mirror of
https://github.com/hajimehoshi/ebiten.git
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internal/ui: move the implementation for AntiAlias to stencilbuffer.go
Updates #3361
This commit is contained in:
@@ -333,7 +333,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
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if !skipMipmap {
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skipMipmap = canSkipMipmap(det, filter)
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}
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i.image.DrawTriangles(srcs, vs, is, blend, dr, [graphics.ShaderSrcImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, skipMipmap, false)
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i.image.DrawTriangles(srcs, vs, is, blend, dr, [graphics.ShaderSrcImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, skipMipmap)
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}
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// Vertex represents a vertex passed to DrawTriangles.
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@@ -586,7 +586,7 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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//
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// When the image i is disposed, DrawTriangles32 does nothing.
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func (i *Image) DrawTriangles32(vertices []Vertex, indices []uint32, img *Image, options *DrawTrianglesOptions) {
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if options != nil && options.FillRule != FillRuleFillAll {
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if options != nil && (options.FillRule != FillRuleFillAll || options.AntiAlias) {
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drawTrianglesWithStencilBuffer(i, vertices, indices, img, options)
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return
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}
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@@ -694,7 +694,7 @@ func (i *Image) DrawTriangles32(vertices []Vertex, indices []uint32, img *Image,
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if !skipMipmap {
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skipMipmap = filter != builtinshader.FilterLinear
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}
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i.image.DrawTriangles(srcs, vs, indices, blend, i.adjustedBounds(), [graphics.ShaderSrcImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, skipMipmap, options.AntiAlias)
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i.image.DrawTriangles(srcs, vs, indices, blend, i.adjustedBounds(), [graphics.ShaderSrcImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, skipMipmap)
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}
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// DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
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@@ -809,7 +809,7 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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//
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// When the image i is disposed, DrawTrianglesShader32 does nothing.
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func (i *Image) DrawTrianglesShader32(vertices []Vertex, indices []uint32, shader *Shader, options *DrawTrianglesShaderOptions) {
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if options != nil && options.FillRule != FillRuleFillAll {
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if options != nil && (options.FillRule != FillRuleFillAll || options.AntiAlias) {
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drawTrianglesShaderWithStencilBuffer(i, vertices, indices, shader, options)
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return
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}
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@@ -931,7 +931,7 @@ func (i *Image) DrawTrianglesShader32(vertices []Vertex, indices []uint32, shade
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i.tmpUniforms = i.tmpUniforms[:0]
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i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, options.Uniforms)
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i.image.DrawTriangles(imgs, vs, indices, blend, i.adjustedBounds(), srcRegions, shader.shader, i.tmpUniforms, true, options.AntiAlias)
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i.image.DrawTriangles(imgs, vs, indices, blend, i.adjustedBounds(), srcRegions, shader.shader, i.tmpUniforms, true)
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}
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// DrawRectShaderOptions represents options for DrawRectShader.
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@@ -1089,7 +1089,7 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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dr := i.adjustedBounds()
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i.image.DrawTriangles(imgs, vs, is, blend, dr, srcRegions, shader.shader, i.tmpUniforms, true, false)
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i.image.DrawTriangles(imgs, vs, is, blend, dr, srcRegions, shader.shader, i.tmpUniforms, true)
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}
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// SubImage returns an image representing the portion of the image p visible through r.
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@@ -259,9 +259,6 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, ui *UserInter
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c.game.DrawFinalScreen(c.screenScaleAndOffsets())
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// The final screen is never used as the rendering source.
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// Flush its buffer here just in case.
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c.screen.flushBufferIfNeeded()
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return true, nil
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}
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+2
-213
@@ -16,7 +16,6 @@ package ui
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import (
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"image"
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"math"
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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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@@ -32,8 +31,6 @@ func SetPanicOnErrorOnReadingPixelsForTesting(value bool) {
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panicOnErrorOnReadingPixels = value
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}
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const bigOffscreenScale = 2
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type Image struct {
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ui *UserInterface
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@@ -45,9 +42,6 @@ type Image struct {
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// lastBlend is the lastly-used blend for mipmap.Image.
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lastBlend graphicsdriver.Blend
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// bigOffscreenBuffer is a double-sized offscreen for anti-alias rendering.
