internal/atlas: refactoring: use image.Rectangle

This commit is contained in:
Hajime Hoshi 2023-04-27 23:55:11 +09:00
parent 82c7436be5
commit 9e61b52a70

View File

@ -368,16 +368,14 @@ func (i *Image) putOnSourceBackend(graphicsDriver graphicsdriver.Graphics) error
return nil
}
func (i *Image) regionWithPadding() (x, y, width, height int) {
func (i *Image) regionWithPadding() image.Rectangle {
if i.backend == nil {
panic("atlas: backend must not be nil: not allocated yet?")
}
if !i.isOnAtlas() {
return 0, 0, i.width + i.paddingSize(), i.height + i.paddingSize()
return image.Rect(0, 0, i.width+i.paddingSize(), i.height+i.paddingSize())
}
// TODO: Use image.Rectangle as it is.
r := i.node.Region()
return r.Min.X, r.Min.Y, r.Dx(), r.Dy()
return i.node.Region()
}
func (i *Image) processSrc(src *Image) {
@ -445,8 +443,8 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
i.processSrc(src)
}
x, y, _, _ := i.regionWithPadding()
dx, dy := float32(x), float32(y)
r := i.regionWithPadding()
dx, dy := float32(r.Min.X), float32(r.Min.Y)
// TODO: Check if dstRegion does not to violate the region.
dstRegion.X += dx
@ -454,8 +452,8 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
var oxf, oyf float32
if srcs[0] != nil {
ox, oy, _, _ := srcs[0].regionWithPadding()
oxf, oyf = float32(ox), float32(oy)
r := srcs[0].regionWithPadding()
oxf, oyf = float32(r.Min.X), float32(r.Min.Y)
n := len(vertices)
for i := 0; i < n; i += graphics.VertexFloatCount {
vertices[i] += dx
@ -492,9 +490,9 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
if src == nil {
continue
}
ox, oy, _, _ := src.regionWithPadding()
offsets[i][0] = float32(ox) - oxf + subimageOffset[0]
offsets[i][1] = float32(oy) - oyf + subimageOffset[1]
r := src.regionWithPadding()
offsets[i][0] = float32(r.Min.X) - oxf + subimageOffset[0]
offsets[i][1] = float32(r.Min.Y) - oyf + subimageOffset[1]
}
for i, src := range srcs {
if src == nil {
@ -542,11 +540,11 @@ func (i *Image) writePixels(pix []byte, x, y, width, height int) {
i.allocate(nil, true)
}
px, py, pw, ph := i.regionWithPadding()
r := i.regionWithPadding()
if x != 0 || y != 0 || width != i.width || height != i.height || i.paddingSize() == 0 {
x += px
y += py
x += r.Min.X
y += r.Min.Y
if pix == nil {
i.backend.restorable.WritePixels(nil, x, y, width, height)
@ -560,7 +558,7 @@ func (i *Image) writePixels(pix []byte, x, y, width, height int) {
return
}
pixb := theTemporaryBytes.alloc(4 * pw * ph)
pixb := theTemporaryBytes.alloc(4 * r.Dx() * r.Dy())
// Clear the edges. pixb might not be zero-cleared.
// TODO: These loops assume that paddingSize is 1.
@ -569,11 +567,11 @@ func (i *Image) writePixels(pix []byte, x, y, width, height int) {
if paddingSize != i.paddingSize() {
panic(fmt.Sprintf("atlas: writePixels assumes the padding is always 1 but the actual padding was %d", i.paddingSize()))
}
rowPixels := 4 * pw
rowPixels := 4 * r.Dx()
for i := 0; i < rowPixels; i++ {
pixb[rowPixels*(ph-1)+i] = 0
pixb[rowPixels*(r.Dy()-1)+i] = 0
}
for j := 1; j < ph; j++ {
for j := 1; j < r.Dy(); j++ {
pixb[rowPixels*j-4] = 0
pixb[rowPixels*j-3] = 0
pixb[rowPixels*j-2] = 0
@ -582,12 +580,12 @@ func (i *Image) writePixels(pix []byte, x, y, width, height int) {
// Copy the content.
for j := 0; j < height; j++ {
copy(pixb[4*j*pw:], pix[4*j*width:4*(j+1)*width])
copy(pixb[4*j*r.Dx():], pix[4*j*width:4*(j+1)*width])
}
x += px
y += py
i.backend.restorable.WritePixels(pixb, x, y, pw, ph)
x += r.Min.X
y += r.Min.Y
i.backend.restorable.WritePixels(pixb, x, y, r.Dx(), r.Dy())
}
func (i *Image) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byte, x, y, width, height int) error {
@ -605,9 +603,9 @@ func (i *Image) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byte
return nil
}
ox, oy, _, _ := i.regionWithPadding()
x += ox
y += oy
r := i.regionWithPadding()
x += r.Min.X
y += r.Min.Y
return i.backend.restorable.ReadPixels(graphicsDriver, pixels, x, y, width, height)
}
@ -656,7 +654,8 @@ func (i *Image) dispose(markDisposed bool) {
i.backend.page.Free(i.node)
if !i.backend.page.IsEmpty() {
// As this part can be reused, this should be cleared explicitly.
i.backend.restorable.ClearPixels(i.regionWithPadding())
r := i.regionWithPadding()
i.backend.restorable.ClearPixels(r.Min.X, r.Min.Y, r.Dx(), r.Dy())
return
}