ebiten/internal/graphicsdriver/graphics.go
Hajime Hoshi 566957dc1c internal/graphicsdriver/metal: invert Y at the vertex shader
Instead of using a negative height in the viewport, invert the Y direction
at the vertex shader. This is a little more readable as a negative height
is hacky.

This is a preparation for DirectX 12. DirectX 12's coodination system
is very similar to Metal, but doesn't treat a negative height in its
viewport unfortunately.

Updates #1007
2022-02-27 01:53:03 +09:00

110 lines
2.7 KiB
Go

// Copyright 2018 The Ebiten 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 graphicsdriver
import (
"errors"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
type Region struct {
X float32
Y float32
Width float32
Height float32
}
const (
InvalidImageID = 0
InvalidShaderID = 0
)
type ColorM interface {
IsIdentity() bool
At(i, j int) float32
Elements(body *[16]float32, translate *[4]float32)
}
type Uniform struct {
Float32 float32
Float32s []float32
}
type Graphics interface {
Begin()
End(present bool)
SetTransparent(transparent bool)
SetVertices(vertices []float32, indices []uint16)
NewImage(width, height int) (Image, error)
NewScreenFramebufferImage(width, height int) (Image, error)
Initialize() error
SetVsyncEnabled(enabled bool)
SetFullscreen(fullscreen bool)
FramebufferYDirection() YDirection
NDCYDirection() YDirection
NeedsRestoring() bool
NeedsClearingScreen() bool
IsGL() bool
HasHighPrecisionFloat() bool
MaxImageSize() int
NewShader(program *shaderir.Program) (Shader, error)
// DrawTriangles draws an image onto another image with the given parameters.
//
// uniforms represents a colletion of uniform variables. The values must be one of these types:
//
// * float32
// * []float32
DrawTriangles(dst ImageID, srcs [graphics.ShaderImageNum]ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader ShaderID, indexLen int, indexOffset int, mode CompositeMode, colorM ColorM, filter Filter, address Address, dstRegion, srcRegion Region, uniforms []Uniform, evenOdd bool) error
}
// GraphicsNotReady represents that the graphics driver is not ready for recovering from the context lost.
var GraphicsNotReady = errors.New("graphics not ready")
type Image interface {
ID() ImageID
Dispose()
IsInvalidated() bool
Pixels() ([]byte, error)
ReplacePixels(args []*ReplacePixelsArgs)
}
type ImageID int
type ReplacePixelsArgs struct {
Pixels []byte
X int
Y int
Width int
Height int
}
type YDirection int
const (
Upward YDirection = iota
Downward
)
type Shader interface {
ID() ShaderID
Dispose()
}
type ShaderID int