBufferLayout) totalBytes() int {
|
||||
// float32Count returns the total float32 count for one element of the array buffer.
|
||||
func (a *arrayBufferLayout) float32Count() int {
|
||||
if a.total != 0 {
|
||||
return a.total
|
||||
}
|
||||
t := 0
|
||||
for _, p := range a.parts {
|
||||
t += floatSizeInBytes * p.num
|
||||
t += p.num
|
||||
}
|
||||
a.total = t
|
||||
return a.total
|
||||
@ -71,10 +71,10 @@ func (a *arrayBufferLayout) enable(context *context) {
|
||||
for i := range a.parts {
|
||||
context.ctx.EnableVertexAttribArray(uint32(i))
|
||||
}
|
||||
total := a.totalBytes()
|
||||
total := a.float32Count()
|
||||
offset := 0
|
||||
for i, p := range a.parts {
|
||||
context.ctx.VertexAttribPointer(uint32(i), int32(p.num), gl.FLOAT, false, int32(total), offset)
|
||||
context.ctx.VertexAttribPointer(uint32(i), int32(p.num), gl.FLOAT, false, int32(floatSizeInBytes*total), offset)
|
||||
offset += floatSizeInBytes * p.num
|
||||
}
|
||||
}
|
||||
@ -88,7 +88,10 @@ func (a *arrayBufferLayout) disable(context *context) {
|
||||
}
|
||||
|
||||
// theArrayBufferLayout is the array buffer layout for Ebitengine.
|
||||
var theArrayBufferLayout = arrayBufferLayout{
|
||||
var theArrayBufferLayout arrayBufferLayout
|
||||
|
||||
func init() {
|
||||
theArrayBufferLayout = arrayBufferLayout{
|
||||
// Note that GL_MAX_VERTEX_ATTRIBS is at least 16.
|
||||
parts: []arrayBufferLayoutPart{
|
||||
{
|
||||
@ -104,12 +107,20 @@ var theArrayBufferLayout = arrayBufferLayout{
|
||||
num: 4,
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
func init() {
|
||||
vertexFloatCount := theArrayBufferLayout.totalBytes() / floatSizeInBytes
|
||||
if graphics.VertexFloatCount != vertexFloatCount {
|
||||
panic(fmt.Sprintf("vertex float num must be %d but %d", graphics.VertexFloatCount, vertexFloatCount))
|
||||
}
|
||||
n := theArrayBufferLayout.float32Count()
|
||||
if n > graphics.VertexFloatCount {
|
||||
panic("opengl: the array buffer layout is too large")
|
||||
}
|
||||
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,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -32,8 +32,11 @@ ebitengine_NewScreenFramebufferImage(int *image, int width, int height) {
|
||||
|
||||
extern "C" void ebitengine_DisposeImage(int id) {}
|
||||
|
||||
extern "C" ebitengine_Error
|
||||
ebitengine_DrawTriangles(ebitengine_DrawTrianglesArgs *args) {
|
||||
ebitengine_Error
|
||||
ebitengine_DrawTriangles(int dst, int *srcs, int srcCount, int shader,
|
||||
ebitengine_DstRegion *dstRegions, int dstRegionCount,
|
||||
int indexOffset, ebitengine_Blend blend,
|
||||
uint32_t *uniforms, int uniformCount, int fillRule) {
|
||||
return {};
|
||||
}
|
||||
|
||||
|
@ -118,26 +118,24 @@ func (g *Graphics) NewShader(program *shaderir.Program) (graphicsdriver.Shader,
|
||||
}
|
||||
|
||||
func (g *Graphics) DrawTriangles(dst graphicsdriver.ImageID, srcs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shader graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
csrcs := make([]C.int, len(srcs))
|
||||
cSrcs := make([]C.int, len(srcs))
|
||||
for i, src := range srcs {
|
||||
csrcs[i] = C.int(src)
|
||||
cSrcs[i] = C.int(src)
|
||||
}
|
||||
defer runtime.KeepAlive(cSrcs)
|
||||
|
||||
cDstRegions := make([]C.ebitengine_DstRegion, len(dstRegions))
|
||||
defer runtime.KeepAlive(cDstRegions)
|
||||
for i, r := range dstRegions {
|
||||
cDstRegions[i] = C.ebitengine_DstRegion{
|
||||
Region: C.ebitengine_Rectangle{
|
||||
MinX: C.int(r.Region.Min.X),
|
||||
MinY: C.int(r.Region.Min.Y),
|
||||
MaxX: C.int(r.Region.Max.X),
|
||||
MaxY: C.int(r.Region.Max.Y),
|
||||
},
|
||||
IndexCount: C.int(r.IndexCount),
|
||||
}
|
||||
}
|
||||
cUniforms := make([]C.uint32_t, len(uniforms))
|
||||
for i, u := range uniforms {
|
||||
cUniforms[i] = C.uint32_t(u)
|
||||
}
|
||||
|
||||
cBlend := C.ebitengine_Blend{
|
||||
BlendFactorSourceRGB: C.uint8_t(blend.BlendFactorSourceRGB),
|
||||
BlendFactorSourceAlpha: C.uint8_t(blend.BlendFactorSourceAlpha),
|
||||
@ -147,23 +145,15 @@ func (g *Graphics) DrawTriangles(dst graphicsdriver.ImageID, srcs [graphics.Shad
|
||||
BlendOperationAlpha: C.uint8_t(blend.BlendOperationAlpha),
|
||||
}
|
||||
|
||||
args := C.ebitengine_DrawTrianglesArgs{
|
||||
Dst: C.int(dst),
|
||||
Srcs: &csrcs[0],
|
||||
SrcCount: C.int(len(csrcs)),
|
||||
Shader: C.int(shader),
|
||||
DstRegions: &cDstRegions[0],
|
||||
DstRegionCount: C.int(len(cDstRegions)),
|
||||
IndexOffset: C.int(indexOffset),
|
||||
Blend: cBlend,
|
||||
Uniforms: &cUniforms[0],
|
||||
UniformCount: C.int(len(cUniforms)),
|
||||
FillRule: C.int(fillRule),
|
||||
cUniforms := make([]C.uint32_t, len(uniforms))
|
||||
defer runtime.KeepAlive(cUniforms)
|
||||
for i, u := range uniforms {
|
||||
cUniforms[i] = C.uint32_t(u)
|
||||
}
|
||||
if err := C.ebitengine_DrawTriangles(&args); !C.ebitengine_IsErrorNil(&err) {
|
||||
|
||||
if err := C.ebitengine_DrawTriangles(C.int(dst), &cSrcs[0], C.int(len(cSrcs)), C.int(shader), &cDstRegions[0], C.int(len(cDstRegions)), C.int(indexOffset), cBlend, &cUniforms[0], C.int(len(cUniforms)), C.int(fillRule)); !C.ebitengine_IsErrorNil(&err) {
