mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
936 lines
30 KiB
Go
936 lines
30 KiB
Go
// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ebiten
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import (
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"fmt"
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"image"
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"image/color"
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"github.com/hajimehoshi/ebiten/v2/internal/affine"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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// Image represents a rectangle set of pixels.
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// The pixel format is alpha-premultiplied RGBA.
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// Image implements image.Image and draw.Image.
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type Image struct {
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// addr holds self to check copying.
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// See strings.Builder for similar examples.
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addr *Image
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image *ui.Image
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bounds image.Rectangle
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original *Image
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}
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func (i *Image) copyCheck() {
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if i.addr != i {
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panic("ebiten: illegal use of non-zero Image copied by value")
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}
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}
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// Size returns the size of the image.
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func (i *Image) Size() (width, height int) {
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s := i.Bounds().Size()
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return s.X, s.Y
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}
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func (i *Image) isDisposed() bool {
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return i.image == nil
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}
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func (i *Image) isSubImage() bool {
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return i.original != nil
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}
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// Clear resets the pixels of the image into 0.
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//
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// When the image is disposed, Clear does nothing.
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func (i *Image) Clear() {
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i.Fill(color.Transparent)
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}
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// Fill fills the image with a solid color.
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//
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// When the image is disposed, Fill does nothing.
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func (i *Image) Fill(clr color.Color) {
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i.copyCheck()
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var crf, cgf, cbf, caf float32
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cr, cg, cb, ca := clr.RGBA()
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if ca != 0 {
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crf = float32(cr) / float32(ca)
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cgf = float32(cg) / float32(ca)
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cbf = float32(cb) / float32(ca)
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caf = float32(ca) / 0xffff
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}
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b := i.Bounds()
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i.image.Fill(crf, cgf, cbf, caf, b.Min.X, b.Min.Y, b.Dx(), b.Dy())
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}
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func canSkipMipmap(geom GeoM, filter graphicsdriver.Filter) bool {
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if filter != graphicsdriver.FilterLinear {
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return true
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}
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return geom.det2x2() >= 0.999
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}
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// DrawImageOptions represents options for DrawImage.
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type DrawImageOptions struct {
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// GeoM is a geometry matrix to draw.
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// The default (zero) value is identity, which draws the image at (0, 0).
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GeoM GeoM
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// ColorM is a color matrix to draw.
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// The default (zero) value is identity, which doesn't change any color.
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ColorM ColorM
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// CompositeMode is a composite mode to draw.
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// The default (zero) value is regular alpha blending.
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CompositeMode CompositeMode
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// Filter is a type of texture filter.
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// The default (zero) value is FilterNearest.
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Filter Filter
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}
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// adjustPosition converts the position in the *ebiten.Image coordinate to the *ui.Image coordinate.
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func (i *Image) adjustPosition(x, y int) (int, int) {
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if i.isSubImage() {
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or := i.original.Bounds()
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x -= or.Min.X
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y -= or.Min.Y
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return x, y
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}
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r := i.Bounds()
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x -= r.Min.X
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y -= r.Min.Y
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return x, y
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}
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// adjustPositionF32 converts the position in the *ebiten.Image coordinate to the *ui.Image coordinate.
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func (i *Image) adjustPositionF32(x, y float32) (float32, float32) {
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if i.isSubImage() {
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or := i.original.Bounds()
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x -= float32(or.Min.X)
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y -= float32(or.Min.Y)
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return x, y
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}
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r := i.Bounds()
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x -= float32(r.Min.X)
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y -= float32(r.Min.Y)
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return x, y
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}
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func (i *Image) adjustedRegion() graphicsdriver.Region {
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b := i.Bounds()
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x, y := i.adjustPosition(b.Min.X, b.Min.Y)
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return graphicsdriver.Region{
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X: float32(x),
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Y: float32(y),
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Width: float32(b.Dx()),
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Height: float32(b.Dy()),
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}
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}
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// DrawImage draws the given image on the image i.
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//
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// DrawImage accepts the options. For details, see the document of
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// DrawImageOptions.
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//
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// For drawing, the pixels of the argument image at the time of this call is
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// adopted. Even if the argument image is mutated after this call, the drawing
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// result is never affected.
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//
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// When the image i is disposed, DrawImage does nothing.
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// When the given image img is disposed, DrawImage panics.
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//
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// When the given image is as same as i, DrawImage panics.
