graphics: Refactoring: Use 12 floats for each vertex

This is a preparation for #761.
This commit is contained in:
Hajime Hoshi 2018-12-23 01:40:43 +09:00
parent e4d976e964
commit 4149a56524
4 changed files with 90 additions and 90 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 = 10 VertexFloatNum = 12
) )
func (v *verticesBackend) slice(n int) []float32 { func (v *verticesBackend) slice(n int) []float32 {
@ -81,8 +81,8 @@ 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 boundary checks. // to eliminate boundary checks.
// //
// 4*VertexFloatNum is better than 40, but in GopherJS, optimization might not work. // 4*VertexFloatNum is better than 48, but in GopherJS, optimization might not work.
vs := theVerticesBackend.slice(4)[0:40] vs := theVerticesBackend.slice(4)[0:48]
ax, by, cx, dy := a*x, b*y, c*x, d*y ax, by, cx, dy := a*x, b*y, c*x, d*y
@ -95,46 +95,54 @@ func quadVerticesImpl(x, y, u0, v0, u1, v1, a, b, c, d, tx, ty, cr, cg, cb, ca f
// 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[2] = u0 vs[2] = u0
vs[3] = v0 vs[3] = v0
vs[4] = u1 vs[4] = u0
vs[5] = v1 vs[5] = v0
vs[6] = cr vs[6] = u1
vs[7] = cg vs[7] = v1
vs[8] = cb vs[8] = cr
vs[9] = ca vs[9] = cg
vs[10] = cb
vs[11] = ca
// and the same for the other three coordinates // and the same for the other three coordinates
vs[10] = ax + tx vs[12] = ax + tx
vs[11] = cx + ty vs[13] = cx + ty
vs[12] = u1 vs[14] = u1
vs[13] = v0 vs[15] = v0
vs[14] = u0 vs[16] = u0
vs[15] = v1 vs[17] = v0
vs[16] = cr vs[18] = u1
vs[17] = cg vs[19] = v1
vs[18] = cb vs[20] = cr
vs[19] = ca vs[21] = cg
vs[22] = cb
vs[23] = ca
vs[20] = by + tx vs[24] = by + tx
vs[21] = dy + ty vs[25] = dy + ty
vs[22] = u0 vs[26] = u0
vs[23] = v1 vs[27] = v1
vs[24] = u1 vs[28] = u0
vs[25] = v0 vs[29] = v0
vs[26] = cr vs[30] = u1
vs[27] = cg vs[31] = v1
vs[28] = cb vs[32] = cr
vs[29] = ca vs[33] = cg
vs[34] = cb
vs[35] = ca
vs[30] = ax + by + tx vs[36] = ax + by + tx
vs[31] = cx + dy + ty vs[37] = cx + dy + ty
vs[32] = u1 vs[38] = u1
vs[33] = v1 vs[39] = v1
vs[34] = u0 vs[40] = u0
vs[35] = v0 vs[41] = v0
vs[36] = cr vs[42] = u1
vs[37] = cg vs[43] = v1
vs[38] = cb vs[44] = cr
vs[39] = ca vs[45] = cg
vs[46] = cb
vs[47] = ca
return vs return vs
} }
@ -166,10 +174,12 @@ func PutVertex(vs []float32, width, height int, dx, dy, sx, sy float32, cr, cg,
vs[1] = dy vs[1] = dy
vs[2] = sx / wf vs[2] = sx / wf
vs[3] = sy / hf vs[3] = sy / hf
vs[4] = -1 vs[4] = 0
vs[5] = -1 vs[5] = 0
vs[6] = cr vs[6] = 1
vs[7] = cg vs[7] = 1
vs[8] = cb vs[8] = cr
vs[9] = ca vs[9] = cg
vs[10] = cb
vs[11] = ca
} }

