// Copyright 2017 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. package graphics import ( "fmt" "sync" ) var ( theVerticesBackend = &verticesBackend{} ) type verticesBackend struct { backend []float32 head int m sync.Mutex } const ( IndicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles. VertexFloatNum = 12 ) func (v *verticesBackend) slice(n int) []float32 { const num = 1024 if n > num { panic(fmt.Sprintf("graphics: n must be <= num but not: n: %d, num: %d", n, num)) } v.m.Lock() need := n * VertexFloatNum if v.head+need > len(v.backend) { v.backend = nil v.head = 0 } if v.backend == nil { v.backend = make([]float32, VertexFloatNum*num) } s := v.backend[v.head : v.head+need] v.head += need v.m.Unlock() return s } func QuadVertices(width, height int, sx0, sy0, sx1, sy1 int, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32) []float32 { // width and height are the source image's size. // For performance reason, graphics.InternalImageSize is not applied to width/height here. if !isInternalImageSize(width) { panic(fmt.Sprintf("graphics: width must be an internal image size at QuadVertices: %d", width)) } if !isInternalImageSize(height) { panic(fmt.Sprintf("graphics: height must be an internal image size at QuadVertices: %d", height)) } if sx0 >= sx1 || sy0 >= sy1 { return nil } if sx1 <= 0 || sy1 <= 0 { return nil } wf := float32(width) hf := float32(height) u0, v0, u1, v1 := float32(sx0)/wf, float32(sy0)/hf, float32(sx1)/wf, float32(sy1)/hf return quadVerticesImpl(float32(sx1-sx0), float32(sy1-sy0), u0, v0, u1, v1, a, b, c, d, tx, ty, cr, cg, cb, ca) } func quadVerticesImpl(x, y, u0, v0, u1, v1, a, b, c, d, tx, ty, cr, cg, cb, ca float32) []float32 { // Specifying a range explicitly here is redundant but this helps optimization // to eliminate boundary checks. // // 4*VertexFloatNum is better than 48, but in GopherJS, optimization might not work. vs := theVerticesBackend.slice(4)[0:48] ax, by, cx, dy := a*x, b*y, c*x, d*y // Vertex coordinates vs[0] = tx vs[1] = ty // Texture coordinates: first 2 values indicates the actual coodinate, and // the second indicates diagonally opposite coodinates. // The second is needed to calculate source rectangle size in shader programs. vs[2] = u0 vs[3] = v0 vs[4] = u0 vs[5] = v0 vs[6] = u1 vs[7] = v1 vs[8] = cr vs[9] = cg vs[10] = cb vs[11] = ca // and the same for the other three coordinates vs[12] = ax + tx vs[13] = cx + ty vs[14] = u1 vs[15] = v0 vs[16] = u0 vs[17] = v0 vs[18] = u1 vs[19] = v1 vs[20] = cr vs[21] = cg vs[22] = cb vs[23] = ca vs[24] = by + tx vs[25] = dy + ty vs[26] = u0 vs[27] = v1 vs[28] = u0 vs[29] = v0 vs[30] = u1 vs[31] = v1 vs[32] = cr vs[33] = cg vs[34] = cb vs[35] = ca vs[36] = ax + by + tx vs[37] = cx + dy + ty vs[38] = u1 vs[39] = v1 vs[40] = u0 vs[41] = v0 vs[42] = u1 vs[43] = v1 vs[44] = cr vs[45] = cg vs[46] = cb vs[47] = ca return vs } var ( quadIndices = []uint16{0, 1, 2, 1, 2, 3} ) func QuadIndices() []uint16 { return quadIndices }