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//
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// DrawImage works more efficiently as batches
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// when the successive calls of DrawImages satisfy the below conditions:
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//
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// * All render targets are same (A in A.DrawImage(B, op))
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// * Either all ColorM element values are same or all the ColorM have only
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// diagonal ('scale') elements
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// * If only (*ColorM).Scale is applied to a ColorM, the ColorM has only
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// diagonal elements. The other ColorM functions might modify the other
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// elements.
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// * All CompositeMode values are same
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// * All Filter values are same
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//
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// Even when all the above conditions are satisfied, multiple draw commands can
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// be used in really rare cases. Ebitengine images usually share an internal
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// automatic texture atlas, but when you consume the atlas, or you create a huge
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// image, those images cannot be on the same texture atlas. In this case, draw
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// commands are separated.
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// Another case is when you use an offscreen as a render source. An offscreen
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// doesn't share the texture atlas with high probability.
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//
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// For more performance tips, see https://ebiten.org/documents/performancetips.html
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func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
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i.copyCheck()
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if img.isDisposed() {
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panic("ebiten: the given image to DrawImage must not be disposed")
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}
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if i.isDisposed() {
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return
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}
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// Calculate vertices before locking because the user can do anything in
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// options.ImageParts interface without deadlock (e.g. Call Image functions).
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if options == nil {
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options = &DrawImageOptions{}
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}
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mode := graphicsdriver.CompositeMode(options.CompositeMode)
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filter := graphicsdriver.Filter(options.Filter)
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if offsetX, offsetY := i.adjustPosition(0, 0); offsetX != 0 || offsetY != 0 {
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options.GeoM.Translate(float64(offsetX), float64(offsetY))
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}
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a, b, c, d, tx, ty := options.GeoM.elements32()
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bounds := img.Bounds()
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sx0, sy0 := img.adjustPosition(bounds.Min.X, bounds.Min.Y)
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sx1, sy1 := img.adjustPosition(bounds.Max.X, bounds.Max.Y)
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colorm, cr, cg, cb, ca := colorMToScale(options.ColorM.affineColorM())
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vs := graphics.QuadVertices(float32(sx0), float32(sy0), float32(sx1), float32(sy1), a, b, c, d, tx, ty, cr, cg, cb, ca)
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is := graphics.QuadIndices()
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srcs := [graphics.ShaderImageNum]*ui.Image{img.image}
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i.image.DrawTriangles(srcs, vs, is, colorm, mode, filter, graphicsdriver.AddressUnsafe, i.adjustedRegion(), graphicsdriver.Region{}, [graphics.ShaderImageNum - 1][2]float32{}, nil, nil, false, canSkipMipmap(options.GeoM, filter))
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}
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// Vertex represents a vertex passed to DrawTriangles.
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type Vertex struct {
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// DstX and DstY represents a point on a destination image.
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DstX float32
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DstY float32
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// SrcX and SrcY represents a point on a source image.
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// Be careful that SrcX/SrcY coordinates are on the image's bounds.
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// This means that a left-upper point of a sub-image might not be (0, 0).
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SrcX float32
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SrcY float32
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// ColorR/ColorG/ColorB/ColorA represents color scaling values.
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// Their interpretation depends on the concrete draw call used:
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// - DrawTriangles: straight-alpha encoded color multiplier.
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// If ColorA is 0, the vertex is fully transparent and color is ignored.
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// If ColorA is 1, the vertex has the color (ColorR, ColorG, ColorB).
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// Vertex colors are interpolated linearly respecting alpha.
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// - DrawTrianglesShader: arbitrary floating point values sent to the shader.
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// These are interpolated linearly and independently from each other.
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ColorR float32
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ColorG float32
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ColorB float32
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ColorA float32
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}
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// Address represents a sampler address mode.
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type Address int
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const (
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// AddressUnsafe means there is no guarantee when the texture coodinates are out of range.
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AddressUnsafe Address = Address(graphicsdriver.AddressUnsafe)
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// AddressClampToZero means that out-of-range texture coordinates return 0 (transparent).
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AddressClampToZero Address = Address(graphicsdriver.AddressClampToZero)
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// AddressRepeat means that texture coordinates wrap to the other side of the texture.
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AddressRepeat Address = Address(graphicsdriver.AddressRepeat)
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)
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// FillRule is the rule whether an overlapped region is rendered with DrawTriangles(Shader).
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type FillRule int
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const (
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// FillAll indicates all the triangles are rendered regardless of overlaps.
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FillAll FillRule = iota
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// EvenOdd means that triangles are rendered based on the even-odd rule.
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// If and only if the number of overlappings is odd, the region is rendered.
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EvenOdd
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)
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// DrawTrianglesOptions represents options for DrawTriangles.