|
||||
return newPlaystation5Error("(*playstation5.Graphics).DrawTriangles", err)
|
||||
}
|
||||
runtime.KeepAlive(args)
|
||||
return nil
|
||||
}
|
||||
|
||||
|
@ -34,15 +34,11 @@ static bool ebitengine_IsErrorNil(ebitengine_Error *err) {
|
||||
return err->Message == NULL && err->Code == 0;
|
||||
}
|
||||
|
||||
typedef struct ebitengine_Rectangle {
|
||||
typedef struct ebitengine_DstRegion {
|
||||
int MinX;
|
||||
int MinY;
|
||||
int MaxX;
|
||||
int MaxY;
|
||||
} ebitengine_Rectangle;
|
||||
|
||||
typedef struct ebitengine_DstRegion {
|
||||
ebitengine_Rectangle Region;
|
||||
int IndexCount;
|
||||
} ebitengine_DstRegion;
|
||||
|
||||
@ -55,26 +51,17 @@ typedef struct ebitengine_Blend {
|
||||
uint8_t BlendOperationAlpha;
|
||||
} ebitengine_Blend;
|
||||
|
||||
typedef struct ebitengine_DrawTrianglesArgs {
|
||||
int Dst;
|
||||
int *Srcs;
|
||||
int SrcCount;
|
||||
int Shader;
|
||||
ebitengine_DstRegion *DstRegions;
|
||||
int DstRegionCount;
|
||||
int IndexOffset;
|
||||
ebitengine_Blend Blend;
|
||||
uint32_t *Uniforms;
|
||||
int UniformCount;
|
||||
int FillRule;
|
||||
} ebitengine_DrawTrianglesArgs;
|
||||
|
||||
ebitengine_Error ebitengine_InitializeGraphics(void);
|
||||
ebitengine_Error ebitengine_NewImage(int *image, int width, int height);
|
||||
ebitengine_Error ebitengine_NewScreenFramebufferImage(int *image, int width,
|
||||
int height);
|
||||
void ebitengine_DisposeImage(int id);
|
||||
ebitengine_Error ebitengine_DrawTriangles(ebitengine_DrawTrianglesArgs *args);
|
||||
|
||||
ebitengine_Error
|
||||
ebitengine_DrawTriangles(int dst, int *srcs, int srcCount, int shader,
|
||||
ebitengine_DstRegion *dstRegions, int dstRegionCount,
|
||||
int indexOffset, ebitengine_Blend blend,
|
||||
uint32_t *uniforms, int uniformCount, int fillRule);
|
||||
|
||||
ebitengine_Error ebitengine_NewShader(int *shader, const char *source);
|
||||
void ebitengine_DisposeShader(int id);
|
||||
|
@ -73,20 +73,22 @@ func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Mipmap, verti
|
||||
level := 0
|
||||
if !canSkipMipmap && srcs[0] != nil && canUseMipmap(srcs[0].imageType) {
|
||||
level = math.MaxInt32
|
||||
for i := 0; i < len(indices)/3; i++ {
|
||||
const n = graphics.VertexFloatCount
|
||||
dx0 := vertices[n*indices[3*i]+0]
|
||||
dy0 := vertices[n*indices[3*i]+1]
|
||||
sx0 := vertices[n*indices[3*i]+2]
|
||||
sy0 := vertices[n*indices[3*i]+3]
|
||||
dx1 := vertices[n*indices[3*i+1]+0]
|
||||
dy1 := vertices[n*indices[3*i+1]+1]
|
||||
sx1 := vertices[n*indices[3*i+1]+2]
|
||||
sy1 := vertices[n*indices[3*i+1]+3]
|
||||
dx2 := vertices[n*indices[3*i+2]+0]
|
||||
dy2 := vertices[n*indices[3*i+2]+1]
|
||||
sx2 := vertices[n*indices[3*i+2]+2]
|
||||
sy2 := vertices[n*indices[3*i+2]+3]
|
||||
for i := 0; i < len(indices); i += 3 {
|
||||
idx0 := indices[i]
|
||||
idx1 := indices[i+1]
|
||||
idx2 := indices[i+2]
|
||||
dx0 := vertices[graphics.VertexFloatCount*idx0]
|
||||
dy0 := vertices[graphics.VertexFloatCount*idx0+1]
|
||||
sx0 := vertices[graphics.VertexFloatCount*idx0+2]
|
||||
sy0 := vertices[graphics.VertexFloatCount*idx0+3]
|
||||
dx1 := vertices[graphics.VertexFloatCount*idx1]
|
||||
dy1 := vertices[graphics.VertexFloatCount*idx1+1]
|
||||
sx1 := vertices[graphics.VertexFloatCount*idx1+2]
|
||||
sy1 := vertices[graphics.VertexFloatCount*idx1+3]
|
||||
dx2 := vertices[graphics.VertexFloatCount*idx2]
|
||||
dy2 := vertices[graphics.VertexFloatCount*idx2+1]
|
||||
sx2 := vertices[graphics.VertexFloatCount*idx2+2]
|
||||
sy2 := vertices[graphics.VertexFloatCount*idx2+3]
|
||||
if l := mipmapLevelFromDistance(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1); level > l {
|
||||
level = l
|
||||
}
|
||||
@ -109,11 +111,10 @@ func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Mipmap, verti
|
||||
}
|
||||
if level != 0 {
|
||||
if img := src.level(level); img != nil {
|
||||
const n = graphics.VertexFloatCount
|
||||
s := float32(pow2(level))
|
||||
for i := 0; i < len(vertices)/n; i++ {
|
||||
vertices[i*n+2] /= s
|
||||
vertices[i*n+3] /= s
|
||||
for i := 0; i < len(vertices); i += graphics.VertexFloatCount {
|
||||
vertices[i+2] /= s
|
||||
vertices[i+3] /= s
|
||||
}
|
||||
imgs[i] = img
|
||||
continue
|
||||
@ -148,12 +149,10 @@ func (m *Mipmap) level(level int) *buffered.Image {
|
||||
|
||||
var src *buffered.Image
|
||||
vs := make([]float32, 4*graphics.VertexFloatCount)
|
||||
shader := atlas.NearestFilterShader
|
||||
switch {
|
||||
case level == 1:
|
||||
src = m.orig
|
||||
graphics.QuadVertices(vs, 0, 0, float32(m.width), float32(m.height), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
|
||||
shader = atlas.LinearFilterShader
|
||||
graphics.QuadVerticesFromSrcAndMatrix(vs, 0, 0, float32(m.width), float32(m.height), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
|
||||
case level > 1:
|
||||
src = m.level(level - 1)
|
||||
if src == nil {
|
||||
@ -162,8 +161,7 @@ func (m *Mipmap) level(level int) *buffered.Image {