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bigOffscreenBuffer *bigOffscreenImage
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// modifyCallback is a callback called when DrawTriangles or WritePixels is called.
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// modifyCallback is useful to detect whether the image is manipulated or not after a certain time.
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modifyCallback func()
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@@ -70,36 +64,21 @@ func (i *Image) Deallocate() {
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if i.mipmap == nil {
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return
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}
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if i.bigOffscreenBuffer != nil {
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i.bigOffscreenBuffer.deallocate()
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}
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i.mipmap.Deallocate()
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}
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func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, canSkipMipmap bool, antialias bool) {
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func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, canSkipMipmap bool) {
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if i.modifyCallback != nil {
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i.modifyCallback()
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}
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i.lastBlend = blend
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if antialias {
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if i.bigOffscreenBuffer == nil {
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i.bigOffscreenBuffer = i.ui.newBigOffscreenImage(i, atlas.ImageTypeUnmanaged)
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}
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i.bigOffscreenBuffer.drawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, canSkipMipmap)
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return
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}
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i.flushBufferIfNeeded()
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var srcMipmaps [graphics.ShaderSrcImageCount]*mipmap.Mipmap
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for i, src := range srcs {
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if src == nil {
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continue
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}
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src.flushBufferIfNeeded()
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srcMipmaps[i] = src.mipmap
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}
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@@ -110,7 +89,6 @@ func (i *Image) WritePixels(pix []byte, region image.Rectangle) {
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if i.modifyCallback != nil {
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i.modifyCallback()
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}
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i.flushBufferIfNeeded()
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i.mipmap.WritePixels(pix, region)
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}
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@@ -120,8 +98,6 @@ func (i *Image) ReadPixels(pixels []byte, region image.Rectangle) {
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return
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}
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i.flushBigOffscreenBufferIfNeeded()
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if err := i.ui.readPixels(i.mipmap, pixels, region); err != nil {
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if panicOnErrorOnReadingPixels {
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panic(err)
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@@ -131,20 +107,9 @@ func (i *Image) ReadPixels(pixels []byte, region image.Rectangle) {
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}
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func (i *Image) DumpScreenshot(name string, blackbg bool) (string, error) {
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i.flushBufferIfNeeded()
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return i.ui.dumpScreenshot(i.mipmap, name, blackbg)
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}
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func (i *Image) flushBufferIfNeeded() {
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i.flushBigOffscreenBufferIfNeeded()
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}
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func (i *Image) flushBigOffscreenBufferIfNeeded() {
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if i.bigOffscreenBuffer != nil {
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i.bigOffscreenBuffer.flush()
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}
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}
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func (u *UserInterface) DumpImages(dir string) (string, error) {
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return u.dumpImages(dir)
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}
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@@ -174,181 +139,5 @@ func (i *Image) Fill(r, g, b, a float32, region image.Rectangle) {
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}
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sr := image.Rect(0, 0, i.ui.whiteImage.width, i.ui.whiteImage.height)
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// i.lastBlend is updated in DrawTriangles.
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i.DrawTriangles(srcs, i.tmpVerticesForFill, is, blend, region, [graphics.ShaderSrcImageCount]image.Rectangle{sr}, NearestFilterShader, nil, true, false)
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}
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type bigOffscreenImage struct {
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ui *UserInterface
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orig *Image
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imageType atlas.ImageType
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image *Image
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region image.Rectangle
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blend graphicsdriver.Blend
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dirty bool
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tmpVerticesForFlushing []float32
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tmpVerticesForCopying []float32
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}
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func (u *UserInterface) newBigOffscreenImage(orig *Image, imageType atlas.ImageType) *bigOffscreenImage {
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return &bigOffscreenImage{
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ui: u,
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orig: orig,
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imageType: imageType,
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}
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}
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func (i *bigOffscreenImage) deallocate() {
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if i.image != nil {
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i.image.Deallocate()
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}
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i.dirty = false
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}
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func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, canSkipMipmap bool) {
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if i.blend != blend {
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i.flush()
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}
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i.blend = blend
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// If the new region doesn't match with the current region, remove the buffer image and recreate it later.