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type DrawTrianglesOptions struct {
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// ColorM is a color matrix to draw.
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// The default (zero) value is identity, which doesn't change any color.
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// ColorM is applied before vertex color scale is applied.
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//
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// If Shader is not nil, ColorM is ignored.
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ColorM ColorM
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// CompositeMode is a composite mode to draw.
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// The default (zero) value is regular alpha blending.
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CompositeMode CompositeMode
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// Filter is a type of texture filter.
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// The default (zero) value is FilterNearest.
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Filter Filter
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// Address is a sampler address mode.
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// The default (zero) value is AddressUnsafe.
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Address Address
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// FillRule indicates the rule how an overlapped region is rendered.
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//
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// The rule EvenOdd is useful when you want to render a complex polygon.
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// A complex polygon is a non-convex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon.
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// See examples/vector for actual usages.
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//
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// The default (zero) value is FillAll.
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FillRule FillRule
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}
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// MaxIndicesNum is the maximum number of indices for DrawTriangles.
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const MaxIndicesNum = graphics.IndicesNum
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// DrawTriangles draws triangles with the specified vertices and their indices.
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//
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// img is used as a source image. img cannot be nil.
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// If you want to draw triangles with a solid color, use a small white image
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// and adjust the color elements in the vertices. For an actual implementation,
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// see the example 'vector'.
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//
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// Vertex contains color values, which are interpreted as straight-alpha colors.
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//
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// If len(indices) is not multiple of 3, DrawTriangles panics.
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//
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// If len(indices) is more than MaxIndicesNum, DrawTriangles panics.
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//
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// The rule in which DrawTriangles works effectively is same as DrawImage's.
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//
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// When the given image is disposed, DrawTriangles panics.
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//
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// When the image i is disposed, DrawTriangles does nothing.
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func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, options *DrawTrianglesOptions) {
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i.copyCheck()
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if img != nil && img.isDisposed() {
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panic("ebiten: the given image to DrawTriangles must not be disposed")
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}
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if i.isDisposed() {
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return
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}
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if len(indices)%3 != 0 {
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panic("ebiten: len(indices) % 3 must be 0")
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}
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if len(indices) > MaxIndicesNum {
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panic("ebiten: len(indices) must be <= MaxIndicesNum")
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}
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// TODO: Check the maximum value of indices and len(vertices)?
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if options == nil {
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options = &DrawTrianglesOptions{}
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}
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mode := graphicsdriver.CompositeMode(options.CompositeMode)
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address := graphicsdriver.Address(options.Address)
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var sr graphicsdriver.Region
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if address != graphicsdriver.AddressUnsafe {
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sr = img.adjustedRegion()
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}
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filter := graphicsdriver.Filter(options.Filter)
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colorm, cr, cg, cb, ca := colorMToScale(options.ColorM.affineColorM())
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vs := graphics.Vertices(len(vertices))
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dst := i
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for i, v := range vertices {
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dx, dy := dst.adjustPositionF32(v.DstX, v.DstY)
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vs[i*graphics.VertexFloatNum] = dx
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vs[i*graphics.VertexFloatNum+1] = dy
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sx, sy := img.adjustPositionF32(v.SrcX, v.SrcY)
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vs[i*graphics.VertexFloatNum+2] = sx
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vs[i*graphics.VertexFloatNum+3] = sy
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vs[i*graphics.VertexFloatNum+4] = v.ColorR * cr
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vs[i*graphics.VertexFloatNum+5] = v.ColorG * cg
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vs[i*graphics.VertexFloatNum+6] = v.ColorB * cb
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vs[i*graphics.VertexFloatNum+7] = v.ColorA * ca
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}
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is := make([]uint16, len(indices))
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copy(is, indices)
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srcs := [graphics.ShaderImageNum]*ui.Image{img.image}
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i.image.DrawTriangles(srcs, vs, is, colorm, mode, filter, address, i.adjustedRegion(), sr, [graphics.ShaderImageNum - 1][2]float32{}, nil, nil, options.FillRule == EvenOdd, false)
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}
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// DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
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//
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// This API is experimental.
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type DrawTrianglesShaderOptions struct {
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// CompositeMode is a composite mode to draw.
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// The default (zero) value is regular alpha blending.
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CompositeMode CompositeMode
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// Uniforms is a set of uniform variables for the shader.
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// The keys are the names of the uniform variables.
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// The values must be float or []float.
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// If the uniform variable type is an array, a vector or a matrix,
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// you have to specify linearly flattened values as a slice.
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// For example, if the uniform variable type is [4]vec4, the number of the slice values will be 16.
