internal/buffered: refactoring

This is a preparation for adding members to Vertex.

Updates #2640
This commit is contained in:
Hajime Hoshi 2024-08-11 22:13:49 +09:00
parent 5f80f4b3de
commit 5e820be911

View File

@ -246,45 +246,51 @@ func (i *Image) syncPixelsIfNeeded() {
cbf := float32(c[2]) / 0xff
caf := float32(c[3]) / 0xff
vs[graphics.VertexFloatCount*4*idx] = dx
vs[graphics.VertexFloatCount*4*idx+1] = dy
vs[graphics.VertexFloatCount*4*idx+2] = sx
vs[graphics.VertexFloatCount*4*idx+3] = sy
vs[graphics.VertexFloatCount*4*idx+4] = crf
vs[graphics.VertexFloatCount*4*idx+5] = cgf
vs[graphics.VertexFloatCount*4*idx+6] = cbf
vs[graphics.VertexFloatCount*4*idx+7] = caf
vs[graphics.VertexFloatCount*4*idx+8] = dx + 1
vs[graphics.VertexFloatCount*4*idx+9] = dy
vs[graphics.VertexFloatCount*4*idx+10] = sx + 1
vs[graphics.VertexFloatCount*4*idx+11] = sy
vs[graphics.VertexFloatCount*4*idx+12] = crf
vs[graphics.VertexFloatCount*4*idx+13] = cgf
vs[graphics.VertexFloatCount*4*idx+14] = cbf
vs[graphics.VertexFloatCount*4*idx+15] = caf
vs[graphics.VertexFloatCount*4*idx+16] = dx
vs[graphics.VertexFloatCount*4*idx+17] = dy + 1
vs[graphics.VertexFloatCount*4*idx+18] = sx
vs[graphics.VertexFloatCount*4*idx+19] = sy + 1
vs[graphics.VertexFloatCount*4*idx+20] = crf
vs[graphics.VertexFloatCount*4*idx+21] = cgf
vs[graphics.VertexFloatCount*4*idx+22] = cbf
vs[graphics.VertexFloatCount*4*idx+23] = caf
vs[graphics.VertexFloatCount*4*idx+24] = dx + 1
vs[graphics.VertexFloatCount*4*idx+25] = dy + 1
vs[graphics.VertexFloatCount*4*idx+26] = sx + 1
vs[graphics.VertexFloatCount*4*idx+27] = sy + 1
vs[graphics.VertexFloatCount*4*idx+28] = crf
vs[graphics.VertexFloatCount*4*idx+29] = cgf
vs[graphics.VertexFloatCount*4*idx+30] = cbf
vs[graphics.VertexFloatCount*4*idx+31] = caf
vidx := 4 * idx
iidx := 6 * idx
is[6*idx] = uint32(4 * idx)
is[6*idx+1] = uint32(4*idx + 1)
is[6*idx+2] = uint32(4*idx + 2)
is[6*idx+3] = uint32(4*idx + 1)
is[6*idx+4] = uint32(4*idx + 2)
is[6*idx+5] = uint32(4*idx + 3)
vs[graphics.VertexFloatCount*vidx] = dx
vs[graphics.VertexFloatCount*vidx+1] = dy
vs[graphics.VertexFloatCount*vidx+2] = sx
vs[graphics.VertexFloatCount*vidx+3] = sy
vs[graphics.VertexFloatCount*vidx+4] = crf
vs[graphics.VertexFloatCount*vidx+5] = cgf
vs[graphics.VertexFloatCount*vidx+6] = cbf
vs[graphics.VertexFloatCount*vidx+7] = caf
vs[graphics.VertexFloatCount*(vidx+1)] = dx + 1
vs[graphics.VertexFloatCount*(vidx+1)+1] = dy
vs[graphics.VertexFloatCount*(vidx+1)+2] = sx + 1
vs[graphics.VertexFloatCount*(vidx+1)+3] = sy
vs[graphics.VertexFloatCount*(vidx+1)+4] = crf
vs[graphics.VertexFloatCount*(vidx+1)+5] = cgf
vs[graphics.VertexFloatCount*(vidx+1)+6] = cbf
vs[graphics.VertexFloatCount*(vidx+1)+7] = caf
vs[graphics.VertexFloatCount*(vidx+2)] = dx
vs[graphics.VertexFloatCount*(vidx+2)+1] = dy + 1
vs[graphics.VertexFloatCount*(vidx+2)+2] = sx
vs[graphics.VertexFloatCount*(vidx+2)+3] = sy + 1
vs[graphics.VertexFloatCount*(vidx+2)+4] = crf
vs[graphics.VertexFloatCount*(vidx+2)+5] = cgf
vs[graphics.VertexFloatCount*(vidx+2)+6] = cbf
vs[graphics.VertexFloatCount*(vidx+2)+7] = caf
vs[graphics.VertexFloatCount*(vidx+3)] = dx + 1
vs[graphics.VertexFloatCount*(vidx+3)+1] = dy + 1
vs[graphics.VertexFloatCount*(vidx+3)+2] = sx + 1
vs[graphics.VertexFloatCount*(vidx+3)+3] = sy + 1
vs[graphics.VertexFloatCount*(vidx+3)+4] = crf
vs[graphics.VertexFloatCount*(vidx+3)+5] = cgf
vs[graphics.VertexFloatCount*(vidx+3)+6] = cbf
vs[graphics.VertexFloatCount*(vidx+3)+7] = caf
is[iidx] = uint32(vidx)
is[iidx+1] = uint32(vidx + 1)
is[iidx+2] = uint32(vidx + 2)
is[iidx+3] = uint32(vidx + 1)
is[iidx+4] = uint32(vidx + 2)
is[iidx+5] = uint32(vidx + 3)
idx++
}