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graphics: Expose graphics.QuadVertexNum
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parent
95f231d58a
commit
e72ccee61b
133
imageparts.go
133
imageparts.go
@ -84,8 +84,9 @@ type textureQuads struct {
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}
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func (t *textureQuads) vertices() []uint8 {
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const size = graphics.QuadVertexNum
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l := t.parts.Len()
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vertices := make([]uint8, l*32)
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vertices := make([]uint8, l*size)
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p := t.parts
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w, h := t.width, t.height
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width2p := int(graphics.NextPowerOf2Int32(int32(w)))
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@ -104,73 +105,73 @@ func (t *textureQuads) vertices() []uint8 {
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u0, v0, u1, v1 := u(sx0, width2p), v(sy0, height2p), u(sx1, width2p), v(sy1, height2p)
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// Use direct assign here. `append` function might be slow on browsers.
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if endian.IsLittle() {
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vertices[32*n] = uint8(x0)
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vertices[32*n+1] = uint8(x0 >> 8)
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vertices[32*n+2] = uint8(y0)
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vertices[32*n+3] = uint8(y0 >> 8)
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vertices[32*n+4] = uint8(u0)
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vertices[32*n+5] = uint8(u0 >> 8)
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vertices[32*n+6] = uint8(v0)
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vertices[32*n+7] = uint8(v0 >> 8)
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vertices[32*n+8] = uint8(x1)
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vertices[32*n+9] = uint8(x1 >> 8)
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vertices[32*n+10] = uint8(y0)
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vertices[32*n+11] = uint8(y0 >> 8)
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vertices[32*n+12] = uint8(u1)
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vertices[32*n+13] = uint8(u1 >> 8)
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vertices[32*n+14] = uint8(v0)
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vertices[32*n+15] = uint8(v0 >> 8)
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vertices[32*n+16] = uint8(x0)
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vertices[32*n+17] = uint8(x0 >> 8)
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vertices[32*n+18] = uint8(y1)
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vertices[32*n+19] = uint8(y1 >> 8)
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vertices[32*n+20] = uint8(u0)
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vertices[32*n+21] = uint8(u0 >> 8)
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vertices[32*n+22] = uint8(v1)
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vertices[32*n+23] = uint8(v1 >> 8)
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vertices[32*n+24] = uint8(x1)
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vertices[32*n+25] = uint8(x1 >> 8)
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vertices[32*n+26] = uint8(y1)
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vertices[32*n+27] = uint8(y1 >> 8)
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vertices[32*n+28] = uint8(u1)
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vertices[32*n+29] = uint8(u1 >> 8)
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vertices[32*n+30] = uint8(v1)
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vertices[32*n+31] = uint8(v1 >> 8)
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vertices[size*n] = uint8(x0)
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vertices[size*n+1] = uint8(x0 >> 8)
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vertices[size*n+2] = uint8(y0)
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vertices[size*n+3] = uint8(y0 >> 8)
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vertices[size*n+4] = uint8(u0)
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vertices[size*n+5] = uint8(u0 >> 8)
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vertices[size*n+6] = uint8(v0)
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vertices[size*n+7] = uint8(v0 >> 8)
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vertices[size*n+8] = uint8(x1)
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vertices[size*n+9] = uint8(x1 >> 8)
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vertices[size*n+10] = uint8(y0)
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vertices[size*n+11] = uint8(y0 >> 8)
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vertices[size*n+12] = uint8(u1)
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vertices[size*n+13] = uint8(u1 >> 8)
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vertices[size*n+14] = uint8(v0)
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vertices[size*n+15] = uint8(v0 >> 8)
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vertices[size*n+16] = uint8(x0)
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vertices[size*n+17] = uint8(x0 >> 8)
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vertices[size*n+18] = uint8(y1)
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vertices[size*n+19] = uint8(y1 >> 8)
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vertices[size*n+20] = uint8(u0)
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vertices[size*n+21] = uint8(u0 >> 8)
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vertices[size*n+22] = uint8(v1)
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vertices[size*n+23] = uint8(v1 >> 8)
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vertices[size*n+24] = uint8(x1)
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vertices[size*n+25] = uint8(x1 >> 8)
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vertices[size*n+26] = uint8(y1)
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vertices[size*n+27] = uint8(y1 >> 8)
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vertices[size*n+28] = uint8(u1)
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vertices[size*n+29] = uint8(u1 >> 8)
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vertices[size*n+30] = uint8(v1)
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vertices[size*n+31] = uint8(v1 >> 8)
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} else {
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vertices[32*n] = uint8(x0 >> 8)
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vertices[32*n+1] = uint8(x0)
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vertices[32*n+2] = uint8(y0 >> 8)
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vertices[32*n+3] = uint8(y0)
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vertices[32*n+4] = uint8(u0 >> 8)
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vertices[32*n+5] = uint8(u0)
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vertices[32*n+6] = uint8(v0 >> 8)
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vertices[32*n+7] = uint8(v0)
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vertices[32*n+8] = uint8(x1 >> 8)
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vertices[32*n+9] = uint8(x1)
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vertices[32*n+10] = uint8(y0 >> 8)
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vertices[32*n+11] = uint8(y0)
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vertices[32*n+12] = uint8(u1 >> 8)
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vertices[32*n+13] = uint8(u1)
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vertices[32*n+14] = uint8(v0 >> 8)
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vertices[32*n+15] = uint8(v0)
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vertices[32*n+16] = uint8(x0 >> 8)