View File

@ -40,15 +40,15 @@ using namespace metal;
struct VertexIn { struct VertexIn {
packed_float2 position; packed_float2 position;
packed_float4 tex; packed_float2 tex;
packed_float4 tex_region;
packed_float4 color; packed_float4 color;
}; };
struct VertexOut { struct VertexOut {
float4 position [[position]]; float4 position [[position]];
float2 tex; float2 tex;
float2 tex_min; float4 tex_region;
float2 tex_max;
float4 color; float4 color;
}; };
@ -68,18 +68,11 @@ vertex VertexOut VertexShader(
VertexOut out = { VertexOut out = {
.position = projectionMatrix * float4(in.position, 0, 1), .position = projectionMatrix * float4(in.position, 0, 1),
.tex = float2(in.tex[0], in.tex[1]), .tex = in.tex,
.tex_region = in.tex_region,
.color = in.color, .color = in.color,
}; };
if (in.tex[2] >= 0 && in.tex[3] >= 0) {
out.tex_min = float2(min(in.tex[0], in.tex[2]), min(in.tex[1], in.tex[3]));
out.tex_max = float2(max(in.tex[0], in.tex[2]), max(in.tex[1], in.tex[3]));
} else {
out.tex_min = float2(0);
out.tex_max = float2(1);
}
return out; return out;
} }
@ -117,10 +110,10 @@ fragment float4 FragmentShader(VertexOut v [[stage_in]],
switch (filter) { switch (filter) {
case FILTER_NEAREST: { case FILTER_NEAREST: {
c = texture.sample(texture_sampler, v.tex); c = texture.sample(texture_sampler, v.tex);
if (v.tex.x < v.tex_min.x || if (v.tex.x < v.tex_region[0] ||
v.tex.y < v.tex_min.y || v.tex.y < v.tex_region[1] ||
(v.tex_max.x - texel_size.x / 512.0) <= v.tex.x || (v.tex_region[2] - texel_size.x / 512.0) <= v.tex.x ||
(v.tex_max.y - texel_size.y / 512.0) <= v.tex.y) { (v.tex_region[3] - texel_size.y / 512.0) <= v.tex.y) {
c = 0; c = 0;
} }
break; break;
@ -136,19 +129,19 @@ fragment float4 FragmentShader(VertexOut v [[stage_in]],
float4 c2 = texture.sample(texture_sampler, float2(p0.x, p1.y)); float4 c2 = texture.sample(texture_sampler, float2(p0.x, p1.y));
float4 c3 = texture.sample(texture_sampler, p1); float4 c3 = texture.sample(texture_sampler, p1);
if (p0.x < v.tex_min.x) { if (p0.x < v.tex_region[0]) {
c0 = 0; c0 = 0;
c2 = 0; c2 = 0;
} }
if (p0.y < v.tex_min.y) { if (p0.y < v.tex_region[1]) {
c0 = 0; c0 = 0;
c1 = 0; c1 = 0;
} }
if ((v.tex_max.x - texel_size.x / 512.0) <= p1.x) { if ((v.tex_region[2] - texel_size.x / 512.0) <= p1.x) {
c1 = 0; c1 = 0;
c3 = 0; c3 = 0;
} }
if ((v.tex_max.y - texel_size.y / 512.0) <= p1.y) { if ((v.tex_region[3] - texel_size.y / 512.0) <= p1.y) {
c2 = 0; c2 = 0;
c3 = 0; c3 = 0;
} }

View File

@ -89,7 +89,11 @@ func initializeArrayBuferLayout() {
num: 2, num: 2,
}, },
{ {
name: "tex_coord", name: "tex",
num: 2,
},
{
name: "tex_region",
num: 4, num: 4,
}, },
{ {

