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restorable: Remove (*Image).PutVertices
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93dc9ad589
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@ -105,6 +105,22 @@ func (i *Image) InternalSize() (int, int) {
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return i.internalWidth, i.internalHeight
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}
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// DrawTriangles draws triangles with the given image.
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//
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// The vertex floats are:
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//
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// 0: Destination X in pixels
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// 1: Destination Y in pixels
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// 2: Source X in texels
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// 3: Source Y in texels
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// 4: Bounds of the source min X in texels
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// 5: Bounds of the source min Y in texels
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// 6: Bounds of the source max X in texels
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// 7: Bounds of the source max Y in texels
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// 8: Color R [0.0-1.0]
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// 9: Color G
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// 10: Color B
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// 11: Color Y
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func (i *Image) DrawTriangles(src *Image, vertices []float32, indices []uint16, clr *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address) {
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if src.screen {
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panic("graphicscommand: the screen image cannot be the rendering source")
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@ -205,6 +205,16 @@ func (i *Image) Clear() {
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i.clear()
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}
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// quadVertices returns vertices to render a quad. These values are passed to graphicscommand.Image.
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func quadVertices(dx0, dy0, dx1, dy1, u0, v0, u1, v1, cr, cg, cb, ca float32) []float32 {
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return []float32{
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dx0, dy0, u0, v0, u0, v0, u1, v1, cr, cg, cb, ca,
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dx1, dy0, u1, v0, u0, v0, u1, v1, cr, cg, cb, ca,
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dx0, dy1, u0, v1, u0, v0, u1, v1, cr, cg, cb, ca,
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dx1, dy1, u1, v1, u0, v0, u1, v1, cr, cg, cb, ca,
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}
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}
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// clearImage clears a graphicscommand.Image.
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// This does nothing to do with a restorable.Image's rendering state.
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func clearImage(img *graphicscommand.Image) {
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@ -218,11 +228,7 @@ func clearImage(img *graphicscommand.Image) {
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// The rendering target size needs to be its 'internal' size instead of the exposed size to avoid glitches on
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// mobile platforms (See the change 1e1f309a).
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dw, dh := img.InternalSize()
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sw, sh := emptyImage.Size()
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vs := make([]float32, 4*graphics.VertexFloatNum)
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graphics.PutQuadVertices(vs, emptyImage, 0, 0, sw, sh,
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float32(dw)/float32(sw), 0, 0, float32(dh)/float32(sh), 0, 0,
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0, 0, 0, 0)
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vs := quadVertices(0, 0, float32(dw), float32(dh), 0, 0, 1, 1, 0, 0, 0, 0)
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is := graphics.QuadIndices()
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// The first DrawTriangles must be clear mode for initialization.
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// TODO: Can the graphicscommand package hide this knowledge?
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@ -275,11 +281,7 @@ func fillImage(i *graphicscommand.Image, clr color.RGBA) {
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// TODO: Integrate with clearColor
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dw, dh := i.InternalSize()
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sw, sh := emptyImage.Size()
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vs := make([]float32, 4*graphics.VertexFloatNum)
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graphics.PutQuadVertices(vs, emptyImage, 0, 0, sw, sh,
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float32(dw)/float32(sw), 0, 0, float32(dh)/float32(sh), 0, 0,
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rf, gf, bf, af)
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vs := quadVertices(0, 0, float32(dw), float32(dh), 0, 0, 1, 1, rf, gf, bf, af)
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is := graphics.QuadIndices()
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i.DrawTriangles(emptyImage.image, vs, is, nil, compositemode, driver.FilterNearest, driver.AddressClampToZero)
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@ -300,29 +302,6 @@ func (i *Image) Size() (int, int) {
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return i.width, i.height
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}
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func (i *Image) PutVertex(vs []float32, dx, dy, sx, sy float32, bx0, by0, bx1, by1 float32, cr, cg, cb, ca float32) {
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// Specifying a range explicitly here is redundant but this helps optimization
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// to eliminate boundary checks.
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//
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// VertexFloatNum is better than 12 in terms of code maintenanceability, but in GopherJS, optimization
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// might not work.
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vs = vs[0:12]
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w, h := i.image.InternalSize()
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vs[0] = dx
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vs[1] = dy
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vs[2] = sx / float32(w)
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vs[3] = sy / float32(h)
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vs[4] = bx0 / float32(w)
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vs[5] = by0 / float32(h)
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vs[6] = bx1 / float32(w)
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vs[7] = by1 / float32(h)
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vs[8] = cr
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vs[9] = cg
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vs[10] = cb
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vs[11] = ca
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}
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// makeStale makes the image stale.
