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https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 03:08:54 +01:00
Rename AdjustSizeForTexture -> NextPowerOf2Int
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parent
59270a6b54
commit
79b67db0d8
@ -27,6 +27,6 @@ func NextPowerOf2(x uint64) uint64 {
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return x + 1
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return x + 1
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}
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}
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func AdjustSizeForTexture(size int) int {
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func NextPowerOf2Int(size int) int {
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return int(NextPowerOf2(uint64(size)))
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return int(NextPowerOf2(uint64(size)))
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}
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}
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@ -114,8 +114,8 @@ func DrawTexture(native gl.Texture, target gl.Texture, width, height int, projec
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u1, v1,
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u1, v1,
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)
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)
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if program == programColorMatrix.native {
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if program == programColorMatrix.native {
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w := float32(internal.AdjustSizeForTexture(width))
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w := float32(internal.NextPowerOf2Int(width))
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h := float32(internal.AdjustSizeForTexture(height))
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h := float32(internal.NextPowerOf2Int(height))
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xx0 := x0 / w
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xx0 := x0 / w
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xx1 := x1 / w
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xx1 := x1 / w
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yy0 := y0 / h
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yy0 := y0 / h
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@ -97,8 +97,8 @@ func useProgramColorMatrix(projectionMatrix [16]float32, width, height int, geo
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}
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}
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getUniformLocation(program.native, "modelview_matrix").UniformMatrix4fv(false, glModelviewMatrix)
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getUniformLocation(program.native, "modelview_matrix").UniformMatrix4fv(false, glModelviewMatrix)
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txn := tx / float32(internal.AdjustSizeForTexture(width))
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txn := tx / float32(internal.NextPowerOf2Int(width))
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tyn := ty / float32(internal.AdjustSizeForTexture(height))
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tyn := ty / float32(internal.NextPowerOf2Int(height))
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glModelviewMatrixN := [...]float32{
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glModelviewMatrixN := [...]float32{
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a, c, 0, 0,
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a, c, 0, 0,
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b, d, 0, 0,
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b, d, 0, 0,
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@ -100,19 +100,19 @@ func (r *RenderTarget) SetAsViewport() error {
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return errors.New("glBindFramebuffer failed: the context is different?")
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return errors.New("glBindFramebuffer failed: the context is different?")
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}
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}
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width := internal.AdjustSizeForTexture(r.width)
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width := internal.NextPowerOf2Int(r.width)
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height := internal.AdjustSizeForTexture(r.height)
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height := internal.NextPowerOf2Int(r.height)
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gl.Viewport(0, 0, width, height)
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gl.Viewport(0, 0, width, height)
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return nil
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return nil
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}
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}
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func (r *RenderTarget) ProjectionMatrix() [4][4]float64 {
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func (r *RenderTarget) ProjectionMatrix() [4][4]float64 {
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width := internal.AdjustSizeForTexture(r.width)
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width := internal.NextPowerOf2Int(r.width)
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height := internal.AdjustSizeForTexture(r.height)
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height := internal.NextPowerOf2Int(r.height)
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m := orthoProjectionMatrix(0, width, 0, height)
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m := orthoProjectionMatrix(0, width, 0, height)
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if r.flipY {
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if r.flipY {
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m[1][1] *= -1
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m[1][1] *= -1
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m[1][3] += float64(r.height) / float64(internal.AdjustSizeForTexture(r.height)) * 2
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m[1][3] += float64(r.height) / float64(internal.NextPowerOf2Int(r.height)) * 2
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}
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}
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return m
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return m
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}
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}
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@ -28,8 +28,8 @@ func adjustImageForTexture(img image.Image) *image.NRGBA {
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adjustedImageBounds := image.Rectangle{
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adjustedImageBounds := image.Rectangle{
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image.ZP,
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image.ZP,
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image.Point{
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image.Point{
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internal.AdjustSizeForTexture(width),
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internal.NextPowerOf2Int(width),
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internal.AdjustSizeForTexture(height),
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internal.NextPowerOf2Int(height),
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},
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},
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}
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}
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if nrgba, ok := img.(*image.NRGBA); ok && img.Bounds() == adjustedImageBounds {
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if nrgba, ok := img.(*image.NRGBA); ok && img.Bounds() == adjustedImageBounds {
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@ -77,8 +77,8 @@ func createNativeTexture(textureWidth, textureHeight int, pixels []uint8, filter
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}
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}
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func NewTexture(width, height int, filter int) (*Texture, error) {
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func NewTexture(width, height int, filter int) (*Texture, error) {
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w := internal.AdjustSizeForTexture(width)
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w := internal.NextPowerOf2Int(width)
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h := internal.AdjustSizeForTexture(height)
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h := internal.NextPowerOf2Int(height)
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native := createNativeTexture(w, h, nil, filter)
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native := createNativeTexture(w, h, nil, filter)
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return &Texture{native, width, height}, nil
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return &Texture{native, width, height}, nil
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}
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}
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@ -86,11 +86,11 @@ func (r *innerRenderTarget) DrawTexture(texture *Texture, parts []TexturePart, g
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}
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}
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func u(x float64, width int) float32 {
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func u(x float64, width int) float32 {
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return float32(x) / float32(internal.AdjustSizeForTexture(width))
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return float32(x) / float32(internal.NextPowerOf2Int(width))
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}
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}
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func v(y float64, height int) float32 {
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func v(y float64, height int) float32 {
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return float32(y) / float32(internal.AdjustSizeForTexture(height))
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return float32(y) / float32(internal.NextPowerOf2Int(height))
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}
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}
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func textureQuads(parts []TexturePart, width, height int) []shader.TextureQuad {
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func textureQuads(parts []TexturePart, width, height int) []shader.TextureQuad {
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