|
||||
}
|
||||
w := sizeForLevel(m.width, level-1)
|
||||
h := sizeForLevel(m.height, level-1)
|
||||
graphics.QuadVertices(vs, 0, 0, float32(w), float32(h), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
|
||||
shader = atlas.LinearFilterShader
|
||||
graphics.QuadVerticesFromSrcAndMatrix(vs, 0, 0, float32(w), float32(h), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
|
||||
default:
|
||||
panic(fmt.Sprintf("mipmap: invalid level: %d", level))
|
||||
}
|
||||
@ -186,7 +184,7 @@ func (m *Mipmap) level(level int) *buffered.Image {
|
||||
s := buffered.NewImage(w2, h2, m.imageType)
|
||||
|
||||
dstRegion := image.Rect(0, 0, w2, h2)
|
||||
s.DrawTriangles([graphics.ShaderSrcImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderSrcImageCount]image.Rectangle{}, shader, nil, graphicsdriver.FillRuleFillAll)
|
||||
s.DrawTriangles([graphics.ShaderSrcImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.LinearFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
m.setImg(level, s)
|
||||
|
||||
return m.imgs[level]
|
||||
|
@ -158,7 +158,7 @@ func (i *Image) Fill(r, g, b, a float32, region image.Rectangle) {
|
||||
i.tmpVerticesForFill = make([]float32, 4*graphics.VertexFloatCount)
|
||||
}
|
||||
// i.tmpVerticesForFill can be reused as this is sent to DrawTriangles immediately.
|
||||
graphics.QuadVertices(
|
||||
graphics.QuadVerticesFromSrcAndMatrix(
|
||||
i.tmpVerticesForFill,
|
||||
1, 1, float32(i.ui.whiteImage.width-1), float32(i.ui.whiteImage.height-1),
|
||||
float32(i.width), 0, 0, float32(i.height), 0, 0,
|
||||
@ -235,7 +235,7 @@ func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderSrcImageCount]*Im
|
||||
i.tmpVerticesForCopying = make([]float32, 4*graphics.VertexFloatCount)
|
||||
}
|
||||
// i.tmpVerticesForCopying can be reused as this is sent to DrawTriangles immediately.
|
||||
graphics.QuadVertices(
|
||||
graphics.QuadVerticesFromSrcAndMatrix(
|
||||
i.tmpVerticesForCopying,
|
||||
float32(i.region.Min.X), float32(i.region.Min.Y), float32(i.region.Max.X), float32(i.region.Max.Y),
|
||||
bigOffscreenScale, 0, 0, bigOffscreenScale, 0, 0,
|
||||
@ -279,7 +279,7 @@ func (i *bigOffscreenImage) flush() {
|
||||
i.tmpVerticesForFlushing = make([]float32, 4*graphics.VertexFloatCount)
|
||||
}
|
||||
// i.tmpVerticesForFlushing can be reused as this is sent to DrawTriangles in this function.
|
||||
graphics.QuadVertices(
|
||||
graphics.QuadVerticesFromSrcAndMatrix(
|
||||
i.tmpVerticesForFlushing,
|
||||
0, 0, float32(i.region.Dx()*bigOffscreenScale), float32(i.region.Dy()*bigOffscreenScale),
|
||||
1.0/bigOffscreenScale, 0, 0, 1.0/bigOffscreenScale, float32(i.region.Min.X), float32(i.region.Min.Y),
|
||||
|
295
text/v2/atlas.go
Normal file
295
text/v2/atlas.go
Normal file
@ -0,0 +1,295 @@
|
||||
// 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
|
||||
}
|
||||
|
||||
func (i *glyphImage) Image() *ebiten.Image {
|
||||
return i.atlas.image.SubImage(i.node.Region()).(*ebiten.Image)
|
||||
}
|
||||
|
||||
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,
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -310,11 +310,16 @@ func (g *GoTextFace) appendGlyphsForLine(glyphs []Glyph, line string, indexOffse
|
||||
}))
|
||||
// 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),
|
||||
})
|
||||
@ -327,7 +332,7 @@ 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)
|
||||
@ -347,8 +352,8 @@ 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),
|
||||
})
|
||||
@ -132,7 +132,7 @@ 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)
|
||||
@ -146,15 +146,15 @@ 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
|
||||
@ -178,7 +178,10 @@ 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
|
||||
|
||||
|
32
vector/export_test.go
Normal file
32
vector/export_test.go
Normal file
@ -0,0 +1,32 @@
|
||||
// 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 vector
|
||||
|
||||
type Point struct {
|
||||
X, Y float32
|
||||
}
|
||||
|
||||
func IsPointCloseToSegment(p, p0, p1 Point, allow float32) bool {
|
||||
return isPointCloseToSegment(point{
|
||||
x: p.X,
|
||||
y: p.Y,
|
||||
}, point{
|
||||
x: p0.X,
|
||||
y: p0.Y,
|
||||
}, point{
|
||||
x: p1.X,
|
||||
y: p1.Y,
|
||||
}, allow)
|
||||
}
|
318
vector/path.go
318
vector/path.go
@ -31,6 +31,23 @@ const (
|
||||
CounterClockwise
|
||||
)
|
||||
|
||||
type opType int
|
||||
|
||||
const (
|
||||
opTypeMoveTo opType = iota
|
||||
opTypeLineTo
|
||||
opTypeQuadTo
|
||||
opTypeCubicTo
|
||||
opTypeClose
|
||||
)
|
||||
|
||||
type op struct {
|
||||
typ opType
|
||||
p1 point
|
||||
p2 point
|
||||
p3 point
|
||||
}
|
||||
|
||||
func abs(x float32) float32 {
|
||||
if x < 0 {
|
||||
return -x
|
||||
@ -48,21 +65,18 @@ type subpath struct {
|
||||
closed bool
|
||||
}
|
||||
|
||||
func (s *subpath) currentPosition() (point, bool) {
|
||||
if len(s.points) == 0 {
|
||||
return point{}, false
|
||||
}
|
||||
if s.closed {
|
||||
return point{}, false
|
||||
}
|
||||
return s.points[len(s.points)-1], true
|
||||
// reset resets the subpath.