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if r := i.requiredRegion(vertices); i.region != r {
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i.flush()
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i.image = nil
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i.region = r
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}
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if i.region.Empty() {
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return
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}
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if i.image == nil {
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i.image = i.ui.NewImage(i.region.Dx()*bigOffscreenScale, i.region.Dy()*bigOffscreenScale, i.imageType)
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}
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// Copy the current rendering result to get the correct blending result.
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if blend != graphicsdriver.BlendSourceOver && !i.dirty {
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srcs := [graphics.ShaderSrcImageCount]*Image{i.orig}
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if len(i.tmpVerticesForCopying) < 4*graphics.VertexFloatCount {
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i.tmpVerticesForCopying = make([]float32, 4*graphics.VertexFloatCount)
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}
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// i.tmpVerticesForCopying can be reused as this is sent to DrawTriangles immediately.
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graphics.QuadVerticesFromSrcAndMatrix(
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i.tmpVerticesForCopying,
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float32(i.region.Min.X), float32(i.region.Min.Y), float32(i.region.Max.X), float32(i.region.Max.Y),
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bigOffscreenScale, 0, 0, bigOffscreenScale, 0, 0,
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1, 1, 1, 1)
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is := graphics.QuadIndices()
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dstRegion := image.Rect(0, 0, i.region.Dx()*bigOffscreenScale, i.region.Dy()*bigOffscreenScale)
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srcRegion := i.region
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i.image.DrawTriangles(srcs, i.tmpVerticesForCopying, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderSrcImageCount]image.Rectangle{srcRegion}, NearestFilterShader, nil, true, false)
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}
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for idx := 0; idx < len(vertices); idx += graphics.VertexFloatCount {
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vertices[idx] = (vertices[idx] - float32(i.region.Min.X)) * bigOffscreenScale
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vertices[idx+1] = (vertices[idx+1] - float32(i.region.Min.Y)) * bigOffscreenScale
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}
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// Translate to i.region coordinate space, and clamp against region size.
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dstRegion = dstRegion.Sub(i.region.Min)
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dstRegion = dstRegion.Intersect(image.Rect(0, 0, i.region.Dx(), i.region.Dy()))
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dstRegion.Min.X *= bigOffscreenScale
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dstRegion.Min.Y *= bigOffscreenScale
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dstRegion.Max.X *= bigOffscreenScale
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dstRegion.Max.Y *= bigOffscreenScale
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i.image.DrawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, canSkipMipmap, false)
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i.dirty = true
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}
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func (i *bigOffscreenImage) flush() {
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if i.image == nil {
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return
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}
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if !i.dirty {
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return
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}
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// Mark the offscreen clean earlier to avoid recursive calls.
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i.dirty = false
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srcs := [graphics.ShaderSrcImageCount]*Image{i.image}
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if len(i.tmpVerticesForFlushing) < 4*graphics.VertexFloatCount {
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i.tmpVerticesForFlushing = make([]float32, 4*graphics.VertexFloatCount)
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}
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// i.tmpVerticesForFlushing can be reused as this is sent to DrawTriangles in this function.
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graphics.QuadVerticesFromSrcAndMatrix(
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i.tmpVerticesForFlushing,
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0, 0, float32(i.region.Dx()*bigOffscreenScale), float32(i.region.Dy()*bigOffscreenScale),
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1.0/bigOffscreenScale, 0, 0, 1.0/bigOffscreenScale, float32(i.region.Min.X), float32(i.region.Min.Y),
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1, 1, 1, 1)
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is := graphics.QuadIndices()
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dstRegion := i.region
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srcRegion := image.Rect(0, 0, i.region.Dx()*bigOffscreenScale, i.region.Dy()*bigOffscreenScale)
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blend := graphicsdriver.BlendSourceOver
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if i.blend != graphicsdriver.BlendSourceOver {
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blend = graphicsdriver.BlendCopy
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}
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i.orig.DrawTriangles(srcs, i.tmpVerticesForFlushing, is, blend, dstRegion, [graphics.ShaderSrcImageCount]image.Rectangle{srcRegion}, LinearFilterShader, nil, true, false)
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i.image.clear()
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i.dirty = false
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}
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func (i *bigOffscreenImage) requiredRegion(vertices []float32) image.Rectangle {
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minX := float32(i.orig.width)
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minY := float32(i.orig.height)
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maxX := float32(0)
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maxY := float32(0)
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for i := 0; i < len(vertices); i += graphics.VertexFloatCount {
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dstX := vertices[i]
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dstY := vertices[i+1]
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if minX > floor(dstX)-1 {
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minX = floor(dstX) - 1
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}
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if minY > floor(dstY)-1 {
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minY = floor(dstY) - 1
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}
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if maxX < ceil(dstX)+1 {
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maxX = ceil(dstX) + 1
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}
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if maxY < ceil(dstY)+1 {
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maxY = ceil(dstY) + 1
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}
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}
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// Adjust the granularity of the rectangle.
