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ebiten: refactoring: reduce local variables
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parent
3678b20c5d
commit
4b9875295c
21
image.go
21
image.go
@ -659,11 +659,8 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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imgs[i] = img.image
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imgs[i] = img.image
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}
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}
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var sx, sy int
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var sr graphicsdriver.Region
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var sr graphicsdriver.Region
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if img := options.Images[0]; img != nil {
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if img := options.Images[0]; img != nil {
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b := img.Bounds()
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sx, sy = img.adjustPosition(b.Min.X, b.Min.Y)
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sr = img.adjustedRegion()
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sr = img.adjustedRegion()
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}
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}
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@ -674,10 +671,10 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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}
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}
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b := img.Bounds()
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b := img.Bounds()
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x, y := img.adjustPosition(b.Min.X, b.Min.Y)
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x, y := img.adjustPosition(b.Min.X, b.Min.Y)
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// (sx, sy) is the upper-left position of the first image.
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// (sr.X, sr.Y) is the upper-left position of the first image.
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// Calculate the distance between the current image's upper-left position and the first one's.
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// Calculate the distance between the current image's upper-left position and the first one's.
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offsets[i][0] = float32(x - sx)
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offsets[i][0] = float32(x) - sr.X
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offsets[i][1] = float32(y - sy)
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offsets[i][1] = float32(y) - sr.Y
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}
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}
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i.tmpUniforms = i.tmpUniforms[:0]
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i.tmpUniforms = i.tmpUniforms[:0]
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@ -778,11 +775,8 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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imgs[i] = img.image
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imgs[i] = img.image
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}
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}
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var sx, sy int
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var sr graphicsdriver.Region
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var sr graphicsdriver.Region
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if img := options.Images[0]; img != nil {
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if img := options.Images[0]; img != nil {
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b := img.Bounds()
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sx, sy = img.adjustPosition(b.Min.X, b.Min.Y)
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sr = img.adjustedRegion()
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sr = img.adjustedRegion()
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} else if shader.unit == shaderir.Pixels {
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} else if shader.unit == shaderir.Pixels {
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// Give the source size as pixels only when the unit is pixels so that users can get the source size via imageSrcRegionOnTexture (#2166).
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// Give the source size as pixels only when the unit is pixels so that users can get the source size via imageSrcRegionOnTexture (#2166).
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@ -800,7 +794,8 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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a, b, c, d, tx, ty := geoM.elements32()
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a, b, c, d, tx, ty := geoM.elements32()
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cr, cg, cb, ca := options.ColorScale.elements()
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cr, cg, cb, ca := options.ColorScale.elements()
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vs := i.ensureTmpVertices(4 * graphics.VertexFloatCount)
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vs := i.ensureTmpVertices(4 * graphics.VertexFloatCount)
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graphics.QuadVertices(vs, float32(sx), float32(sy), float32(sx+width), float32(sy+height), a, b, c, d, tx, ty, cr, cg, cb, ca)
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// Do not use sr.Width and sr.Height as these might be empty.
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graphics.QuadVertices(vs, sr.X, sr.Y, sr.X+float32(width), sr.Y+float32(height), a, b, c, d, tx, ty, cr, cg, cb, ca)
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is := graphics.QuadIndices()
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is := graphics.QuadIndices()
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var offsets [graphics.ShaderImageCount - 1][2]float32
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var offsets [graphics.ShaderImageCount - 1][2]float32
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@ -810,10 +805,10 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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}
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}
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b := img.Bounds()
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b := img.Bounds()
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x, y := img.adjustPosition(b.Min.X, b.Min.Y)
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x, y := img.adjustPosition(b.Min.X, b.Min.Y)
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// (sx, sy) is the upper-left position of the first image.
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// (sr.X, sr.Y) is the upper-left position of the first image.
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// Calculate the distance between the current image's upper-left position and the first one's.
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// Calculate the distance between the current image's upper-left position and the first one's.
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offsets[i][0] = float32(x - sx)
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offsets[i][0] = float32(x) - sr.X
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offsets[i][1] = float32(y - sy)
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offsets[i][1] = float32(y) - sr.Y
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}
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}
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i.tmpUniforms = i.tmpUniforms[:0]
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i.tmpUniforms = i.tmpUniforms[:0]
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