|
||||
// reset doesn't release the allocated memory so that the memory can be reused.
|
||||
func (s *subpath) reset() {
|
||||
s.points = s.points[:0]
|
||||
s.closed = false
|
||||
}
|
||||
|
||||
func (s *subpath) pointCount() int {
|
||||
func (s subpath) pointCount() int {
|
||||
return len(s.points)
|
||||
}
|
||||
|
||||
func (s *subpath) lastPoint() point {
|
||||
func (s subpath) lastPoint() point {
|
||||
return s.points[len(s.points)-1]
|
||||
}
|
||||
|
||||
@ -71,11 +85,13 @@ func (s *subpath) appendPoint(pt point) {
|
||||
panic("vector: a closed subpathment cannot append a new point")
|
||||
}
|
||||
|
||||
if len(s.points) > 0 {
|
||||
// Do not add a too close point to the last point.
|
||||
// This can cause unexpected rendering results.
|
||||
if lp := s.lastPoint(); abs(lp.x-pt.x) < 1e-2 && abs(lp.y-pt.y) < 1e-2 {
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
s.points = append(s.points, pt)
|
||||
}
|
||||
@ -91,15 +107,66 @@ func (s *subpath) close() {
|
||||
|
||||
// Path represents a collection of path subpathments.
|
||||
type Path struct {
|
||||
subpaths []*subpath
|
||||
ops []op
|
||||
|
||||
subpaths []subpath
|
||||
}
|
||||
|
||||
// reset resets the path.
|
||||
// reset doesn't release the allocated memory so that the memory can be reused.
|
||||
func (p *Path) reset() {
|
||||
p.ops = p.ops[:0]
|
||||
p.subpaths = p.subpaths[:0]
|
||||
}
|
||||
|
||||
func (p *Path) appendNewSubpath(pt point) {
|
||||
if cap(p.subpaths) > len(p.subpaths) {
|
||||
// Reuse the last subpath since the last subpath might have an already allocated slice.
|
||||
p.subpaths = p.subpaths[:len(p.subpaths)+1]
|
||||
p.subpaths[len(p.subpaths)-1].reset()
|
||||
p.subpaths[len(p.subpaths)-1].appendPoint(pt)
|
||||
return
|
||||
}
|
||||
p.subpaths = append(p.subpaths, subpath{
|
||||
points: []point{pt},
|
||||
})
|
||||
}
|
||||
|
||||
func (p *Path) ensureSubpaths() []subpath {
|
||||
if len(p.subpaths) > 0 || len(p.ops) == 0 {
|
||||
return p.subpaths
|
||||
}
|
||||
|
||||
var cur point
|
||||
for _, op := range p.ops {
|
||||
switch op.typ {
|
||||
case opTypeMoveTo:
|
||||
p.appendNewSubpath(op.p1)
|
||||
cur = op.p1
|
||||
case opTypeLineTo:
|
||||
p.lineTo(op.p1)
|
||||
cur = op.p1
|
||||
case opTypeQuadTo:
|
||||
p.quadTo(cur, op.p1, op.p2, 0)
|
||||
cur = op.p2
|
||||
case opTypeCubicTo:
|
||||
p.cubicTo(cur, op.p1, op.p2, op.p3, 0)
|
||||
cur = op.p3
|
||||
case opTypeClose:
|
||||
p.close()
|
||||
cur = point{}
|
||||
}
|
||||
}
|
||||
|
||||
return p.subpaths
|
||||
}
|
||||
|
||||
// MoveTo starts a new subpath with the given position (x, y) without adding a subpath,
|
||||
func (p *Path) MoveTo(x, y float32) {
|
||||
p.subpaths = append(p.subpaths, &subpath{
|
||||
points: []point{
|
||||
{x: x, y: y},
|
||||
},
|
||||
p.subpaths = p.subpaths[:0]
|
||||
p.ops = append(p.ops, op{
|
||||
typ: opTypeMoveTo,
|
||||
p1: point{x: x, y: y},
|
||||
})
|
||||
}
|
||||
|
||||
@ -107,22 +174,52 @@ func (p *Path) MoveTo(x, y float32) {
|
||||
// and ends to the given position (x, y).
|
||||
// If p doesn't have any subpaths or the last subpath is closed, LineTo sets (x, y) as the start position of a new subpath.
|
||||
func (p *Path) LineTo(x, y float32) {
|
||||
if len(p.subpaths) == 0 || p.subpaths[len(p.subpaths)-1].closed {
|
||||
p.subpaths = append(p.subpaths, &subpath{
|
||||
points: []point{
|
||||
{x: x, y: y},
|
||||
},
|
||||
p.subpaths = p.subpaths[:0]
|
||||
p.ops = append(p.ops, op{
|
||||
typ: opTypeLineTo,
|
||||
p1: point{x: x, y: y},
|
||||
})
|
||||
return
|
||||
}
|
||||
|
||||
p.subpaths[len(p.subpaths)-1].appendPoint(point{x: x, y: y})
|
||||
}
|
||||
|
||||
// QuadTo adds a quadratic Bézier curve to the path.
|
||||
// (x1, y1) is the control point, and (x2, y2) is the destination.
|
||||
func (p *Path) QuadTo(x1, y1, x2, y2 float32) {
|
||||
p.quadTo(point{x: x1, y: y1}, point{x: x2, y: y2}, 0)
|
||||
p.subpaths = p.subpaths[:0]
|
||||
p.ops = append(p.ops, op{
|
||||
typ: opTypeQuadTo,
|
||||
p1: point{x: x1, y: y1},
|
||||
p2: point{x: x2, y: y2},
|
||||
})
|
||||
}
|
||||
|
||||
// CubicTo adds a cubic Bézier curve to the path.
|
||||
// (x1, y1) and (x2, y2) are the control points, and (x3, y3) is the destination.
