graphics: Add uv (optimization)

This commit is contained in:
Hajime Hoshi 2016-03-18 02:41:00 +09:00
parent 15d0ec3775
commit ff2882799c

View File

@ -69,12 +69,17 @@ func (w *wholeImage) Src(i int) (x0, y0, x1, y1 int) {
return 0, 0, w.width, w.height
}
func u(x int, width int) int16 {
return int16(math.MaxInt16 * x / int(graphics.NextPowerOf2Int32(int32(width))))
type uv struct {
width2p int
height2p int
}
func v(y int, height int) int16 {
return int16(math.MaxInt16 * y / int(graphics.NextPowerOf2Int32(int32(height))))
func (c uv) u(x int) int16 {
return int16(math.MaxInt16 * x / c.width2p)
}
func (c uv) v(y int) int16 {
return int16(math.MaxInt16 * y / c.height2p)
}
type textureQuads struct {
@ -95,6 +100,10 @@ func (t *textureQuads) SetVertices(vertices []int16) int {
p := t.parts
w, h := t.width, t.height
n := 0
c := uv{
width2p: int(graphics.NextPowerOf2Int32(int32(w))),
height2p: int(graphics.NextPowerOf2Int32(int32(h))),
}
for i := 0; i < l; i++ {
dx0, dy0, dx1, dy1 := p.Dst(i)
if dx0 == dx1 || dy0 == dy1 {
@ -105,7 +114,7 @@ func (t *textureQuads) SetVertices(vertices []int16) int {
if sx0 == sx1 || sy0 == sy1 {
continue
}
u0, v0, u1, v1 := u(sx0, w), v(sy0, h), u(sx1, w), v(sy1, h)
u0, v0, u1, v1 := c.u(sx0), c.v(sy0), c.u(sx1), c.v(sy1)
vertices[16*n] = x0
vertices[16*n+1] = y0
vertices[16*n+2] = u0