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r := image.Rect(
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roundDown16(int(minX)),
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roundDown16(int(minY)),
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roundUp16(int(maxX)),
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roundUp16(int(maxY)))
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r = r.Intersect(image.Rect(0, 0, i.orig.width, i.orig.height))
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// TODO: Is this check required?
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if r.Dx() < 0 || r.Dy() < 0 {
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return i.region
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}
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return r.Union(i.region)
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}
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func floor(x float32) float32 {
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return float32(math.Floor(float64(x)))
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}
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func ceil(x float32) float32 {
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return float32(math.Ceil(float64(x)))
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}
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func roundDown16(x int) int {
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return x & ^(0xf)
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}
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func roundUp16(x int) int {
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return ((x - 1) & ^(0xf)) + 0x10
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i.DrawTriangles(srcs, i.tmpVerticesForFill, is, blend, region, [graphics.ShaderSrcImageCount]image.Rectangle{sr}, NearestFilterShader, nil, true)
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}
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+93
-3
@@ -12,7 +12,7 @@
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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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// This file emulates the deprecated APIs (FillRule) with the non-deprecated APIs.
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// This file emulates the deprecated APIs (FillRule and AntiAlias) with the non-deprecated APIs.
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//
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// The pseudo stencil buffer implementation is based on the following article:
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// https://medium.com/@evanwallace/easy-scalable-text-rendering-on-the-gpu-c3f4d782c5ac
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@@ -189,14 +189,22 @@ func shaderFromFillRule(fillRule FillRule) *Shader {
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func drawTrianglesWithStencilBuffer(dst *Image, vertices []Vertex, indices []uint32, img *Image, options *DrawTrianglesOptions) {
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if options.FillRule == FillRuleFillAll {
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panic("ebiten: FillRule must be FillRuleNonZero or FillRuleEvenOdd at drawTrianglesWithStencilBuffer")
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if !options.AntiAlias {
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panic("not reached")
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}
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doDrawTrianglesWithAntialias(dst, vertices, indices, img, options, nil, nil)
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return
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}
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doDrawTrianglesShaderWithStencilBuffer(dst, vertices, indices, img, options, nil, nil)
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}
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func drawTrianglesShaderWithStencilBuffer(dst *Image, vertices []Vertex, indices []uint32, shader *Shader, options *DrawTrianglesShaderOptions) {
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if options.FillRule == FillRuleFillAll {
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panic("ebiten: FillRule must be FillRuleNonZero or FillRuleEvenOdd at drawTrianglesShaderWithStencilBuffer")
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if !options.AntiAlias {
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panic("not reached")
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}
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doDrawTrianglesWithAntialias(dst, vertices, indices, nil, nil, shader, options)
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return
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}
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doDrawTrianglesShaderWithStencilBuffer(dst, vertices, indices, nil, nil, shader, options)
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}
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@@ -205,6 +213,86 @@ var (
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tmpVerticesForStencilBuffer []Vertex
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)
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// doDrawTrianglesWithAntialias draw triangles with antialiasing.
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//
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// doDrawTrianglesWithAntialias doesn't batch draw calls, so this might not be efficient.
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// This is different from Ebitengine v2.9's behavior.
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// However, this function is for the legacy API and its usage is expected to be minimal.
