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internal/mipmap: refactoring
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parent
e6807794f2
commit
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@ -111,11 +111,10 @@ func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Mipmap, verti
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}
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}
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if level != 0 {
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if level != 0 {
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if img := src.level(level); img != nil {
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if img := src.level(level); img != nil {
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const n = graphics.VertexFloatCount
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s := float32(pow2(level))
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s := float32(pow2(level))
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for i := 0; i < len(vertices)/n; i++ {
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for i := 0; i < len(vertices); i += graphics.VertexFloatCount {
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vertices[i*n+2] /= s
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vertices[i+2] /= s
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vertices[i*n+3] /= s
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vertices[i+3] /= s
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}
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}
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imgs[i] = img
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imgs[i] = img
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continue
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continue
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@ -150,12 +149,10 @@ func (m *Mipmap) level(level int) *buffered.Image {
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var src *buffered.Image
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var src *buffered.Image
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vs := make([]float32, 4*graphics.VertexFloatCount)
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vs := make([]float32, 4*graphics.VertexFloatCount)
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shader := atlas.NearestFilterShader
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switch {
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switch {
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case level == 1:
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case level == 1:
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src = m.orig
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src = m.orig
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graphics.QuadVertices(vs, 0, 0, float32(m.width), float32(m.height), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
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graphics.QuadVertices(vs, 0, 0, float32(m.width), float32(m.height), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
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shader = atlas.LinearFilterShader
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case level > 1:
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case level > 1:
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src = m.level(level - 1)
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src = m.level(level - 1)
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if src == nil {
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if src == nil {
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@ -165,7 +162,6 @@ func (m *Mipmap) level(level int) *buffered.Image {
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w := sizeForLevel(m.width, level-1)
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w := sizeForLevel(m.width, level-1)
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h := sizeForLevel(m.height, level-1)
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h := sizeForLevel(m.height, level-1)
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graphics.QuadVertices(vs, 0, 0, float32(w), float32(h), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
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graphics.QuadVertices(vs, 0, 0, float32(w), float32(h), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
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shader = atlas.LinearFilterShader
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default:
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default:
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panic(fmt.Sprintf("mipmap: invalid level: %d", level))
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panic(fmt.Sprintf("mipmap: invalid level: %d", level))
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}
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}
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@ -188,7 +184,7 @@ func (m *Mipmap) level(level int) *buffered.Image {
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s := buffered.NewImage(w2, h2, m.imageType)
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s := buffered.NewImage(w2, h2, m.imageType)
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dstRegion := image.Rect(0, 0, w2, h2)
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dstRegion := image.Rect(0, 0, w2, h2)
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s.DrawTriangles([graphics.ShaderSrcImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderSrcImageCount]image.Rectangle{}, shader, nil, graphicsdriver.FillRuleFillAll)
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s.DrawTriangles([graphics.ShaderSrcImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.LinearFilterShader, nil, graphicsdriver.FillRuleFillAll)
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m.setImg(level, s)
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m.setImg(level, s)
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return m.imgs[level]
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return m.imgs[level]
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