vendor dependencies, make some changes to how input is done
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// Copyright 2019 The Ebiten Authors
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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 graphics
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const (
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ShaderImageCount = 4
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// PreservedUniformVariablesCount represents the number of preserved uniform variables.
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// Any shaders in Ebitengine must have these uniform variables.
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PreservedUniformVariablesCount = 1 + // the destination texture size
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1 + // the source texture sizes array
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1 + // the destination image region origin
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1 + // the destination image region size
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1 + // the source image region origins
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1 + // the source image region sizes array
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1 // the projection matrix
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ProjectionMatrixUniformVariableIndex = 6
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PreservedUniformUint32Count = 2 + // the destination texture size
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2*ShaderImageCount + // the source texture sizes array
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2 + // the destination image region origin
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2 + // the destination image region size
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2*ShaderImageCount + // the source image region origins array
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2*ShaderImageCount + // the source image region sizes array
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16 // the projection matrix
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)
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const (
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VertexFloatCount = 8
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)
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var (
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quadIndices = []uint32{0, 1, 2, 1, 2, 3}
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)
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func QuadIndices() []uint32 {
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return quadIndices
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}
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// QuadVertices sets a float32 slice for a quadrangle.
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// QuadVertices sets a slice that never overlaps with other slices returned this function,
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// and users can do optimization based on this fact.
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func QuadVertices(dst []float32, sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32) {
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x := sx1 - sx0
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y := sy1 - sy0
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ax, by, cx, dy := a*x, b*y, c*x, d*y
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u0, v0, u1, v1 := sx0, sy0, sx1, sy1
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// This function is very performance-sensitive and implement in a very dumb way.
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dst = dst[:4*VertexFloatCount]
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dst[0] = adjustDestinationPixel(tx)
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dst[1] = adjustDestinationPixel(ty)
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dst[2] = u0
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dst[3] = v0
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dst[4] = cr
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dst[5] = cg
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dst[6] = cb
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dst[7] = ca
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dst[8] = adjustDestinationPixel(ax + tx)
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dst[9] = adjustDestinationPixel(cx + ty)
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dst[10] = u1
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dst[11] = v0
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dst[12] = cr
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dst[13] = cg
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dst[14] = cb
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dst[15] = ca
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dst[16] = adjustDestinationPixel(by + tx)
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dst[17] = adjustDestinationPixel(dy + ty)
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dst[18] = u0
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dst[19] = v1
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dst[20] = cr
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dst[21] = cg
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dst[22] = cb
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dst[23] = ca
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dst[24] = adjustDestinationPixel(ax + by + tx)
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dst[25] = adjustDestinationPixel(cx + dy + ty)
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dst[26] = u1
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dst[27] = v1
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dst[28] = cr
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dst[29] = cg
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dst[30] = cb
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dst[31] = ca
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}
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func adjustDestinationPixel(x float32) float32 {
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// Avoid the center of the pixel, which is problematic (#929, #1171).
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// Instead, align the vertices with about 1/3 pixels.
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//
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// The intention here is roughly this code:
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//
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// float32(math.Floor((float64(x)+1.0/6.0)*3) / 3)
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//
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// The actual implementation is more optimized than the above implementation.
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ix := float32(int(x))
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if x < 0 && x != ix {
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ix -= 1
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}
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frac := x - ix
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switch {
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case frac < 3.0/16.0:
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return ix
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case frac < 8.0/16.0:
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return ix + 5.0/16.0
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case frac < 13.0/16.0:
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return ix + 11.0/16.0
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default:
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return ix + 16.0/16.0
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}
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}
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