graphics: Unify vertices*.go

This commit is contained in:
Hajime Hoshi 2017-05-21 23:49:56 +09:00
parent 4770abd2fe
commit f05bf143f7
3 changed files with 86 additions and 214 deletions

View File

@ -15,6 +15,7 @@
package ebiten
import (
"github.com/hajimehoshi/ebiten/internal/affine"
"github.com/hajimehoshi/ebiten/internal/graphics"
)
@ -25,3 +26,88 @@ import (
const texelAdjustment = 256
var quadFloat32Num = graphics.QuadVertexSizeInBytes() / 4
func vertices(parts ImageParts, width, height int, geo *affine.GeoM) []float32 {
// TODO: This function should be in graphics package?
l := parts.Len()
vs := make([]float32, l*quadFloat32Num)
g := geo.UnsafeElements()
g0 := float32(g[0])
g1 := float32(g[1])
g2 := float32(g[3])
g3 := float32(g[4])
g4 := float32(g[2])
g5 := float32(g[5])
w := 1
h := 1
for w < width {
w *= 2
}
for h < height {
h *= 2
}
wf := float32(w)
hf := float32(h)
n := 0
for i := 0; i < l; i++ {
dx0, dy0, dx1, dy1 := parts.Dst(i)
if dx0 == dx1 || dy0 == dy1 {
continue
}
x0, y0, x1, y1 := float32(dx0), float32(dy0), float32(dx1), float32(dy1)
sx0, sy0, sx1, sy1 := parts.Src(i)
if sx0 == sx1 || sy0 == sy1 {
continue
}
u0, v0, u1, v1 := float32(sx0)/wf, float32(sy0)/hf, float32(sx1)/wf, float32(sy1)/hf
// Adjust texels to fix a problem that outside texels are used (#317).
u1 -= 1.0 / wf / texelAdjustment
v1 -= 1.0 / hf / texelAdjustment
vs[n] = x0
vs[n+1] = y0
vs[n+2] = u0
vs[n+3] = v0
vs[n+4] = g0
vs[n+5] = g1
vs[n+6] = g2
vs[n+7] = g3
vs[n+8] = g4
vs[n+9] = g5
vs[n+10] = x1
vs[n+11] = y0
vs[n+12] = u1
vs[n+13] = v0
vs[n+14] = g0
vs[n+15] = g1
vs[n+16] = g2
vs[n+17] = g3
vs[n+18] = g4
vs[n+19] = g5
vs[n+20] = x0
vs[n+21] = y1
vs[n+22] = u0
vs[n+23] = v1
vs[n+24] = g0
vs[n+25] = g1
vs[n+26] = g2
vs[n+27] = g3
vs[n+28] = g4
vs[n+29] = g5
vs[n+30] = x1
vs[n+31] = y1
vs[n+32] = u1
vs[n+33] = v1
vs[n+34] = g0
vs[n+35] = g1
vs[n+36] = g2
vs[n+37] = g3
vs[n+38] = g4
vs[n+39] = g5
n += quadFloat32Num
}
return vs
}

