internal/mipmap: refactoring

This commit is contained in:
Hajime Hoshi 2024-09-12 15:55:27 +09:00
parent 6389db14a2
commit cbecbe2bad

View File

@ -164,24 +164,28 @@ func (m *Mipmap) level(level int) *buffered.Image {
return img.img return img.img
} }
var w, h int
var src *buffered.Image var src *buffered.Image
vs := make([]float32, 4*graphics.VertexFloatCount) vs := make([]float32, 4*graphics.VertexFloatCount)
switch { switch {
case level == 1: case level == 1:
src = m.orig src = m.orig
graphics.QuadVerticesFromSrcAndMatrix(vs, 0, 0, float32(m.width), float32(m.height), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1) w = m.width
h = m.height
case level > 1: case level > 1:
src = m.level(level - 1) src = m.level(level - 1)
if src == nil { if src == nil {
m.setImg(level, nil) m.setImg(level, nil)
return nil return nil
} }
w := sizeForLevel(m.width, level-1) w = sizeForLevel(m.width, level-1)
h := sizeForLevel(m.height, level-1) h = sizeForLevel(m.height, level-1)
graphics.QuadVerticesFromSrcAndMatrix(vs, 0, 0, float32(w), float32(h), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
default: default:
panic(fmt.Sprintf("mipmap: invalid level: %d", level)) panic(fmt.Sprintf("mipmap: invalid level: %d", level))
} }
graphics.QuadVerticesFromSrcAndMatrix(vs, 0, 0, float32(w), float32(h), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
is := graphics.QuadIndices() is := graphics.QuadIndices()
w2 := sizeForLevel(m.width, level) w2 := sizeForLevel(m.width, level)
@ -207,8 +211,6 @@ func (m *Mipmap) level(level int) *buffered.Image {
} }
dstRegion := image.Rect(0, 0, w2, h2) dstRegion := image.Rect(0, 0, w2, h2)
w := sizeForLevel(m.width, level-1)
h := sizeForLevel(m.height, level-1)
srcRegion := image.Rect(0, 0, w, h) srcRegion := image.Rect(0, 0, w, h)
s.DrawTriangles([graphics.ShaderSrcImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderSrcImageCount]image.Rectangle{srcRegion}, atlas.LinearFilterShader, nil, graphicsdriver.FillRuleFillAll, restorable.HintOverwriteDstRegion) s.DrawTriangles([graphics.ShaderSrcImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderSrcImageCount]image.Rectangle{srcRegion}, atlas.LinearFilterShader, nil, graphicsdriver.FillRuleFillAll, restorable.HintOverwriteDstRegion)
m.setImg(level, s) m.setImg(level, s)