|
||||
func (p *Path) CubicTo(x1, y1, x2, y2, x3, y3 float32) {
|
||||
p.subpaths = p.subpaths[:0]
|
||||
p.ops = append(p.ops, op{
|
||||
typ: opTypeCubicTo,
|
||||
p1: point{x: x1, y: y1},
|
||||
p2: point{x: x2, y: y2},
|
||||
p3: point{x: x3, y: y3},
|
||||
})
|
||||
}
|
||||
|
||||
// Close adds a new line from the last position of the current subpath to the first position of the current subpath,
|
||||
// and marks the current subpath closed.
|
||||
// Following operations for this path will start with a new subpath.
|
||||
func (p *Path) Close() {
|
||||
p.subpaths = p.subpaths[:0]
|
||||
p.ops = append(p.ops, op{
|
||||
typ: opTypeClose,
|
||||
})
|
||||
}
|
||||
|
||||
func (p *Path) lineTo(pt point) {
|
||||
if len(p.subpaths) == 0 || p.subpaths[len(p.subpaths)-1].closed {
|
||||
p.appendNewSubpath(pt)
|
||||
return
|
||||
}
|
||||
p.subpaths[len(p.subpaths)-1].appendPoint(pt)
|
||||
}
|
||||
|
||||
// lineForTwoPoints returns parameters for a line passing through p0 and p1.
|
||||
@ -135,12 +232,17 @@ func lineForTwoPoints(p0, p1 point) (a, b, c float32) {
|
||||
}
|
||||
|
||||
// isPointCloseToSegment detects the distance between a segment (x0, y0)-(x1, y1) and a point (x, y) is less than allow.
|
||||
// If p0 and p1 are the same, isPointCloseToSegment returns true when the distance between p0 and p is less than allow.
|
||||
func isPointCloseToSegment(p, p0, p1 point, allow float32) bool {
|
||||
if p0 == p1 {
|
||||
return allow*allow >= (p0.x-p.x)*(p0.x-p.x)+(p0.y-p.y)*(p0.y-p.y)
|
||||
}
|
||||
|
||||
a, b, c := lineForTwoPoints(p0, p1)
|
||||
|
||||
// The distance between a line ax+by+c=0 and (x0, y0) is
|
||||
// |ax0 + by0 + c| / √(a² + b²)
|
||||
return allow*allow*(a*a+b*b) > (a*p.x+b*p.y+c)*(a*p.x+b*p.y+c)
|
||||
return allow*allow*(a*a+b*b) >= (a*p.x+b*p.y+c)*(a*p.x+b*p.y+c)
|
||||
}
|
||||
|
||||
// crossingPointForTwoLines returns a crossing point for two lines.
|
||||
@ -154,24 +256,13 @@ func crossingPointForTwoLines(p00, p01, p10, p11 point) point {
|
||||
}
|
||||
}
|
||||
|
||||
func (p *Path) currentPosition() (point, bool) {
|
||||
if len(p.subpaths) == 0 {
|
||||
return point{}, false
|
||||
}
|
||||
return p.subpaths[len(p.subpaths)-1].currentPosition()
|
||||
}
|
||||
|
||||
func (p *Path) quadTo(p1, p2 point, level int) {
|
||||
func (p *Path) quadTo(p0, p1, p2 point, level int) {
|
||||
if level > 10 {
|
||||
return
|
||||
}
|
||||
|
||||
p0, ok := p.currentPosition()
|
||||
if !ok {
|
||||
p0 = p1
|
||||
}
|
||||
if isPointCloseToSegment(p1, p0, p2, 0.5) {
|
||||
p.LineTo(p2.x, p2.y)
|
||||
p.lineTo(p2)
|
||||
return
|
||||
}
|
||||
|
||||
@ -187,27 +278,17 @@ func (p *Path) quadTo(p1, p2 point, level int) {
|
||||
x: (p01.x + p12.x) / 2,
|
||||
y: (p01.y + p12.y) / 2,
|
||||
}
|
||||
p.quadTo(p01, p012, level+1)
|
||||
p.quadTo(p12, p2, level+1)
|
||||
p.quadTo(p0, p01, p012, level+1)
|
||||
p.quadTo(p012, p12, p2, level+1)
|
||||
}
|
||||
|
||||
// CubicTo adds a cubic Bézier curve to the path.
|
||||
// (x1, y1) and (x2, y2) are the control points, and (x3, y3) is the destination.
|
||||
func (p *Path) CubicTo(x1, y1, x2, y2, x3, y3 float32) {
|
||||
p.cubicTo(point{x: x1, y: y1}, point{x: x2, y: y2}, point{x: x3, y: y3}, 0)
|
||||
}
|
||||
|
||||
func (p *Path) cubicTo(p1, p2, p3 point, level int) {
|
||||
func (p *Path) cubicTo(p0, p1, p2, p3 point, level int) {
|
||||
if level > 10 {
|
||||
return
|
||||
}
|
||||
|
||||
p0, ok := p.currentPosition()
|
||||
if !ok {
|
||||
p0 = p1
|
||||
}
|
||||
if isPointCloseToSegment(p1, p0, p3, 0.5) && isPointCloseToSegment(p2, p0, p3, 0.5) {
|
||||
p.LineTo(p3.x, p3.y)
|
||||
p.lineTo(p3)
|
||||
return
|
||||
}
|
||||
|
||||
@ -235,8 +316,8 @@ func (p *Path) cubicTo(p1, p2, p3 point, level int) {
|
||||
x: (p012.x + p123.x) / 2,
|
||||
y: (p012.y + p123.y) / 2,
|
||||
}
|
||||
p.cubicTo(p01, p012, p0123, level+1)
|
||||
p.cubicTo(p123, p23, p3, level+1)
|
||||
p.cubicTo(p0, p01, p012, p0123, level+1)
|
||||
p.cubicTo(p0123, p123, p23, p3, level+1)
|
||||
}
|
||||
|
||||
func normalize(p point) point {
|
||||
@ -248,6 +329,26 @@ func cross(p0, p1 point) float32 {
|
||||
return p0.x*p1.y - p1.x*p0.y
|
||||
}
|
||||
|
||||
func (p *Path) currentPosition() (point, bool) {
|
||||
if len(p.ops) == 0 {
|
||||
return point{}, false
|
||||
}
|
||||
op := p.ops[len(p.ops)-1]
|
||||
switch op.typ {
|
||||
case opTypeMoveTo:
|
||||
return op.p1, true
|
||||
case opTypeLineTo:
|
||||
return op.p1, true
|
||||
case opTypeQuadTo:
|
||||
return op.p2, true
|
||||
case opTypeCubicTo:
|
||||
return op.p3, true
|
||||
case opTypeClose:
|
||||
return point{}, false
|
||||
}
|
||||
return point{}, false
|
||||
}
|
||||
|
||||
// ArcTo adds an arc curve to the path.