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func doDrawTrianglesWithAntialias(dst *Image, vertices []Vertex, indices []uint32, img *Image, dtOptions *DrawTrianglesOptions, shader *Shader, dtsOptions *DrawTrianglesShaderOptions) {
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stencilBufferM.Lock()
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defer stencilBufferM.Unlock()
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bounds := dst.Bounds()
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bounds.Min.X *= 2
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bounds.Max.X *= 2
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bounds.Min.Y *= 2
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bounds.Max.Y *= 2
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||||
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tmpVerticesForStencilBuffer = slices.Grow(tmpVerticesForStencilBuffer, len(vertices))
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vs := tmpVerticesForStencilBuffer[:len(vertices)]
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copy(vs, vertices)
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for i := range vs {
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vs[i].DstX *= 2
|
||||
vs[i].DstY *= 2
|
||||
}
|
||||
|
||||
var uncommonBlend bool
|
||||
if dtOptions != nil {
|
||||
if dtOptions.CompositeMode != CompositeModeCustom {
|
||||
uncommonBlend = dtOptions.CompositeMode != CompositeModeSourceOver
|
||||
} else {
|
||||
uncommonBlend = dtOptions.Blend != BlendSourceOver
|
||||
}
|
||||
} else if dtsOptions != nil {
|
||||
if dtsOptions.CompositeMode != CompositeModeCustom {
|
||||
uncommonBlend = dtsOptions.CompositeMode != CompositeModeSourceOver
|
||||
} else {
|
||||
uncommonBlend = dtsOptions.Blend != BlendSourceOver
|
||||
}
|
||||
}
|
||||
|
||||
// Copy the current destination image for the blending, if the blend mode is not the regular alpha blending.
|
||||
os1 := ensureOffscreenImage1(bounds).SubImage(bounds).(*Image)
|
||||
if uncommonBlend {
|
||||
op := &DrawImageOptions{}
|
||||
op.GeoM.Scale(2, 2)
|
||||
op.Blend = BlendCopy
|
||||
os1.DrawImage(dst, op)
|
||||
}
|
||||
|
||||
if dtOptions != nil {
|
||||
op := &DrawTrianglesOptions{}
|
||||
op.ColorM = dtOptions.ColorM
|
||||
op.ColorScaleMode = dtOptions.ColorScaleMode
|
||||
op.CompositeMode = dtOptions.CompositeMode
|
||||
op.Blend = dtOptions.Blend
|
||||
op.Filter = dtOptions.Filter
|
||||
op.Address = dtOptions.Address
|
||||
op.DisableMipmaps = dtOptions.DisableMipmaps
|
||||
os1.DrawTriangles32(vs, indices, img, op)
|
||||
} else if dtsOptions != nil {
|
||||
op := &DrawTrianglesShaderOptions{}
|
||||
op.Uniforms = dtsOptions.Uniforms
|
||||
op.Images = dtsOptions.Images
|
||||
op.CompositeMode = dtsOptions.CompositeMode
|
||||
op.Blend = dtsOptions.Blend
|
||||
os1.DrawTrianglesShader32(vs, indices, shader, op)
|
||||
}
|
||||
|
||||
op := &DrawImageOptions{}
|
||||
op.GeoM.Scale(0.5, 0.5)
|
||||
op.Filter = FilterLinear
|
||||
if uncommonBlend {
|
||||
op.Blend = BlendCopy
|
||||
}
|
||||
dst.DrawImage(os1, op)
|
||||
}
|
||||
|
||||
// doDrawTrianglesShaderWithStencilBuffer draw triangles with stencil buffer.
|
||||
//
|
||||
// doDrawTrianglesShaderWithStencilBuffer doesn't batch draw calls, so this might not be efficient.
|
||||
// This is different from Ebitengine v2.9's behavior.
|
||||
// However, this function is for the legacy API and its usage is expected to be minimal.
|
||||
func doDrawTrianglesShaderWithStencilBuffer(dst *Image, vertices []Vertex, indices []uint32, img *Image, dtOptions *DrawTrianglesOptions, shader *Shader, dtsOptions *DrawTrianglesShaderOptions) {
|
||||
stencilBufferM.Lock()
|
||||
defer stencilBufferM.Unlock()
|
||||
@@ -271,6 +359,8 @@ func doDrawTrianglesShaderWithStencilBuffer(dst *Image, vertices []Vertex, indic
|
||||
}
|
||||
|
||||
// Render the offscreen image onto dst.
|
||||
// Note that some blends like BlendXor might not work correctly, but this is expected,
|
||||
// as this logic is for the legacy API.
|
||||
op := &DrawImageOptions{}
|
||||
if dtOptions != nil {
|
||||
op.CompositeMode = dtOptions.CompositeMode
|
||||
|
||||
Reference in New Issue
Block a user