ebiten/vertices.go

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// Copyright 2017 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.
package ebiten
import (
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"github.com/hajimehoshi/ebiten/internal/affine"
"github.com/hajimehoshi/ebiten/internal/restorable"
)
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var (
quadFloat32Num = restorable.QuadVertexSizeInBytes() / 4
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theVerticesBackend = &verticesBackend{}
)
type verticesBackend struct {
backend []float32
head int
}
func (v *verticesBackend) get() []float32 {
const num = 256
if v.backend == nil {
v.backend = make([]float32, quadFloat32Num*num)
}
s := v.backend[v.head : v.head+quadFloat32Num]
v.head += quadFloat32Num
if v.head+quadFloat32Num > len(v.backend) {
v.backend = nil
v.head = 0
}
return s
}
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func vertices(sx0, sy0, sx1, sy1 int, width, height int, geo *affine.GeoM) []float32 {
if sx0 == sx1 || sy0 == sy1 {
return nil
}
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// TODO: This function should be in graphics package?
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vs := theVerticesBackend.get()
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a, b, c, d, tx, ty := geo.Elements()
g0 := float32(a)
g1 := float32(b)
g2 := float32(c)
g3 := float32(d)
g4 := float32(tx)
g5 := float32(ty)
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w := 1
h := 1
for w < width {
w *= 2
}
for h < height {
h *= 2
}
wf := float32(w)
hf := float32(h)
x0, y0, x1, y1 := float32(0), float32(0), float32(sx1-sx0), float32(sy1-sy0)
u0, v0, u1, v1 := float32(sx0)/wf, float32(sy0)/hf, float32(sx1)/wf, float32(sy1)/hf
// Vertex coordinates
vs[0] = x0
vs[1] = y0
// Texture coordinates: first 2 values indicates the actual coodinate, and
// the second indicates diagonally opposite coodinates.
// The second is needed to calculate source rectangle size in shader programs.
vs[2] = u0
vs[3] = v0
vs[4] = u1
vs[5] = v1
// Geometry matrix
vs[6] = g0
vs[7] = g1
vs[8] = g2
vs[9] = g3
vs[10] = g4
vs[11] = g5
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vs[12] = x1
vs[13] = y0
vs[14] = u1
vs[15] = v0
vs[16] = u0
vs[17] = v1
vs[18] = g0
vs[19] = g1
vs[20] = g2
vs[21] = g3
vs[22] = g4
vs[23] = g5
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vs[24] = x0
vs[25] = y1
vs[26] = u0
vs[27] = v1
vs[28] = u1
vs[29] = v0
vs[30] = g0
vs[31] = g1
vs[32] = g2
vs[33] = g3
vs[34] = g4
vs[35] = g5
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vs[36] = x1
vs[37] = y1
vs[38] = u1
vs[39] = v1
vs[40] = u0
vs[41] = v0
vs[42] = g0
vs[43] = g1
vs[44] = g2
vs[45] = g3
vs[46] = g4
vs[47] = g5
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return vs
}