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Uniforms map[string]interface{}
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// Images is a set of the source images.
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// All the images' sizes must be the same.
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Images [4]*Image
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// FillRule indicates the rule how an overlapped region is rendered.
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//
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// The rule EvenOdd is useful when you want to render a complex polygon.
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// A complex polygon is a non-convex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon.
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// See examples/vector for actual usages.
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//
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// The default (zero) value is FillAll.
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FillRule FillRule
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}
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func init() {
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var op DrawTrianglesShaderOptions
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if got, want := len(op.Images), graphics.ShaderImageNum; got != want {
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panic(fmt.Sprintf("ebiten: len((DrawTrianglesShaderOptions{}).Images) must be %d but %d", want, got))
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}
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}
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// DrawTrianglesShader draws triangles with the specified vertices and their indices with the specified shader.
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//
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// Vertex contains color values, which can be interpreted for any purpose by the shader.
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//
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// For the details about the shader, see https://ebiten.org/documents/shader.html.
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//
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// If len(indices) is not multiple of 3, DrawTrianglesShader panics.
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//
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// If len(indices) is more than MaxIndicesNum, DrawTrianglesShader panics.
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//
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// When a specified image is non-nil and is disposed, DrawTrianglesShader panics.
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//
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// When the image i is disposed, DrawTrianglesShader does nothing.
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//
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// This API is experimental.
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func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader *Shader, options *DrawTrianglesShaderOptions) {
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i.copyCheck()
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if i.isDisposed() {
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return
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}
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if len(indices)%3 != 0 {
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panic("ebiten: len(indices) % 3 must be 0")
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}
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if len(indices) > MaxIndicesNum {
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panic("ebiten: len(indices) must be <= MaxIndicesNum")
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}
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// TODO: Check the maximum value of indices and len(vertices)?
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if options == nil {
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options = &DrawTrianglesShaderOptions{}
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}
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mode := graphicsdriver.CompositeMode(options.CompositeMode)
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vs := graphics.Vertices(len(vertices))
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dst := i
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src := options.Images[0]
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for i, v := range vertices {
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dx, dy := dst.adjustPositionF32(v.DstX, v.DstY)
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vs[i*graphics.VertexFloatNum] = dx
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vs[i*graphics.VertexFloatNum+1] = dy
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sx, sy := v.SrcX, v.SrcY
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if src != nil {
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sx, sy = src.adjustPositionF32(sx, sy)
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}
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vs[i*graphics.VertexFloatNum+2] = sx
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vs[i*graphics.VertexFloatNum+3] = sy
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vs[i*graphics.VertexFloatNum+4] = v.ColorR
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vs[i*graphics.VertexFloatNum+5] = v.ColorG
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vs[i*graphics.VertexFloatNum+6] = v.ColorB
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vs[i*graphics.VertexFloatNum+7] = v.ColorA
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}
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is := make([]uint16, len(indices))
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copy(is, indices)
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var imgs [graphics.ShaderImageNum]*ui.Image
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var imgw, imgh int
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for i, img := range options.Images {
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if img == nil {
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continue
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}
|
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if img.isDisposed() {
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panic("ebiten: the given image to DrawTrianglesShader must not be disposed")
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}
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if i == 0 {
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imgw, imgh = img.Size()
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} else {
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// TODO: Check imgw > 0 && imgh > 0
|
|
if w, h := img.Size(); imgw != w || imgh != h {
|
|
panic("ebiten: all the source images must be the same size with the rectangle")
|
|
}
|
|
}
|
|
imgs[i] = img.image
|
|
}
|
|
|
|
var sx, sy int
|
|
var sr graphicsdriver.Region
|
|
if img := options.Images[0]; img != nil {
|
|
b := img.Bounds()
|
|
sx, sy = img.adjustPosition(b.Min.X, b.Min.Y)
|
|
sr = img.adjustedRegion()
|
|
}
|
|
|
|
var offsets [graphics.ShaderImageNum - 1][2]float32
|
|
for i, img := range options.Images[1:] {
|
|
if img == nil {
|
|
continue
|
|
}
|
|
b := img.Bounds()
|
|
x, y := img.adjustPosition(b.Min.X, b.Min.Y)
|
|
// (sx, sy) is the left-upper position of the first image.
|
|
// Calculate the direction between the current image's left-upper position and the first one's.
|
|
offsets[i][0] = float32(x - sx)
|
|
offsets[i][1] = float32(y - sy)
|
|
}
|
|
|
|
i.image.DrawTriangles(imgs, vs, is, affine.ColorMIdentity{}, mode, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, i.adjustedRegion(), sr, offsets, shader.shader, shader.convertUniforms(options.Uniforms), options.FillRule == EvenOdd, false)
|
|
}
|
|
|
|
// DrawRectShaderOptions represents options for DrawRectShader.
