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https://github.com/hajimehoshi/ebiten.git
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examples/vector: reduce allocations
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071024e89f
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@ -44,7 +44,17 @@ const (
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screenHeight = 480
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)
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func drawEbitenText(screen *ebiten.Image, x, y int, aa bool, line bool) {
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type Game struct {
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counter int
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aa bool
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line bool
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vertices []ebiten.Vertex
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indices []uint16
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}
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func (g *Game) drawEbitenText(screen *ebiten.Image, x, y int, aa bool, line bool) {
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var path vector.Path
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// E
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@ -116,26 +126,24 @@ func drawEbitenText(screen *ebiten.Image, x, y int, aa bool, line bool) {
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path.LineTo(290, 20)
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path.Close()
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var vs []ebiten.Vertex
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var is []uint16
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if line {
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op := &vector.StrokeOptions{}
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op.Width = 5
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op.LineJoin = vector.LineJoinRound
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vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op)
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g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
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} else {
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vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
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g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
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}
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for i := range vs {
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vs[i].DstX = (vs[i].DstX + float32(x))
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vs[i].DstY = (vs[i].DstY + float32(y))
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vs[i].SrcX = 1
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vs[i].SrcY = 1
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vs[i].ColorR = 0xdb / float32(0xff)
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vs[i].ColorG = 0x56 / float32(0xff)
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vs[i].ColorB = 0x20 / float32(0xff)
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vs[i].ColorA = 1
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for i := range g.vertices {
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g.vertices[i].DstX = (g.vertices[i].DstX + float32(x))
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g.vertices[i].DstY = (g.vertices[i].DstY + float32(y))
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g.vertices[i].SrcX = 1
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g.vertices[i].SrcY = 1
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g.vertices[i].ColorR = 0xdb / float32(0xff)
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g.vertices[i].ColorG = 0x56 / float32(0xff)
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g.vertices[i].ColorB = 0x20 / float32(0xff)
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g.vertices[i].ColorA = 1
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}
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op := &ebiten.DrawTrianglesOptions{}
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@ -150,10 +158,10 @@ func drawEbitenText(screen *ebiten.Image, x, y int, aa bool, line bool) {
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// For simplicity, this example always uses FillRuleNonZero, whichever strokes or filling is done.
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op.FillRule = ebiten.FillRuleNonZero
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screen.DrawTriangles(vs, is, whiteSubImage, op)
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screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
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}
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func drawEbitenLogo(screen *ebiten.Image, x, y int, aa bool, line bool) {
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func (g *Game) drawEbitenLogo(screen *ebiten.Image, x, y int, aa bool, line bool) {
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const unit = 16
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var path vector.Path
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@ -179,35 +187,33 @@ func drawEbitenLogo(screen *ebiten.Image, x, y int, aa bool, line bool) {
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path.LineTo(unit, 4*unit)
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path.Close()
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var vs []ebiten.Vertex
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var is []uint16
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if line {
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op := &vector.StrokeOptions{}
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op.Width = 5
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op.LineJoin = vector.LineJoinRound
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vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op)
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g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
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} else {
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vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
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g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
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}
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for i := range vs {
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vs[i].DstX = (vs[i].DstX + float32(x))
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vs[i].DstY = (vs[i].DstY + float32(y))
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vs[i].SrcX = 1
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vs[i].SrcY = 1
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vs[i].ColorR = 0xdb / float32(0xff)
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vs[i].ColorG = 0x56 / float32(0xff)
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vs[i].ColorB = 0x20 / float32(0xff)
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vs[i].ColorA = 1
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for i := range g.vertices {
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g.vertices[i].DstX = (g.vertices[i].DstX + float32(x))
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g.vertices[i].DstY = (g.vertices[i].DstY + float32(y))
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g.vertices[i].SrcX = 1
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g.vertices[i].SrcY = 1
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g.vertices[i].ColorR = 0xdb / float32(0xff)
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g.vertices[i].ColorG = 0x56 / float32(0xff)
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g.vertices[i].ColorB = 0x20 / float32(0xff)
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g.vertices[i].ColorA = 1
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}
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op := &ebiten.DrawTrianglesOptions{}
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op.AntiAlias = aa
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op.FillRule = ebiten.FillRuleNonZero
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screen.DrawTriangles(vs, is, whiteSubImage, op)
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screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
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}
