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https://github.com/hajimehoshi/ebiten.git
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graphics: Cache values for uniformMatrix4fv
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6fc6c7ed95
commit
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@ -116,7 +116,24 @@ func initialize(c *opengl.Context) error {
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return nil
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}
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var lastProgram opengl.Program
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func areSameFloat32Array(a, b []float32) bool {
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if len(a) != len(b) {
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return false
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}
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for i := 0; i < len(a); i++ {
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if a[i] != b[i] {
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return false
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}
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}
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return true
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}
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var (
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lastProgram opengl.Program
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lastProjectionMatrix []float32
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lastModelviewMatrix []float32
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lastColorMatrix []float32
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)
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type programFinisher func()
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@ -128,12 +145,21 @@ func useProgramForTexture(c *opengl.Context, projectionMatrix []float32, texture
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if !lastProgram.Equals(programTexture) {
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c.UseProgram(programTexture)
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lastProgram = programTexture
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lastProjectionMatrix = nil
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lastModelviewMatrix = nil
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lastColorMatrix = nil
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}
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program := programTexture
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c.BindElementArrayBuffer(indexBufferQuads)
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c.UniformFloats(program, "projection_matrix", projectionMatrix)
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if !areSameFloat32Array(lastProjectionMatrix, projectionMatrix) {
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c.UniformFloats(program, "projection_matrix", projectionMatrix)
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if lastProjectionMatrix == nil {
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lastProjectionMatrix = make([]float32, 16)
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}
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copy(lastProjectionMatrix, projectionMatrix)
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}
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ma := float32(geo.Element(0, 0))
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mb := float32(geo.Element(0, 1))
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@ -141,13 +167,20 @@ func useProgramForTexture(c *opengl.Context, projectionMatrix []float32, texture
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md := float32(geo.Element(1, 1))
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tx := float32(geo.Element(0, 2))
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ty := float32(geo.Element(1, 2))
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glModelviewMatrix := []float32{
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modelviewMatrix := []float32{
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ma, mc, 0, 0,
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mb, md, 0, 0,
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0, 0, 1, 0,
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tx, ty, 0, 1,
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}
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c.UniformFloats(program, "modelview_matrix", glModelviewMatrix)
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if !areSameFloat32Array(lastModelviewMatrix, modelviewMatrix) {
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c.UniformFloats(program, "modelview_matrix", modelviewMatrix)
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if lastModelviewMatrix == nil {
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lastModelviewMatrix = make([]float32, 16)
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}
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copy(lastModelviewMatrix, modelviewMatrix)
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}
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c.UniformInt(program, "texture", 0)
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e := [4][5]float32{}
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@ -157,17 +190,23 @@ func useProgramForTexture(c *opengl.Context, projectionMatrix []float32, texture
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}
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}
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glColorMatrix := []float32{
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colorMatrix := []float32{
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e[0][0], e[1][0], e[2][0], e[3][0],
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e[0][1], e[1][1], e[2][1], e[3][1],
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e[0][2], e[1][2], e[2][2], e[3][2],
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e[0][3], e[1][3], e[2][3], e[3][3],
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}
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c.UniformFloats(program, "color_matrix", glColorMatrix)
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glColorMatrixTranslation := []float32{
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if !areSameFloat32Array(lastColorMatrix, colorMatrix) {
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c.UniformFloats(program, "color_matrix", colorMatrix)
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if lastColorMatrix == nil {
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lastColorMatrix = make([]float32, 16)
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}
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copy(lastColorMatrix, colorMatrix)
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}
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colorMatrixTranslation := []float32{
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e[0][4], e[1][4], e[2][4], e[3][4],
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}
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c.UniformFloats(program, "color_matrix_translation", glColorMatrixTranslation)
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c.UniformFloats(program, "color_matrix_translation", colorMatrixTranslation)
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// We don't have to call gl.ActiveTexture here: GL_TEXTURE0 is the default active texture
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// See also: https://www.opengl.org/sdk/docs/man2/xhtml/glActiveTexture.xml
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