|
|
//
|
|
// This API is experimental.
|
|
type DrawRectShaderOptions struct {
|
|
// GeoM is a geometry matrix to draw.
|
|
// The default (zero) value is identity, which draws the rectangle at (0, 0).
|
|
GeoM GeoM
|
|
|
|
// CompositeMode is a composite mode to draw.
|
|
// The default (zero) value is regular alpha blending.
|
|
CompositeMode CompositeMode
|
|
|
|
// Uniforms is a set of uniform variables for the shader.
|
|
// The keys are the names of the uniform variables.
|
|
// The values must be float or []float.
|
|
// If the uniform variable type is an array, a vector or a matrix,
|
|
// you have to specify linearly flattened values as a slice.
|
|
// For example, if the uniform variable type is [4]vec4, the number of the slice values will be 16.
|
|
Uniforms map[string]interface{}
|
|
|
|
// Images is a set of the source images.
|
|
// All the images' sizes must be the same.
|
|
Images [4]*Image
|
|
}
|
|
|
|
func init() {
|
|
var op DrawRectShaderOptions
|
|
if got, want := len(op.Images), graphics.ShaderImageNum; got != want {
|
|
panic(fmt.Sprintf("ebiten: len((DrawRectShaderOptions{}).Images) must be %d but %d", want, got))
|
|
}
|
|
}
|
|
|
|
// DrawRectShader draws a rectangle with the specified width and height with the specified shader.
|
|
//
|
|
// For the details about the shader, see https://ebiten.org/documents/shader.html.
|
|
//
|
|
// When one of the specified image is non-nil and is disposed, DrawRectShader panics.
|
|
//
|
|
// When the image i is disposed, DrawRectShader does nothing.
|
|
//
|
|
// This API is experimental.
|
|
func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawRectShaderOptions) {
|
|
i.copyCheck()
|
|
|
|
if i.isDisposed() {
|
|
return
|
|
}
|
|
|
|
if options == nil {
|
|
options = &DrawRectShaderOptions{}
|
|
}
|
|
|
|
mode := graphicsdriver.CompositeMode(options.CompositeMode)
|
|
|
|
var imgs [graphics.ShaderImageNum]*ui.Image
|
|
for i, img := range options.Images {
|
|
if img == nil {
|
|
continue
|
|
}
|
|
if img.isDisposed() {
|
|
panic("ebiten: the given image to DrawRectShader must not be disposed")
|
|
}
|
|
if w, h := img.Size(); width != w || height != h {
|
|
panic("ebiten: all the source images must be the same size with the rectangle")
|
|
}
|
|
imgs[i] = img.image
|
|
}
|
|
|
|
var sx, sy int
|
|
var sr graphicsdriver.Region
|
|
if img := options.Images[0]; img != nil {
|
|
b := img.Bounds()
|
|
sx, sy = img.adjustPosition(b.Min.X, b.Min.Y)
|
|
sr = img.adjustedRegion()
|
|
}
|
|
|
|
if offsetX, offsetY := i.adjustPosition(0, 0); offsetX != 0 || offsetY != 0 {
|
|
options.GeoM.Translate(float64(offsetX), float64(offsetY))
|
|
}
|
|
a, b, c, d, tx, ty := options.GeoM.elements32()
|
|
vs := graphics.QuadVertices(float32(sx), float32(sy), float32(sx+width), float32(sy+height), a, b, c, d, tx, ty, 1, 1, 1, 1)
|
|
is := graphics.QuadIndices()
|
|
|
|
var offsets [graphics.ShaderImageNum - 1][2]float32
|
|
for i, img := range options.Images[1:] {
|
|
if img == nil {
|
|
continue
|
|
}
|
|
b := img.Bounds()
|
|
x, y := img.adjustPosition(b.Min.X, b.Min.Y)
|
|
// (sx, sy) is the left-upper position of the first image.
|
|
// Calculate the direction between the current image's left-upper position and the first one's.
|
|
offsets[i][0] = float32(x - sx)
|
|
offsets[i][1] = float32(y - sy)
|
|
}
|
|
|
|
i.image.DrawTriangles(imgs, vs, is, affine.ColorMIdentity{}, mode, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, i.adjustedRegion(), sr, offsets, shader.shader, shader.convertUniforms(options.Uniforms), false, canSkipMipmap(options.GeoM, graphicsdriver.FilterNearest))
|
|
}
|
|
|
|
// SubImage returns an image representing the portion of the image p visible through r.