|
||||
// (x1, y1) is the first control point, and (x2, y2) is the second control point.
|
||||
func (p *Path) ArcTo(x1, y1, x2, y2, radius float32) {
|
||||
@ -362,7 +463,7 @@ func (p *Path) Arc(x, y, radius, startAngle, endAngle float32, dir Direction) {
|
||||
p.LineTo(x0, y0)
|
||||
|
||||
// Calculate the control points for an approximated Bézier curve.
|
||||
// See https://docs.microsoft.com/en-us/xamarin/xamarin-forms/user-interface/graphics/skiasharp/curves/beziers.
|
||||
// See https://learn.microsoft.com/en-us/previous-versions/xamarin/xamarin-forms/user-interface/graphics/skiasharp/curves/beziers.
|
||||
l := radius * float32(math.Tan(da/4)*4/3)
|
||||
var cx0, cy0, cx1, cy1 float32
|
||||
if dir == Clockwise {
|
||||
@ -379,15 +480,11 @@ func (p *Path) Arc(x, y, radius, startAngle, endAngle float32, dir Direction) {
|
||||
p.CubicTo(cx0, cy0, cx1, cy1, x1, y1)
|
||||
}
|
||||
|
||||
// Close adds a new line from the last position of the current subpath to the first position of the current subpath,
|
||||
// and marks the current subpath closed.
|
||||
// Following operations for this path will start with a new subpath.
|
||||
func (p *Path) Close() {
|
||||
func (p *Path) close() {
|
||||
if len(p.subpaths) == 0 {
|
||||
return
|
||||
}
|
||||
subpath := p.subpaths[len(p.subpaths)-1]
|
||||
subpath.close()
|
||||
p.subpaths[len(p.subpaths)-1].close()
|
||||
}
|
||||
|
||||
// AppendVerticesAndIndicesForFilling appends vertices and indices to fill this path and returns them.
|
||||
@ -405,7 +502,7 @@ func (p *Path) AppendVerticesAndIndicesForFilling(vertices []ebiten.Vertex, indi
|
||||
// TODO: Add tests.
|
||||
|
||||
base := uint16(len(vertices))
|
||||
for _, subpath := range p.subpaths {
|
||||
for _, subpath := range p.ensureSubpaths() {
|
||||
if subpath.pointCount() < 3 {
|
||||
continue
|
||||
}
|
||||
@ -486,12 +583,14 @@ func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indic
|
||||
return vertices, indices
|
||||
}
|
||||
|
||||
for _, subpath := range p.subpaths {
|
||||
var rects [][4]point
|
||||
var tmpPath Path
|
||||
for _, subpath := range p.ensureSubpaths() {
|
||||
if subpath.pointCount() < 2 {
|
||||
continue
|
||||
}
|
||||
|
||||
var rects [][4]point
|
||||
rects = rects[:0]
|
||||
for i := 0; i < subpath.pointCount()-1; i++ {
|
||||
pt := subpath.points[i]
|
||||
|
||||
@ -571,46 +670,49 @@ func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indic
|
||||
delta := math.Pi - da
|
||||
exceed := float32(math.Abs(1/math.Sin(float64(delta/2)))) > op.MiterLimit
|
||||
|
||||
var quad Path
|
||||
quad.MoveTo(c.x, c.y)
|
||||
// Quadrilateral
|
||||
tmpPath.reset()
|
||||
tmpPath.MoveTo(c.x, c.y)
|
||||
if da < math.Pi {
|
||||
quad.LineTo(rect[1].x, rect[1].y)
|
||||
tmpPath.LineTo(rect[1].x, rect[1].y)
|
||||
if !exceed {
|
||||
pt := crossingPointForTwoLines(rect[0], rect[1], nextRect[0], nextRect[1])
|
||||
quad.LineTo(pt.x, pt.y)
|
||||
tmpPath.LineTo(pt.x, pt.y)
|
||||
}
|
||||
quad.LineTo(nextRect[0].x, nextRect[0].y)
|
||||
tmpPath.LineTo(nextRect[0].x, nextRect[0].y)
|
||||
} else {
|
||||
quad.LineTo(rect[3].x, rect[3].y)
|
||||
tmpPath.LineTo(rect[3].x, rect[3].y)
|
||||
if !exceed {
|
||||
pt := crossingPointForTwoLines(rect[2], rect[3], nextRect[2], nextRect[3])
|
||||
quad.LineTo(pt.x, pt.y)
|
||||
tmpPath.LineTo(pt.x, pt.y)
|
||||
}
|
||||
quad.LineTo(nextRect[2].x, nextRect[2].y)
|
||||
tmpPath.LineTo(nextRect[2].x, nextRect[2].y)
|
||||
}
|
||||
vertices, indices = quad.AppendVerticesAndIndicesForFilling(vertices, indices)
|
||||
vertices, indices = tmpPath.AppendVerticesAndIndicesForFilling(vertices, indices)
|
||||
|
||||
case LineJoinBevel:
|
||||
var tri Path
|
||||
tri.MoveTo(c.x, c.y)
|
||||
// Triangle
|
||||
tmpPath.reset()
|
||||
tmpPath.MoveTo(c.x, c.y)
|
||||
if da < math.Pi {
|
||||
tri.LineTo(rect[1].x, rect[1].y)
|
||||
tri.LineTo(nextRect[0].x, nextRect[0].y)
|
||||
tmpPath.LineTo(rect[1].x, rect[1].y)
|
||||
tmpPath.LineTo(nextRect[0].x, nextRect[0].y)
|
||||
} else {
|
||||
tri.LineTo(rect[3].x, rect[3].y)
|
||||
tri.LineTo(nextRect[2].x, nextRect[2].y)
|
||||
tmpPath.LineTo(rect[3].x, rect[3].y)
|
||||
tmpPath.LineTo(nextRect[2].x, nextRect[2].y)
|
||||
}
|
||||
vertices, indices = tri.AppendVerticesAndIndicesForFilling(vertices, indices)
|
||||
vertices, indices = tmpPath.AppendVerticesAndIndicesForFilling(vertices, indices)
|
||||
|
||||
case LineJoinRound:
|
||||
var arc Path
|
||||
arc.MoveTo(c.x, c.y)
|
||||
// Arc
|
||||
tmpPath.reset()
|
||||
tmpPath.MoveTo(c.x, c.y)
|
||||
if da < math.Pi {
|
||||
arc.Arc(c.x, c.y, op.Width/2, a0, a1, Clockwise)
|
||||
tmpPath.Arc(c.x, c.y, op.Width/2, a0, a1, Clockwise)
|
||||
} else {
|
||||
arc.Arc(c.x, c.y, op.Width/2, a0+math.Pi, a1+math.Pi, CounterClockwise)
