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 (
IndicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles.
VertexFloatNum = 10
VertexFloatNum = 12
)
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
// to eliminate boundary checks.
//
// 4*VertexFloatNum is better than 40, but in GopherJS, optimization might not work.
vs := theVerticesBackend.slice(4)[0:40]
// 4*VertexFloatNum is better than 48, but in GopherJS, optimization might not work.
vs := theVerticesBackend.slice(4)[0:48]
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.
vs[2] = u0
vs[3] = v0
vs[4] = u1
vs[5] = v1
vs[6] = cr
vs[7] = cg
vs[8] = cb
vs[9] = ca
vs[4] = u0
vs[5] = v0
vs[6] = u1
vs[7] = v1
vs[8] = cr
vs[9] = cg
vs[10] = cb
vs[11] = ca
// and the same for the other three coordinates
vs[10] = ax + tx
vs[11] = cx + ty
vs[12] = u1
vs[13] = v0
vs[14] = u0
vs[15] = v1
vs[16] = cr
vs[17] = cg
vs[18] = cb
vs[19] = ca
vs[12] = ax + tx
vs[13] = cx + ty
vs[14] = u1
vs[15] = v0
vs[16] = u0
vs[17] = v0
vs[18] = u1
vs[19] = v1
vs[20] = cr
vs[21] = cg
vs[22] = cb
vs[23] = ca
vs[20] = by + tx
vs[21] = dy + ty
vs[22] = u0
vs[23] = v1
vs[24] = u1
vs[25] = v0
vs[26] = cr
vs[27] = cg
vs[28] = cb
vs[29] = ca
vs[24] = by + tx
vs[25] = dy + ty
vs[26] = u0
vs[27] = v1
vs[28] = u0
vs[29] = v0
vs[30] = u1
vs[31] = v1
vs[32] = cr
vs[33] = cg
vs[34] = cb
vs[35] = ca
vs[30] = ax + by + tx
vs[31] = cx + dy + ty
vs[32] = u1
vs[33] = v1
vs[34] = u0
vs[35] = v0
vs[36] = cr
vs[37] = cg
vs[38] = cb
vs[39] = ca
vs[36] = ax + by + tx
vs[37] = cx + dy + ty
vs[38] = u1
vs[39] = v1
vs[40] = u0
vs[41] = v0
vs[42] = u1
vs[43] = v1
vs[44] = cr
vs[45] = cg
vs[46] = cb
vs[47] = ca
return vs
}
@ -166,10 +174,12 @@ func PutVertex(vs []float32, width, height int, dx, dy, sx, sy float32, cr, cg,
vs[1] = dy
vs[2] = sx / wf
vs[3] = sy / hf
vs[4] = -1
vs[5] = -1
vs[6] = cr
vs[7] = cg
vs[8] = cb
vs[9] = ca
vs[4] = 0
vs[5] = 0
vs[6] = 1
vs[7] = 1
vs[8] = cr
vs[9] = cg
vs[10] = cb
vs[11] = ca
}

View File

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

View File

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

View File

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