|
|
// The returned value shares pixels with the original image.
|
|
//
|
|
// The returned value is always *ebiten.Image.
|
|
//
|
|
// If the image is disposed, SubImage returns nil.
|
|
//
|
|
// A sub-image returned by SubImage can be used as a rendering source and a rendering destination.
|
|
// If a sub-image is used as a rendering source, the image is used as if it is a small image.
|
|
// If a sub-image is used as a rendering destination, the region being rendered is clipped.
|
|
func (i *Image) SubImage(r image.Rectangle) image.Image {
|
|
i.copyCheck()
|
|
if i.isDisposed() {
|
|
return nil
|
|
}
|
|
|
|
r = r.Intersect(i.Bounds())
|
|
// Need to check Empty explicitly. See the standard image package implementations.
|
|
if r.Empty() {
|
|
r = image.ZR
|
|
}
|
|
|
|
// Keep the original image's reference not to dispose that by GC.
|
|
var orig = i
|
|
if i.isSubImage() {
|
|
orig = i.original
|
|
}
|
|
|
|
img := &Image{
|
|
image: i.image,
|
|
bounds: r,
|
|
original: orig,
|
|
}
|
|
img.addr = img
|
|
|
|
return img
|
|
}
|
|
|
|
// Bounds returns the bounds of the image.
|
|
func (i *Image) Bounds() image.Rectangle {
|
|
if i.isDisposed() {
|
|
panic("ebiten: the image is already disposed")
|
|
}
|
|
return i.bounds
|
|
}
|
|
|
|
// ColorModel returns the color model of the image.
|
|
func (i *Image) ColorModel() color.Model {
|
|
return color.RGBAModel
|
|
}
|
|
|
|
// At returns the color of the image at (x, y).
|
|
//
|
|
// At loads pixels from GPU to system memory if necessary, which means that At can be slow.
|
|
//
|
|
// At always returns a transparent color if the image is disposed.
|
|
//
|
|
// Note that an important logic should not rely on values returned by At, since
|
|
// the returned values can include very slight differences between some machines.
|
|
//
|
|
// At can't be called outside the main loop (ebiten.Run's updating function) starts.
|
|
func (i *Image) At(x, y int) color.Color {
|
|
r, g, b, a := i.at(x, y)
|
|
return color.RGBA{r, g, b, a}
|
|
}
|
|
|
|
// RGBA64At implements image.RGBA64Image's RGBA64At.
|
|
//
|
|
// RGBA64At loads pixels from GPU to system memory if necessary, which means
|
|
// that RGBA64At can be slow.
|
|
//
|
|
// RGBA64At always returns a transparent color if the image is disposed.
|
|
//
|
|
// Note that an important logic should not rely on values returned by RGBA64At,
|
|
// since the returned values can include very slight differences between some machines.
|
|
//
|
|
// RGBA64At can't be called outside the main loop (ebiten.Run's updating function) starts.
|
|
func (i *Image) RGBA64At(x, y int) color.RGBA64 {
|
|
r, g, b, a := i.at(x, y)
|
|
return color.RGBA64{uint16(r) * 0x101, uint16(g) * 0x101, uint16(b) * 0x101, uint16(a) * 0x101}
|
|
}
|
|
|
|
func (i *Image) at(x, y int) (r, g, b, a uint8) {
|
|
if i.isDisposed() {
|
|
return 0, 0, 0, 0
|
|
}
|
|
if !image.Pt(x, y).In(i.Bounds()) {
|
|
return 0, 0, 0, 0
|
|
}
|
|
return i.image.At(i.adjustPosition(x, y))
|
|
}
|
|
|
|
// Set sets the color at (x, y).
|
|
//
|
|
// Set loads pixels from GPU to system memory if necessary, which means that Set can be slow.
|
|
//
|
|
// In the current implementation, successive calls of Set invokes loading pixels at most once, so this is efficient.
|
|
//
|
|
// If the image is disposed, Set does nothing.
|
|
func (i *Image) Set(x, y int, clr color.Color) {
|
|
i.copyCheck()
|
|
if i.isDisposed() {
|
|
return
|
|
}
|
|
if !image.Pt(x, y).In(i.Bounds()) {
|
|
return
|
|
}
|
|
if i.isSubImage() {
|
|
i = i.original
|
|
}
|
|
|
|
r, g, b, a := clr.RGBA()
|
|
x, y = i.adjustPosition(x, y)
|
|
i.image.ReplacePixels([]byte{byte(r >> 8), byte(g >> 8), byte(b >> 8), byte(a >> 8)}, x, y, 1, 1)
|
|
}
|
|
|
|
// Dispose disposes the image data.