|
||||
tmpPath.Arc(c.x, c.y, op.Width/2, a0+math.Pi, a1+math.Pi, CounterClockwise)
|
||||
}
|
||||
vertices, indices = arc.AppendVerticesAndIndicesForFilling(vertices, indices)
|
||||
vertices, indices = tmpPath.AppendVerticesAndIndicesForFilling(vertices, indices)
|
||||
}
|
||||
}
|
||||
|
||||
@ -635,10 +737,11 @@ func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indic
|
||||
y: (startR[0].y + startR[2].y) / 2,
|
||||
}
|
||||
a := float32(math.Atan2(float64(startR[0].y-startR[2].y), float64(startR[0].x-startR[2].x)))
|
||||
var arc Path
|
||||
arc.MoveTo(startR[0].x, startR[0].y)
|
||||
arc.Arc(c.x, c.y, op.Width/2, a, a+math.Pi, CounterClockwise)
|
||||
vertices, indices = arc.AppendVerticesAndIndicesForFilling(vertices, indices)
|
||||
// Arc
|
||||
tmpPath.reset()
|
||||
tmpPath.MoveTo(startR[0].x, startR[0].y)
|
||||
tmpPath.Arc(c.x, c.y, op.Width/2, a, a+math.Pi, CounterClockwise)
|
||||
vertices, indices = tmpPath.AppendVerticesAndIndicesForFilling(vertices, indices)
|
||||
}
|
||||
{
|
||||
c := point{
|
||||
@ -646,10 +749,11 @@ func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indic
|
||||
y: (endR[1].y + endR[3].y) / 2,
|
||||
}
|
||||
a := float32(math.Atan2(float64(endR[1].y-endR[3].y), float64(endR[1].x-endR[3].x)))
|
||||
var arc Path
|
||||
arc.MoveTo(endR[1].x, endR[1].y)
|
||||
arc.Arc(c.x, c.y, op.Width/2, a, a+math.Pi, Clockwise)
|
||||
vertices, indices = arc.AppendVerticesAndIndicesForFilling(vertices, indices)
|
||||
// Arc
|
||||
tmpPath.reset()
|
||||
tmpPath.MoveTo(endR[1].x, endR[1].y)
|
||||
tmpPath.Arc(c.x, c.y, op.Width/2, a, a+math.Pi, Clockwise)
|
||||
vertices, indices = tmpPath.AppendVerticesAndIndicesForFilling(vertices, indices)
|
||||
}
|
||||
|
||||
case LineCapSquare:
|
||||
@ -659,24 +763,26 @@ func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indic
|
||||
s, c := math.Sincos(a)
|
||||
dx, dy := float32(c)*op.Width/2, float32(s)*op.Width/2
|
||||
|
||||
var quad Path
|
||||
quad.MoveTo(startR[0].x, startR[0].y)
|
||||
quad.LineTo(startR[0].x+dx, startR[0].y+dy)
|
||||
quad.LineTo(startR[2].x+dx, startR[2].y+dy)
|
||||
quad.LineTo(startR[2].x, startR[2].y)
|
||||
vertices, indices = quad.AppendVerticesAndIndicesForFilling(vertices, indices)
|
||||
// Quadrilateral
|
||||
tmpPath.reset()
|
||||
tmpPath.MoveTo(startR[0].x, startR[0].y)
|
||||
tmpPath.LineTo(startR[0].x+dx, startR[0].y+dy)
|
||||
tmpPath.LineTo(startR[2].x+dx, startR[2].y+dy)
|
||||
tmpPath.LineTo(startR[2].x, startR[2].y)
|
||||
vertices, indices = tmpPath.AppendVerticesAndIndicesForFilling(vertices, indices)
|
||||
}
|
||||
{
|
||||
a := math.Atan2(float64(endR[1].y-endR[0].y), float64(endR[1].x-endR[0].x))
|
||||
s, c := math.Sincos(a)
|
||||
dx, dy := float32(c)*op.Width/2, float32(s)*op.Width/2
|
||||
|
||||
var quad Path
|
||||
quad.MoveTo(endR[1].x, endR[1].y)
|
||||
quad.LineTo(endR[1].x+dx, endR[1].y+dy)
|
||||
quad.LineTo(endR[3].x+dx, endR[3].y+dy)
|
||||
quad.LineTo(endR[3].x, endR[3].y)
|
||||
vertices, indices = quad.AppendVerticesAndIndicesForFilling(vertices, indices)
|
||||
// Quadrilateral
|
||||
tmpPath.reset()
|
||||
tmpPath.MoveTo(endR[1].x, endR[1].y)
|
||||
tmpPath.LineTo(endR[1].x+dx, endR[1].y+dy)
|
||||
tmpPath.LineTo(endR[3].x+dx, endR[3].y+dy)
|
||||
tmpPath.LineTo(endR[3].x, endR[3].y)
|
||||
vertices, indices = tmpPath.AppendVerticesAndIndicesForFilling(vertices, indices)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
88
vector/path_test.go
Normal file
88
vector/path_test.go
Normal file
@ -0,0 +1,88 @@
|
||||
// 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 vector_test
|
||||
|
||||
import (
|
||||
"testing"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/vector"
|
||||
)
|
||||
|
||||
func TestIsPointCloseToSegment(t *testing.T) {
|
||||
testCases := []struct {
|
||||
p vector.Point
|
||||
p0 vector.Point
|
||||
p1 vector.Point
|
||||
allow float32
|
||||
want bool
|
||||
}{
|
||||
{
|
||||
p: vector.Point{0.5, 0.5},
|
||||
p0: vector.Point{0, 0},
|
||||
p1: vector.Point{1, 0},
|
||||
allow: 1,
|
||||
want: true,
|
||||
},
|
||||
{
|
||||
p: vector.Point{0.5, 1.5},
|
||||
p0: vector.Point{0, 0},
|
||||
p1: vector.Point{1, 0},
|
||||
allow: 1,
|
||||
want: false,
|
||||
},
|
||||
{
|
||||
p: vector.Point{0.5, 0.5},
|
||||
p0: vector.Point{0, 0},
|
||||
p1: vector.Point{1, 1},
|
||||
allow: 0,
|
||||
want: true,
|
||||
},
|
||||
{
|
||||
p: vector.Point{0, 1},
|
||||
p0: vector.Point{0, 0},
|
||||
p1: vector.Point{1, 1},
|
||||
allow: 0.7,
|
||||
want: false,
|
||||
},
|
||||
{
|
||||
p: vector.Point{0, 1},
|
||||
p0: vector.Point{0, 0},
|
||||
p1: vector.Point{1, 1},
|
||||
allow: 0.8,
|
||||
want: true,
|
||||
},
|
||||
{
|
||||
// p0 and p1 are the same.