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vertices[32*n+17] = uint8(x0)
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vertices[32*n+18] = uint8(y1 >> 8)
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vertices[32*n+19] = uint8(y1)
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vertices[32*n+20] = uint8(u0 >> 8)
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vertices[32*n+21] = uint8(u0)
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vertices[32*n+22] = uint8(v1 >> 8)
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vertices[32*n+23] = uint8(v1)
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vertices[32*n+24] = uint8(x1 >> 8)
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vertices[32*n+25] = uint8(x1)
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vertices[32*n+26] = uint8(y1 >> 8)
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vertices[32*n+27] = uint8(y1)
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vertices[32*n+28] = uint8(u1 >> 8)
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vertices[32*n+29] = uint8(u1)
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vertices[32*n+30] = uint8(v1 >> 8)
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vertices[32*n+31] = uint8(v1)
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vertices[size*n] = uint8(x0 >> 8)
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vertices[size*n+1] = uint8(x0)
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vertices[size*n+2] = uint8(y0 >> 8)
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vertices[size*n+3] = uint8(y0)
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vertices[size*n+4] = uint8(u0 >> 8)
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vertices[size*n+5] = uint8(u0)
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vertices[size*n+6] = uint8(v0 >> 8)
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vertices[size*n+7] = uint8(v0)
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vertices[size*n+8] = uint8(x1 >> 8)
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vertices[size*n+9] = uint8(x1)
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vertices[size*n+10] = uint8(y0 >> 8)
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vertices[size*n+11] = uint8(y0)
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vertices[size*n+12] = uint8(u1 >> 8)
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vertices[size*n+13] = uint8(u1)
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vertices[size*n+14] = uint8(v0 >> 8)
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vertices[size*n+15] = uint8(v0)
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vertices[size*n+16] = uint8(x0 >> 8)
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vertices[size*n+17] = uint8(x0)
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vertices[size*n+18] = uint8(y1 >> 8)
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vertices[size*n+19] = uint8(y1)
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vertices[size*n+20] = uint8(u0 >> 8)
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vertices[size*n+21] = uint8(u0)
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vertices[size*n+22] = uint8(v1 >> 8)
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vertices[size*n+23] = uint8(v1)
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vertices[size*n+24] = uint8(x1 >> 8)
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vertices[size*n+25] = uint8(x1)
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vertices[size*n+26] = uint8(y1 >> 8)
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vertices[size*n+27] = uint8(y1)
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vertices[size*n+28] = uint8(u1 >> 8)
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vertices[size*n+29] = uint8(u1)
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vertices[size*n+30] = uint8(v1 >> 8)
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vertices[size*n+31] = uint8(v1)
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}
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n++
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}
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return vertices[:n*32]
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return vertices[:n*size]
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}
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@ -108,8 +108,8 @@ func (q *commandQueue) Flush(context *opengl.Context) error {
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}
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// NOTE: WebGL doesn't seem to have Check gl.MAX_ELEMENTS_VERTICES or gl.MAX_ELEMENTS_INDICES so far.
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// Let's use them to compare to len(quads) in the future.
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if maxQuads < len(vertices)/quadVertexNum {
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return errors.New(fmt.Sprintf("len(quads) must be equal to or less than %d", maxQuads))
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if maxQuads < len(vertices)/QuadVertexNum {
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return fmt.Errorf("len(quads) must be equal to or less than %d", maxQuads)
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}
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numc := len(g)
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indexOffsetInBytes := 0
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@ -118,7 +118,7 @@ func (q *commandQueue) Flush(context *opengl.Context) error {
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return err
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}
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if c, ok := c.(*drawImageCommand); ok {
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indexOffsetInBytes += 6 * len(c.vertices) / quadVertexNum * 2
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indexOffsetInBytes += 6 * len(c.vertices) / QuadVertexNum * 2
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}
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}
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if 0 < numc {
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@ -162,7 +162,7 @@ type drawImageCommand struct {
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}
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const (
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quadVertexNum = 32 // 4 * 2 [vertices] * 2 [tex_coords] * 2[bytes]
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QuadVertexNum = 32 // 4 * 2 [vertices] * 2 [tex_coords] * 2[bytes]
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)
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func (c *drawImageCommand) Exec(context *opengl.Context, indexOffsetInBytes int) error {
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@ -199,13 +199,13 @@ func (c *drawImageCommand) Exec(context *opengl.Context, indexOffsetInBytes int)
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func (c *drawImageCommand) split(quadsNum int) [2]*drawImageCommand {
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c1 := *c
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c2 := *c
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c1.vertices = c.vertices[:quadsNum*quadVertexNum]
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c2.vertices = c.vertices[quadsNum*quadVertexNum:]
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c1.vertices = c.vertices[:quadsNum*QuadVertexNum]
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c2.vertices = c.vertices[quadsNum*QuadVertexNum:]
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return [2]*drawImageCommand{&c1, &c2}
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}
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func (c *drawImageCommand) quadsNum() int {
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return len(c.vertices) / quadVertexNum
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return len(c.vertices) / QuadVertexNum
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}
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type replacePixelsCommand struct {
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