|
|
// After disposing, most of image functions do nothing and returns meaningless values.
|
|
//
|
|
// Calling Dispose is not mandatory. GC automatically collects internal resources that no objects refer to.
|
|
// However, calling Dispose explicitly is helpful if memory usage matters.
|
|
//
|
|
// If the image is a sub-image, Dispose does nothing.
|
|
//
|
|
// When the image is disposed, Dipose does nothing.
|
|
func (i *Image) Dispose() {
|
|
i.copyCheck()
|
|
|
|
if i.isDisposed() {
|
|
return
|
|
}
|
|
if i.isSubImage() {
|
|
return
|
|
}
|
|
i.image.MarkDisposed()
|
|
i.image = nil
|
|
}
|
|
|
|
// ReplacePixels replaces the pixels of the image with p.
|
|
//
|
|
// The given p must represent RGBA pre-multiplied alpha values.
|
|
// len(pix) must equal to 4 * (bounds width) * (bounds height).
|
|
//
|
|
// ReplacePixels works on a sub-image.
|
|
//
|
|
// When len(pix) is not appropriate, ReplacePixels panics.
|
|
//
|
|
// When the image is disposed, ReplacePixels does nothing.
|
|
func (i *Image) ReplacePixels(pixels []byte) {
|
|
i.copyCheck()
|
|
|
|
if i.isDisposed() {
|
|
return
|
|
}
|
|
|
|
r := i.Bounds()
|
|
x, y := i.adjustPosition(r.Min.X, r.Min.Y)
|
|
// Do not need to copy pixels here.
|
|
// * In internal/mipmap, pixels are copied when necessary.
|
|
// * In internal/atlas, pixels are copied to make its paddings.
|
|
i.image.ReplacePixels(pixels, x, y, r.Dx(), r.Dy())
|
|
}
|
|
|
|
// NewImage returns an empty image.
|
|
//
|
|
// If width or height is less than 1 or more than device-dependent maximum size, NewImage panics.
|
|
//
|
|
// NewImage should be called only when necessary.
|
|
// For example, you should avoid to call NewImage every Update or Draw call.
|
|
// Reusing the same image by Clear is much more efficient than creating a new image.
|
|
//
|
|
// NewImage panics if RunGame already finishes.
|
|
func NewImage(width, height int) *Image {
|
|
return newImage(image.Rect(0, 0, width, height), atlas.ImageTypeRegular)
|
|
}
|
|
|
|
// NewImageOptions represents options for NewImage.
|
|
type NewImageOptions struct {
|
|
// Unmanaged represents whether the image is unmanaged or not.
|
|
// The default (zero) value is false, that means the image is managed.
|
|
//
|
|
// An unmanged image is never on an internal automatic texture atlas.
|
|
// A regular image is a part of an internal texture atlas, and locating them is done automatically in Ebitengine.
|
|
// NewUnmanagedImage is useful when you want finer controls over the image for performance and memory reasons.
|
|
Unmanaged bool
|
|
}
|
|
|
|
// NewImageWithOptions returns an empty image with the given bounds and the options.
|
|
//
|
|
// If width or height is less than 1 or more than device-dependent maximum size, NewImageWithOptions panics.
|
|
//
|
|
// The rendering origin position is (0, 0) of the given bounds.
|
|
// If DrawImage is called on a new image created by NewImageOptions,
|
|
// for example, the center of scaling and rotating is (0, 0), that might not be a left-upper position.
|
|
//
|
|
// NewImageWithOptions should be called only when necessary.
|
|
// For example, you should avoid to call NewImageWithOptions every Update or Draw call.
|
|
// Reusing the same image by Clear is much more efficient than creating a new image.
|
|
//
|
|
// NewImageWithOptions panics if RunGame already finishes.
