ebiten/vertices.go

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// Copyright 2016 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// +build !js
package ebiten
import (
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"math"
"unsafe"
"github.com/hajimehoshi/ebiten/internal/endian"
"github.com/hajimehoshi/ebiten/internal/graphics"
)
func floatsToInt16s(xs ...float64) []int16 {
r := make([]int16, 0, len(xs)*2)
for _, x := range xs {
x32 := float32(x)
n := *(*uint32)(unsafe.Pointer(&x32))
if endian.IsLittle() {
r = append(r, int16(n), int16(n>>16))
} else {
r = append(r, int16(n>>16), int16(n))
}
}
return r
}
func vertices(parts ImageParts, width, height int, geo *GeoM) []int16 {
// TODO: This function should be in graphics package?
totalSize := graphics.QuadVertexSizeInBytes() / 2
oneSize := totalSize / 4
l := parts.Len()
vs := make([]int16, l*totalSize)
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w := uint(0)
h := uint(0)
for (1 << w) < width {
w++
}
for (1 << h) < height {
h++
}
geo16 := floatsToInt16s(geo.Element(0, 0),
geo.Element(0, 1),
geo.Element(1, 0),
geo.Element(1, 1),
geo.Element(0, 2),
geo.Element(1, 2))
n := 0
for i := 0; i < l; i++ {
dx0, dy0, dx1, dy1 := parts.Dst(i)
if dx0 == dx1 || dy0 == dy1 {
continue
}
x0, y0, x1, y1 := int16(dx0), int16(dy0), int16(dx1), int16(dy1)
sx0, sy0, sx1, sy1 := parts.Src(i)
if sx0 == sx1 || sy0 == sy1 {
continue
}
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u0 := int16((math.MaxInt16 * sx0) >> w)
v0 := int16((math.MaxInt16 * sy0) >> h)
u1 := int16((math.MaxInt16 * sx1) >> w)
v1 := int16((math.MaxInt16 * sy1) >> h)
offset := n * totalSize
vs[offset] = x0
vs[offset+1] = y0
vs[offset+2] = u0
vs[offset+3] = v0
for j, g := range geo16 {
vs[offset+4+j] = g
}
offset += oneSize
vs[offset] = x1
vs[offset+1] = y0
vs[offset+2] = u1
vs[offset+3] = v0
for j, g := range geo16 {
vs[offset+4+j] = g
}
offset += oneSize
vs[offset] = x0
vs[offset+1] = y1
vs[offset+2] = u0
vs[offset+3] = v1
for j, g := range geo16 {
vs[offset+4+j] = g
}
offset += oneSize
vs[offset] = x1
vs[offset+1] = y1
vs[offset+2] = u1
vs[offset+3] = v1
for j, g := range geo16 {
vs[offset+4+j] = g
}
n++
}
return vs[:n*totalSize]
}