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ebiten: Use the common vertices backend at DrawTriangles
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parent
15a0c53918
commit
41f060b1d2
5
image.go
5
image.go
@ -327,8 +327,7 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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filter := driver.Filter(options.Filter)
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// TODO: Use the same backend as graphics.QuadVertices.
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vs := make([]float32, len(vertices)*graphics.VertexFloatNum)
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vs := graphics.Vertices(len(vertices))
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for i, v := range vertices {
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vs[i*graphics.VertexFloatNum] = v.DstX
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vs[i*graphics.VertexFloatNum+1] = v.DstY
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@ -417,7 +416,7 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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mode := driver.CompositeMode(options.CompositeMode)
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vs := make([]float32, len(vertices)*graphics.VertexFloatNum)
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vs := graphics.Vertices(len(vertices))
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for i, v := range vertices {
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vs[i*graphics.VertexFloatNum] = v.DstX
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vs[i*graphics.VertexFloatNum+1] = v.DstY
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@ -63,9 +63,6 @@ type verticesBackend struct {
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m sync.Mutex
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}
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// slice returns a float32 slice for n vertices.
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// slice returns a slice that never overlaps with other slices returned this function,
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// and users can do optimization based on this fact.
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func (v *verticesBackend) slice(n int) []float32 {
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v.m.Lock()
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defer v.m.Unlock()
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@ -88,6 +85,16 @@ func (v *verticesBackend) slice(n int) []float32 {
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return s
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}
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// Vertices returns a float32 slice for n vertices.
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// Vertices returns a slice that never overlaps with other slices returned this function,
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// and users can do optimization based on this fact.
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func Vertices(n int) []float32 {
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return theVerticesBackend.slice(n)
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}
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// QuadVertices returns a float32 slice for a quadrangle.
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// QuadVertices returns a slice that never overlaps with other slices returned this function,
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// and users can do optimization based on this fact.
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func QuadVertices(sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32) []float32 {
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x := sx1 - sx0
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y := sy1 - sy0
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