examples/vector: reduce allocations

This commit is contained in:
Hajime Hoshi 2024-08-10 05:05:37 +09:00
parent 071024e89f
commit e8e458802d

View File

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