Damn shaders finally work.
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parent
5966d20865
commit
c535efe56b
2 changed files with 10 additions and 9 deletions
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@ -143,6 +143,7 @@ func main() {
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gx.MaxColorV,
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},
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Visible: true,
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//Shader: gx.SolidWhiteColorShader,
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})
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e.Run()
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}
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@ -60,18 +60,18 @@ func (r DrawableRectangle) Draw(
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e *Engine,
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i *Image,
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) {
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t := r.T
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t.S.X *= r.W
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t.S.Y *= r.H
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rm := e.Camera().RealMatrix(e, true)
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m := t.Matrix(e)
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m.Concat(rm)
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// Draw solid color if no shader.
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if r.Shader == nil {
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img := NewImage(1, 1)
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img.Set(0, 0, r.Color)
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t := r.T
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t.S.X *= r.W
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t.S.Y *= r.H
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rm := e.Camera().RealMatrix(e, true)
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m := t.Matrix(e)
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m.Concat(rm)
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opts := &ebiten.DrawImageOptions{
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GeoM: m,
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}
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@ -80,7 +80,7 @@ func (r DrawableRectangle) Draw(
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}
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opts := &ebiten.DrawRectShaderOptions{
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GeoM: r.T.Matrix(e),
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GeoM: m,
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Images: [4]*Image{
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NewImage(1, 1),
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nil,
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@ -92,6 +92,6 @@ func (r DrawableRectangle) Draw(
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//w := int(r.W * r.T.S.X)
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//h := int(r.H * r.T.S.Y)
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i.DrawRectShader(1000, 1000, r.Shader, opts)
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i.DrawRectShader(1, 1, r.Shader, opts)
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}
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