Revert "graphics: Change the number of floats for a vertex from 10 to 12"

This reverts commit 7586c660d5.
This commit is contained in:
Hajime Hoshi 2018-11-17 23:23:47 +09:00
parent d8f337985d
commit 31f15bc5ad
3 changed files with 52 additions and 62 deletions

View File

@ -25,7 +25,7 @@ type verticesBackend struct {
const ( const (
IndicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles. IndicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles.
VertexFloatNum = 12 VertexFloatNum = 10
) )
func (v *verticesBackend) slice(n int) []float32 { func (v *verticesBackend) slice(n int) []float32 {
@ -78,68 +78,60 @@ func quadVerticesImpl(x, y, u0, v0, u1, v1, a, b, c, d, tx, ty, cr, cg, cb, ca f
// Specifying a range explicitly here is redundant but this helps optimization // Specifying a range explicitly here is redundant but this helps optimization
// to eliminate boundry checks. // to eliminate boundry checks.
// //
// 4*VertexFloatNum is better than 48, but in GopherJS, optimization might not work. // 4*VertexFloatNum is better than 40, but in GopherJS, optimization might not work.
vs := theVerticesBackend.slice(4)[0:48] vs := theVerticesBackend.slice(4)[0:40]
ax, by, cx, dy := a*x, b*y, c*x, d*y ax, by, cx, dy := a*x, b*y, c*x, d*y
// Vertex coordinates // Vertex coordinates
vs[0] = tx vs[0] = tx
vs[1] = ty vs[1] = ty
vs[2] = 0
vs[3] = 1
// Texture coordinates: first 2 values indicates the actual coodinate, and // Texture coordinates: first 2 values indicates the actual coodinate, and
// the second indicates diagonally opposite coodinates. // the second indicates diagonally opposite coodinates.
// The second is needed to calculate source rectangle size in shader programs. // The second is needed to calculate source rectangle size in shader programs.
vs[4] = u0 vs[2] = u0
vs[5] = v0 vs[3] = v0
vs[6] = u1 vs[4] = u1
vs[7] = v1 vs[5] = v1
vs[8] = cr vs[6] = cr
vs[9] = cg vs[7] = cg
vs[10] = cb vs[8] = cb
vs[11] = ca vs[9] = ca
// and the same for the other three coordinates // and the same for the other three coordinates
vs[12] = ax + tx vs[10] = ax + tx
vs[13] = cx + ty vs[11] = cx + ty
vs[14] = 0 vs[12] = u1
vs[15] = 1 vs[13] = v0
vs[16] = u1 vs[14] = u0
vs[17] = v0 vs[15] = v1
vs[18] = u0 vs[16] = cr
vs[19] = v1 vs[17] = cg
vs[20] = cr vs[18] = cb
vs[21] = cg vs[19] = ca
vs[22] = cb
vs[23] = ca
vs[24] = by + tx vs[20] = by + tx
vs[25] = dy + ty vs[21] = dy + ty
vs[26] = 0 vs[22] = u0
vs[27] = 1 vs[23] = v1
vs[28] = u0 vs[24] = u1
vs[29] = v1 vs[25] = v0
vs[30] = u1 vs[26] = cr
vs[31] = v0 vs[27] = cg
vs[32] = cr vs[28] = cb
vs[33] = cg vs[29] = ca
vs[34] = cb
vs[35] = ca
vs[36] = ax + by + tx vs[30] = ax + by + tx
vs[37] = cx + dy + ty vs[31] = cx + dy + ty
vs[38] = 0 vs[32] = u1
vs[39] = 1 vs[33] = v1
vs[40] = u1 vs[34] = u0
vs[41] = v1 vs[35] = v0
vs[42] = u0 vs[36] = cr
vs[43] = v0 vs[37] = cg
vs[44] = cr vs[38] = cb
vs[45] = cg vs[39] = ca
vs[46] = cb
vs[47] = ca
return vs return vs
} }
@ -169,14 +161,12 @@ func PutVertex(vs []float32, width, height int, dx, dy, sx, sy float32, cr, cg,
// some machines (#696). Let's use negative numbers to represent such state. // some machines (#696). Let's use negative numbers to represent such state.
vs[0] = dx vs[0] = dx
vs[1] = dy vs[1] = dy
vs[2] = 0 vs[2] = sx / wf
vs[3] = 1 vs[3] = sy / hf
vs[4] = sx / wf vs[4] = -1
vs[5] = sy / hf vs[5] = -1
vs[6] = -1 vs[6] = cr
vs[7] = -1 vs[7] = cg
vs[8] = cr vs[8] = cb
vs[9] = cg vs[9] = ca
vs[10] = cb
vs[11] = ca
} }

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@ -86,7 +86,7 @@ func initializeArrayBuferLayout() {
parts: []arrayBufferLayoutPart{ parts: []arrayBufferLayoutPart{
{ {
name: "vertex", name: "vertex",
num: 4, num: 2,
}, },
{ {
name: "tex_coord", name: "tex_coord",

View File

@ -48,7 +48,7 @@ func shaderStr(id shaderID) string {
const ( const (
shaderStrVertex = ` shaderStrVertex = `
uniform vec2 viewport_size; uniform vec2 viewport_size;
attribute vec4 vertex; attribute vec2 vertex;
attribute vec4 tex_coord; attribute vec4 tex_coord;
attribute vec4 color_scale; attribute vec4 color_scale;
varying vec2 varying_tex_coord; varying vec2 varying_tex_coord;
@ -73,7 +73,7 @@ void main(void) {
vec4(0, 0, 1, 0), vec4(0, 0, 1, 0),
vec4(-1, -1, 0, 1) vec4(-1, -1, 0, 1)
); );
gl_Position = projection_matrix * vertex; gl_Position = projection_matrix * vec4(vertex, 0, 1);
} }
` `
shaderStrFragment = ` shaderStrFragment = `