|
||||
p: vector.Point{0, 1},
|
||||
p0: vector.Point{0.5, 0.5},
|
||||
p1: vector.Point{0.5, 0.5},
|
||||
allow: 0.7,
|
||||
want: false,
|
||||
},
|
||||
{
|
||||
// p0 and p1 are the same.
|
||||
p: vector.Point{0, 1},
|
||||
p0: vector.Point{0.5, 0.5},
|
||||
p1: vector.Point{0.5, 0.5},
|
||||
allow: 0.8,
|
||||
want: true,
|
||||
},
|
||||
}
|
||||
for _, tc := range testCases {
|
||||
if got := vector.IsPointCloseToSegment(tc.p, tc.p0, tc.p1, tc.allow); got != tc.want {
|
||||
t.Errorf("got: %v, want: %v", got, tc.want)
|
||||
}
|
||||
}
|
||||
}
|
@ -18,6 +18,7 @@ import (
|
||||
"image"
|
||||
"image/color"
|
||||
"math"
|
||||
"sync"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
@ -27,6 +28,18 @@ var (
|
||||
whiteSubImage = whiteImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image)
|
||||
)
|
||||
|
||||
var (
|
||||
cachedVertices []ebiten.Vertex
|
||||
cachedIndices []uint16
|
||||
cacheM sync.Mutex
|
||||
)
|
||||
|
||||
func useCachedVerticesAndIndices(fn func([]ebiten.Vertex, []uint16) (vs []ebiten.Vertex, is []uint16)) {
|
||||
cacheM.Lock()
|
||||
defer cacheM.Unlock()
|
||||
cachedVertices, cachedIndices = fn(cachedVertices[:0], cachedIndices[:0])
|
||||
}
|
||||
|
||||
func init() {
|
||||
b := whiteImage.Bounds()
|
||||
pix := make([]byte, 4*b.Dx()*b.Dy())
|
||||
@ -63,9 +76,12 @@ func StrokeLine(dst *ebiten.Image, x0, y0, x1, y1 float32, strokeWidth float32,
|
||||
path.LineTo(x1, y1)
|
||||
strokeOp := &StrokeOptions{}
|
||||
strokeOp.Width = strokeWidth
|
||||
vs, is := path.AppendVerticesAndIndicesForStroke(nil, nil, strokeOp)
|
||||
|
||||
useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
|
||||
vs, is = path.AppendVerticesAndIndicesForStroke(vs, is, strokeOp)
|
||||
drawVerticesForUtil(dst, vs, is, clr, antialias)
|
||||
return vs, is
|
||||
})
|
||||
}
|
||||
|
||||
// DrawFilledRect fills a rectangle with the specified width and color.
|
||||
@ -75,9 +91,12 @@ func DrawFilledRect(dst *ebiten.Image, x, y, width, height float32, clr color.Co
|
||||
path.LineTo(x, y+height)
|
||||
path.LineTo(x+width, y+height)
|
||||
path.LineTo(x+width, y)
|
||||
vs, is := path.AppendVerticesAndIndicesForFilling(nil, nil)
|
||||
|
||||
useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
|
||||
vs, is = path.AppendVerticesAndIndicesForFilling(vs, is)
|
||||
drawVerticesForUtil(dst, vs, is, clr, antialias)
|
||||
return vs, is
|
||||
})
|
||||
}
|
||||
|
||||
// StrokeRect strokes a rectangle with the specified width and color.
|
||||
@ -94,18 +113,24 @@ func StrokeRect(dst *ebiten.Image, x, y, width, height float32, strokeWidth floa
|
||||
strokeOp := &StrokeOptions{}
|
||||
strokeOp.Width = strokeWidth
|
||||
strokeOp.MiterLimit = 10
|
||||
vs, is := path.AppendVerticesAndIndicesForStroke(nil, nil, strokeOp)
|
||||
|
||||
useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
|
||||
vs, is = path.AppendVerticesAndIndicesForStroke(vs, is, strokeOp)
|
||||
drawVerticesForUtil(dst, vs, is, clr, antialias)
|
||||
return vs, is
|
||||
})
|
||||
}
|
||||
|
||||
// DrawFilledCircle fills a circle with the specified center position (cx, cy), the radius (r), width and color.
|
||||
func DrawFilledCircle(dst *ebiten.Image, cx, cy, r float32, clr color.Color, antialias bool) {
|
||||
var path Path
|
||||
path.Arc(cx, cy, r, 0, 2*math.Pi, Clockwise)
|
||||
vs, is := path.AppendVerticesAndIndicesForFilling(nil, nil)
|
||||
|
||||
useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
|
||||
vs, is = path.AppendVerticesAndIndicesForFilling(vs, is)
|
||||
drawVerticesForUtil(dst, vs, is, clr, antialias)
|
||||
return vs, is
|
||||
})
|
||||
}
|
||||
|
||||
// StrokeCircle strokes a circle with the specified center position (cx, cy), the radius (r), width and color.
|
||||
@ -118,7 +143,10 @@ func StrokeCircle(dst *ebiten.Image, cx, cy, r float32, strokeWidth float32, clr
|
||||
|
||||
strokeOp := &StrokeOptions{}
|
||||
strokeOp.Width = strokeWidth
|
||||
vs, is := path.AppendVerticesAndIndicesForStroke(nil, nil, strokeOp)
|
||||
|
||||
useCachedVerticesAndIndices(func(vs []ebiten.Vertex, is []uint16) ([]ebiten.Vertex, []uint16) {
|
||||
vs, is = path.AppendVerticesAndIndicesForStroke(vs, is, strokeOp)
|
||||
drawVerticesForUtil(dst, vs, is, clr, antialias)
|
||||
return vs, is
|
||||
})
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user