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func drawArc(screen *ebiten.Image, count int, aa bool, line bool) {
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func (g *Game) drawArc(screen *ebiten.Image, count int, aa bool, line bool) {
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var path vector.Path
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path.MoveTo(350, 100)
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@ -223,37 +229,35 @@ func drawArc(screen *ebiten.Image, count int, aa bool, line bool) {
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path.Arc(550, 100, 50, float32(theta1), float32(theta2), vector.Clockwise)
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path.Close()
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var vs []ebiten.Vertex
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var is []uint16
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if line {
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op := &vector.StrokeOptions{}
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op.Width = 5
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op.LineJoin = vector.LineJoinRound
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vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op)
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g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
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} else {
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vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
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g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
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}
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for i := range vs {
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vs[i].SrcX = 1
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vs[i].SrcY = 1
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vs[i].ColorR = 0x33 / float32(0xff)
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vs[i].ColorG = 0xcc / float32(0xff)
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vs[i].ColorB = 0x66 / float32(0xff)
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vs[i].ColorA = 1
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for i := range g.vertices {
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g.vertices[i].SrcX = 1
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g.vertices[i].SrcY = 1
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g.vertices[i].ColorR = 0x33 / float32(0xff)
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g.vertices[i].ColorG = 0xcc / float32(0xff)
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g.vertices[i].ColorB = 0x66 / float32(0xff)
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g.vertices[i].ColorA = 1
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}
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op := &ebiten.DrawTrianglesOptions{}
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op.AntiAlias = aa
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op.FillRule = ebiten.FillRuleNonZero
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screen.DrawTriangles(vs, is, whiteSubImage, op)
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screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
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}
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func maxCounter(index int) int {
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return 128 + (17*index+32)%64
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}
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func drawWave(screen *ebiten.Image, counter int, aa bool, line bool) {
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func (g *Game) drawWave(screen *ebiten.Image, counter int, aa bool, line bool) {
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var path vector.Path
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const npoints = 8
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@ -278,37 +282,28 @@ func drawWave(screen *ebiten.Image, counter int, aa bool, line bool) {
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path.LineTo(screenWidth, screenHeight)
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path.LineTo(0, screenHeight)
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var vs []ebiten.Vertex
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var is []uint16
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if line {
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op := &vector.StrokeOptions{}
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op.Width = 5
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op.LineJoin = vector.LineJoinRound
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vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op)
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g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
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} else {
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vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
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g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
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}
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for i := range vs {
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vs[i].SrcX = 1
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vs[i].SrcY = 1
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vs[i].ColorR = 0x33 / float32(0xff)
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vs[i].ColorG = 0x66 / float32(0xff)
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vs[i].ColorB = 0xff / float32(0xff)
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vs[i].ColorA = 1
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for i := range g.vertices {
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g.vertices[i].SrcX = 1
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g.vertices[i].SrcY = 1
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g.vertices[i].ColorR = 0x33 / float32(0xff)
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g.vertices[i].ColorG = 0x66 / float32(0xff)
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g.vertices[i].ColorB = 0xff / float32(0xff)
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g.vertices[i].ColorA = 1
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}
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op := &ebiten.DrawTrianglesOptions{}
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op.AntiAlias = aa
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op.FillRule = ebiten.FillRuleNonZero
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screen.DrawTriangles(vs, is, whiteSubImage, op)
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}
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type Game struct {
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counter int
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aa bool
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line bool
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screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
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}
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func (g *Game) Update() error {
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@ -331,10 +326,10 @@ func (g *Game) Draw(screen *ebiten.Image) {
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dst := screen
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dst.Fill(color.RGBA{0xe0, 0xe0, 0xe0, 0xff})
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drawEbitenText(dst, 0, 50, g.aa, g.line)
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drawEbitenLogo(dst, 20, 150, g.aa, g.line)
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drawArc(dst, g.counter, g.aa, g.line)
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drawWave(dst, g.counter, g.aa, g.line)
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g.drawEbitenText(dst, 0, 50, g.aa, g.line)
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g.drawEbitenLogo(dst, 20, 150, g.aa, g.line)
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g.drawArc(dst, g.counter, g.aa, g.line)
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g.drawWave(dst, g.counter, g.aa, g.line)
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msg := fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f", ebiten.ActualTPS(), ebiten.ActualFPS())
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msg += "\nPress A to switch anti-alias."
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