View File

@ -49,22 +49,16 @@ const (
shaderStrVertex = ` shaderStrVertex = `
uniform vec2 viewport_size; uniform vec2 viewport_size;
attribute vec2 vertex; attribute vec2 vertex;
attribute vec4 tex_coord; attribute vec2 tex;
attribute vec4 tex_region;
attribute vec4 color_scale; attribute vec4 color_scale;
varying vec2 varying_tex_coord; varying vec2 varying_tex;
varying vec2 varying_tex_coord_min; varying vec4 varying_tex_region;
varying vec2 varying_tex_coord_max;
varying vec4 varying_color_scale; varying vec4 varying_color_scale;
void main(void) { void main(void) {
varying_tex_coord = vec2(tex_coord[0], tex_coord[1]); varying_tex = tex;
if (tex_coord[2] >= 0.0 && tex_coord[3] >= 0.0) { varying_tex_region = tex_region;
varying_tex_coord_min = vec2(min(tex_coord[0], tex_coord[2]), min(tex_coord[1], tex_coord[3]));
varying_tex_coord_max = vec2(max(tex_coord[0], tex_coord[2]), max(tex_coord[1], tex_coord[3]));
} else {
varying_tex_coord_min = vec2(0, 0);
varying_tex_coord_max = vec2(1, 1);
}
varying_color_scale = color_scale; varying_color_scale = color_scale;
mat4 projection_matrix = mat4( mat4 projection_matrix = mat4(
@ -97,9 +91,8 @@ uniform highp vec2 source_size;
uniform highp float scale; uniform highp float scale;
#endif #endif
varying highp vec2 varying_tex_coord; varying highp vec2 varying_tex;
varying highp vec2 varying_tex_coord_min; varying highp vec4 varying_tex_region;
varying highp vec2 varying_tex_coord_max;
varying highp vec4 varying_color_scale; varying highp vec4 varying_color_scale;
// adjustTexel adjusts the two texels and returns the adjusted second texel. // adjustTexel adjusts the two texels and returns the adjusted second texel.
@ -117,15 +110,15 @@ highp vec2 adjustTexel(highp vec2 p0, highp vec2 p1) {
} }
void main(void) { void main(void) {
highp vec2 pos = varying_tex_coord; highp vec2 pos = varying_tex;
highp vec2 texel_size = 1.0 / source_size; highp vec2 texel_size = 1.0 / source_size;
#if defined(FILTER_NEAREST) #if defined(FILTER_NEAREST)
vec4 color = texture2D(texture, pos); vec4 color = texture2D(texture, pos);
if (pos.x < varying_tex_coord_min.x || if (pos.x < varying_tex_region[0] ||
pos.y < varying_tex_coord_min.y || pos.y < varying_tex_region[1] ||
(varying_tex_coord_max.x - texel_size.x / 512.0) <= pos.x || (varying_tex_region[2] - texel_size.x / 512.0) <= pos.x ||
(varying_tex_coord_max.y - texel_size.y / 512.0) <= pos.y) { (varying_tex_region[3] - texel_size.y / 512.0) <= pos.y) {
color = vec4(0, 0, 0, 0); color = vec4(0, 0, 0, 0);
} }
#endif #endif
@ -140,19 +133,19 @@ void main(void) {
vec4 c1 = texture2D(texture, vec2(p1.x, p0.y)); vec4 c1 = texture2D(texture, vec2(p1.x, p0.y));
vec4 c2 = texture2D(texture, vec2(p0.x, p1.y)); vec4 c2 = texture2D(texture, vec2(p0.x, p1.y));
vec4 c3 = texture2D(texture, p1); vec4 c3 = texture2D(texture, p1);
if (p0.x < varying_tex_coord_min.x) { if (p0.x < varying_tex_region[0]) {
c0 = vec4(0, 0, 0, 0); c0 = vec4(0, 0, 0, 0);
c2 = vec4(0, 0, 0, 0); c2 = vec4(0, 0, 0, 0);
} }
if (p0.y < varying_tex_coord_min.y) { if (p0.y < varying_tex_region[1]) {
c0 = vec4(0, 0, 0, 0); c0 = vec4(0, 0, 0, 0);
c1 = vec4(0, 0, 0, 0); c1 = vec4(0, 0, 0, 0);
} }
if ((varying_tex_coord_max.x - texel_size.x / 512.0) <= p1.x) { if ((varying_tex_region[2] - texel_size.x / 512.0) <= p1.x) {
c1 = vec4(0, 0, 0, 0); c1 = vec4(0, 0, 0, 0);
c3 = vec4(0, 0, 0, 0); c3 = vec4(0, 0, 0, 0);
} }
if ((varying_tex_coord_max.y - texel_size.y / 512.0) <= p1.y) { if ((varying_tex_region[3] - texel_size.y / 512.0) <= p1.y) {
c2 = vec4(0, 0, 0, 0); c2 = vec4(0, 0, 0, 0);
c3 = vec4(0, 0, 0, 0); c3 = vec4(0, 0, 0, 0);
} }