|
|
func NewImageWithOptions(bounds image.Rectangle, options *NewImageOptions) *Image {
|
|
imageType := atlas.ImageTypeRegular
|
|
if options != nil && options.Unmanaged {
|
|
imageType = atlas.ImageTypeUnmanaged
|
|
}
|
|
return newImage(bounds, imageType)
|
|
}
|
|
|
|
func newImage(bounds image.Rectangle, imageType atlas.ImageType) *Image {
|
|
if isRunGameEnded() {
|
|
panic(fmt.Sprintf("ebiten: NewImage cannot be called after RunGame finishes"))
|
|
}
|
|
|
|
width, height := bounds.Dx(), bounds.Dy()
|
|
if width <= 0 {
|
|
panic(fmt.Sprintf("ebiten: width at NewImage must be positive but %d", width))
|
|
}
|
|
if height <= 0 {
|
|
panic(fmt.Sprintf("ebiten: height at NewImage must be positive but %d", height))
|
|
}
|
|
|
|
i := &Image{
|
|
image: ui.NewImage(width, height, imageType),
|
|
bounds: bounds,
|
|
}
|
|
i.addr = i
|
|
return i
|
|
}
|
|
|
|
// NewImageFromImage creates a new image with the given image (source).
|
|
//
|
|
// If source's width or height is less than 1 or more than device-dependent maximum size, NewImageFromImage panics.
|
|
//
|
|
// NewImageFromImage should be called only when necessary.
|
|
// For example, you should avoid to call NewImageFromImage every Update or Draw call.
|
|
// Reusing the same image by Clear and ReplacePixels is much more efficient than creating a new image.
|
|
//
|
|
// NewImageFromImage panics if RunGame already finishes.
|
|
//
|
|
// The returned image's origin is always (0, 0). The source's bounds are not respected.
|
|
func NewImageFromImage(source image.Image) *Image {
|
|
if isRunGameEnded() {
|
|
panic(fmt.Sprintf("ebiten: NewImage cannot be called after RunGame finishes"))
|
|
}
|
|
|
|
// If the given image is an Ebitengine image, use DrawImage instead of reading pixels from the source.
|
|
// This works even before the game loop runs.
|
|
if source, ok := source.(*Image); ok {
|
|
size := source.Bounds().Size()
|
|
i := NewImage(size.X, size.Y)
|
|
i.DrawImage(source, nil)
|
|
return i
|
|
}
|
|
|
|
size := source.Bounds().Size()
|
|
width, height := size.X, size.Y
|
|
if width <= 0 {
|
|
panic(fmt.Sprintf("ebiten: source width at NewImageFromImage must be positive but %d", width))
|
|
}
|
|
if height <= 0 {
|
|
panic(fmt.Sprintf("ebiten: source height at NewImageFromImage must be positive but %d", height))
|
|
}
|
|
|
|
i := &Image{
|
|
image: ui.NewImage(width, height, atlas.ImageTypeRegular),
|
|
bounds: image.Rect(0, 0, width, height),
|
|
}
|
|
i.addr = i
|
|
|
|
i.ReplacePixels(imageToBytes(source))
|
|
return i
|
|
}
|
|
|
|
// colorMToScale returns a new color matrix and color sclaes that equal to the given matrix in terms of the effect.
|
|
//
|
|
// If the given matrix is merely a scaling matrix, colorMToScale returns
|
|
// an identity matrix and its scaling factors. This is useful to optimize
|
|
// the rendering speed by avoiding the use of the color matrix and instead
|
|
// multiplying all vertex colors by the scale.
|
|
//
|
|
// NOTE: this is only safe when not using a custom Kage shader,
|
|
// as custom shaders may be using vertex colors for different purposes
|
|
// than colorization. However, currently there are no Ebitengine APIs that
|
|
// support both shaders and color matrices.
|
|
func colorMToScale(colorm affine.ColorM) (newColorM affine.ColorM, r, g, b, a float32) {
|
|
if colorm.IsIdentity() {
|
|
return colorm, 1, 1, 1, 1
|
|
}
|
|
|
|
if !colorm.ScaleOnly() {
|
|
return colorm, 1, 1, 1, 1
|
|
}
|
|
r = colorm.At(0, 0)
|
|
g = colorm.At(1, 1)
|
|
b = colorm.At(2, 2)
|
|
a = colorm.At(3, 3)
|
|
|
|
// Color matrices work on non-premultiplied colors.
|
|
// This color matrix can only make colors darker or equal,
|
|
// and thus can never invoke color clamping.
|
|
// Thus the simpler vertex color scale based shader can be used.
|
|
//
|
|
// Negative color values can become positive and out-of-range
|
|
// after applying to vertex colors below, which can make the min() in the shader kick in.
|
|
//
|
|
// Alpha values smaller than 0, combined with negative vertex colors,
|
|
// can also make the min() kick in, so that shall be ruled out too.
|
|
if r < 0 || g < 0 || b < 0 || a < 0 || r > 1 || g > 1 || b > 1 {
|
|
return colorm, 1, 1, 1, 1
|
|
}
|
|
|
|
return affine.ColorMIdentity{}, r, g, b, a
|
|
}
|