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@ -1,107 +0,0 @@
// Copyright 2016 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// +build js
package ebiten
import (
"github.com/gopherjs/gopherjs/js"
"github.com/hajimehoshi/ebiten/internal/affine"
)
func vertices(parts ImageParts, width, height int, geo *affine.GeoM) []float32 {
// TODO: This function should be in graphics package?
l := parts.Len()
vs := js.Global.Get("Float32Array").New(l * quadFloat32Num)
g := geo.UnsafeElements()
g0 := g[0]
g1 := g[1]
g2 := g[3]
g3 := g[4]
g4 := g[2]
g5 := g[5]
w := 1
h := 1
for w < width {
w *= 2
}
for h < height {
h *= 2
}
wf := float64(w)
hf := float64(h)
n := 0
for i := 0; i < l; i++ {
dx0, dy0, dx1, dy1 := parts.Dst(i)
if dx0 == dx1 || dy0 == dy1 {
continue
}
sx0, sy0, sx1, sy1 := parts.Src(i)
if sx0 == sx1 || sy0 == sy1 {
continue
}
u0, v0, u1, v1 := float64(sx0)/wf, float64(sy0)/hf, float64(sx1)/wf, float64(sy1)/hf
// Adjust texels to fix a problem that outside texels are used (#317).
u1 -= 1.0 / wf / texelAdjustment
v1 -= 1.0 / hf / texelAdjustment
vs.SetIndex(n, dx0)
vs.SetIndex(n+1, dy0)
vs.SetIndex(n+2, u0)
vs.SetIndex(n+3, v0)
vs.SetIndex(n+4, g0)
vs.SetIndex(n+5, g1)
vs.SetIndex(n+6, g2)
vs.SetIndex(n+7, g3)
vs.SetIndex(n+8, g4)
vs.SetIndex(n+9, g5)
vs.SetIndex(n+10, dx1)
vs.SetIndex(n+11, dy0)
vs.SetIndex(n+12, u1)
vs.SetIndex(n+13, v0)
vs.SetIndex(n+14, g0)
vs.SetIndex(n+15, g1)
vs.SetIndex(n+16, g2)
vs.SetIndex(n+17, g3)
vs.SetIndex(n+18, g4)
vs.SetIndex(n+19, g5)
vs.SetIndex(n+20, dx0)
vs.SetIndex(n+21, dy1)
vs.SetIndex(n+22, u0)
vs.SetIndex(n+23, v1)
vs.SetIndex(n+24, g0)
vs.SetIndex(n+25, g1)
vs.SetIndex(n+26, g2)
vs.SetIndex(n+27, g3)
vs.SetIndex(n+28, g4)
vs.SetIndex(n+29, g5)
vs.SetIndex(n+30, dx1)
vs.SetIndex(n+31, dy1)
vs.SetIndex(n+32, u1)
vs.SetIndex(n+33, v1)
vs.SetIndex(n+34, g0)
vs.SetIndex(n+35, g1)
vs.SetIndex(n+36, g2)
vs.SetIndex(n+37, g3)
vs.SetIndex(n+38, g4)
vs.SetIndex(n+39, g5)
n += quadFloat32Num
}
return vs.Interface().([]float32)
}

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@ -1,107 +0,0 @@
// Copyright 2016 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// +build !js
package ebiten
import (
"github.com/hajimehoshi/ebiten/internal/affine"
)
func vertices(parts ImageParts, width, height int, geo *affine.GeoM) []float32 {
// TODO: This function should be in graphics package?
l := parts.Len()
vs := make([]float32, l*quadFloat32Num)
g := geo.UnsafeElements()
g0 := float32(g[0])
g1 := float32(g[1])
g2 := float32(g[3])
g3 := float32(g[4])
g4 := float32(g[2])
g5 := float32(g[5])
w := 1
h := 1
for w < width {
w *= 2
}
for h < height {
h *= 2
}
wf := float32(w)
hf := float32(h)
n := 0
for i := 0; i < l; i++ {
dx0, dy0, dx1, dy1 := parts.Dst(i)
// This is necessary to avoid wrong drawing. See #348.
if dx0 == dx1 || dy0 == dy1 {
continue
}
x0, y0, x1, y1 := float32(dx0), float32(dy0), float32(dx1), float32(dy1)
sx0, sy0, sx1, sy1 := parts.Src(i)
if sx0 == sx1 || sy0 == sy1 {
continue
}
u0, v0, u1, v1 := float32(sx0)/wf, float32(sy0)/hf, float32(sx1)/wf, float32(sy1)/hf
// Adjust texels to fix a problem that outside texels are used (#317).
u1 -= 1.0 / wf / texelAdjustment
v1 -= 1.0 / hf / texelAdjustment
vs[n] = x0
vs[n+1] = y0
vs[n+2] = u0
vs[n+3] = v0
vs[n+4] = g0
vs[n+5] = g1
vs[n+6] = g2
vs[n+7] = g3
vs[n+8] = g4
vs[n+9] = g5
vs[n+10] = x1
vs[n+11] = y0
vs[n+12] = u1
vs[n+13] = v0
vs[n+14] = g0
vs[n+15] = g1
vs[n+16] = g2
vs[n+17] = g3
vs[n+18] = g4
vs[n+19] = g5
vs[n+20] = x0
vs[n+21] = y1
vs[n+22] = u0
vs[n+23] = v1
vs[n+24] = g0
vs[n+25] = g1
vs[n+26] = g2
vs[n+27] = g3
vs[n+28] = g4
vs[n+29] = g5
vs[n+30] = x1
vs[n+31] = y1
vs[n+32] = u1
vs[n+33] = v1
vs[n+34] = g0
vs[n+35] = g1
vs[n+36] = g2
vs[n+37] = g3
vs[n+38] = g4
vs[n+39] = g5
n += quadFloat32Num
}
return vs
}