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func (i *Image) makeStale() {
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i.basePixels = Pixels{}
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@ -395,7 +374,22 @@ func (i *Image) ReplacePixels(pixels []byte, x, y, width, height int) {
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}
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}
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// DrawTriangles draws a given image img to the image.
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// DrawTriangles draws triangles with the given image.
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//
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// The vertex floats are:
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//
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// 0: Destination X in pixels
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// 1: Destination Y in pixels
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// 2: Source X in pixels (not texels!)
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// 3: Source Y in pixels
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// 4: Bounds of the source min X in pixels
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// 5: Bounds of the source min Y in pixels
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// 6: Bounds of the source max X in pixels
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// 7: Bounds of the source max Y in pixels
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// 8: Color R [0.0-1.0]
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// 9: Color G
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// 10: Color B
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// 11: Color Y
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func (i *Image) DrawTriangles(img *Image, vertices []float32, indices []uint16, colorm *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address) {
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if i.priority {
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panic("restorable: DrawTriangles cannot be called on a priority image")
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@ -405,6 +399,16 @@ func (i *Image) DrawTriangles(img *Image, vertices []float32, indices []uint16,
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}
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theImages.makeStaleIfDependingOn(i)
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w, h := img.image.InternalSize()
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for i := 0; i < len(vertices)/graphics.VertexFloatNum; i++ {
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vertices[i*graphics.VertexFloatNum+2] /= float32(w)
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vertices[i*graphics.VertexFloatNum+3] /= float32(h)
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vertices[i*graphics.VertexFloatNum+4] /= float32(w)
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vertices[i*graphics.VertexFloatNum+5] /= float32(h)
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vertices[i*graphics.VertexFloatNum+6] /= float32(w)
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vertices[i*graphics.VertexFloatNum+7] /= float32(h)
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}
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if img.stale || img.volatile || i.screen || !needsRestoring() || i.volatile {
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i.makeStale()
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} else {
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@ -109,11 +109,20 @@ func TestRestoreWithoutDraw(t *testing.T) {
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}
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func quadVertices(src *Image, sw, sh, x, y int) []float32 {
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vs := make([]float32, 4*graphics.VertexFloatNum)
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graphics.PutQuadVertices(vs, src, 0, 0, sw, sh,
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1, 0, 0, 1, float32(x), float32(y),
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1, 1, 1, 1)
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return vs
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dx0 := float32(x)
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dy0 := float32(y)
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dx1 := float32(x + sw)
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dy1 := float32(y + sh)
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sx0 := float32(0)
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sy0 := float32(0)
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sx1 := float32(sw)
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sy1 := float32(sh)
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return []float32{
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dx0, dy0, sx0, sy0, sx0, sy0, sx1, sy1, 1, 1, 1, 1,
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dx1, dy0, sx1, sy0, sx0, sy0, sx1, sy1, 1, 1, 1, 1,
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dx0, dy1, sx0, sy1, sx0, sy0, sx1, sy1, 1, 1, 1, 1,
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dx1, dy1, sx1, sy1, sx0, sy0, sx1, sy1, 1, 1, 1, 1,
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}
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}
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func TestRestoreChain(t *testing.T) {
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@ -282,7 +282,26 @@ func (i *Image) putVertex(dst []float32, dx, dy, sx, sy float32, bx0, by0, bx1,
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ox, oy, _, _ := i.region()
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oxf, oyf := float32(ox), float32(oy)
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i.backend.restorable.PutVertex(dst, dx, dy, sx+oxf, sy+oyf, bx0+oxf, by0+oyf, bx1+oxf, by1+oyf, cr, cg, cb, ca)
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// Specifying a range explicitly here is redundant but this helps optimization
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// to eliminate boundary checks.
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//
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// VertexFloatNum is better than 12 in terms of code maintenanceability, but in GopherJS, optimization
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// might not work.
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vs := dst[0:12]
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vs[0] = dx
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vs[1] = dy
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vs[2] = sx + oxf
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vs[3] = sy + oyf
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vs[4] = bx0 + oxf
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vs[5] = by0 + oyf
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vs[6] = bx1 + oxf
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vs[7] = by1 + oyf
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vs[8] = cr
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vs[9] = cg
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vs[10] = cb
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vs[11] = ca
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}
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func (i *Image) DrawTriangles(img *Image, vertices []float32, indices []uint16, colorm *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address) {
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