ebiten/vertices.go

139 lines
3.0 KiB
Go
Raw Normal View History

2017-02-10 19:44:29 +01:00
// 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 (
2017-05-21 16:49:56 +02:00
"github.com/hajimehoshi/ebiten/internal/affine"
"github.com/hajimehoshi/ebiten/internal/restorable"
)
2017-05-27 14:59:25 +02:00
var (
quadFloat32Num = restorable.QuadVertexSizeInBytes() / 4
2017-05-27 14:59:25 +02:00
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
}
2017-05-21 16:49:56 +02:00
func vertices(sx0, sy0, sx1, sy1 int, width, height int, geo *affine.GeoM) []float32 {
if sx0 >= sx1 || sy0 >= sy1 {
return nil
}
if sx1 <= 0 || sy1 <= 0 {
return nil
}
2017-05-21 16:49:56 +02:00
// TODO: This function should be in graphics package?
2017-05-27 14:59:25 +02:00
vs := theVerticesBackend.get()
if sx0 < 0 || sy0 < 0 {
dx := 0.0
dy := 0.0
if sx0 < 0 {
dx = -float64(sx0)
sx0 = 0
}
if sy0 < 0 {
dy = -float64(sy0)
sy0 = 0
}
g := affine.GeoM{}
g.Translate(dx, dy)
g.Concat(geo)
geo = &g
}
x0, y0 := 0.0, 0.0
x1, y1 := float64(sx1-sx0), float64(sy1-sy0)
// it really feels like we should be able to cache this computation
// but it may not matter.
2017-05-21 16:49:56 +02:00
w := 1
h := 1
for w < width {
w *= 2
2017-05-21 16:49:56 +02:00
}
for h < height {
h *= 2
2017-05-21 16:49:56 +02:00
}
wf := float32(w)
hf := float32(h)
u0, v0, u1, v1 := float32(sx0)/wf, float32(sy0)/hf, float32(sx1)/wf, float32(sy1)/hf
// Adjust texels to be slightly inside the source rect. Without this
// adjustment, texels can be exactly as same values as the edges'
2018-02-02 18:44:01 +01:00
// positions and it could happen that outside of the source is rendered. (#491)
2018-02-02 18:14:26 +01:00
const minHighpValue = 1.0 / 32768.0
u0 += minHighpValue
v0 += minHighpValue
u1 -= minHighpValue
v1 -= minHighpValue
x, y := geo.Apply32(x0, y0)
// Vertex coordinates
vs[0] = x
vs[1] = y
// 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
// and the same for the other three coordinates
x, y = geo.Apply32(x1, y0)
vs[6] = x
vs[7] = y
vs[8] = u1
vs[9] = v0
vs[10] = u0
vs[11] = v1
x, y = geo.Apply32(x0, y1)
vs[12] = x
vs[13] = y
vs[14] = u0
vs[15] = v1
vs[16] = u1
vs[17] = v0
x, y = geo.Apply32(x1, y1)
vs[18] = x
vs[19] = y
vs[20] = u1
vs[21] = v1
vs[22] = u0
vs[23] = v0
2017-05-21 16:49:56 +02:00
return vs
}