// 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 graphicsutil import ( "github.com/hajimehoshi/ebiten/internal/graphics" "github.com/hajimehoshi/ebiten/internal/opengl" ) var ( theVerticesBackend = &verticesBackend{} ) type verticesBackend struct { backend []float32 head int } func (v *verticesBackend) sliceForOneQuad() []float32 { const num = 256 size := 4 * graphics.VertexSizeInBytes() / opengl.Float.SizeInBytes() if v.backend == nil { v.backend = make([]float32, size*num) } s := v.backend[v.head : v.head+size] v.head += size if v.head+size > len(v.backend) { v.backend = nil v.head = 0 } return s } type GeoM interface { Elements() (a, b, c, d, tx, ty float32) } func QuadVertices(width, height int, sx0, sy0, sx1, sy1 int, geom GeoM) []float32 { if sx0 >= sx1 || sy0 >= sy1 { return nil } if sx1 <= 0 || sy1 <= 0 { return nil } // it really feels like we should be able to cache this computation // but it may not matter. w := 1 h := 1 for w < width { w *= 2 } for h < height { h *= 2 } wf := float32(w) hf := float32(h) 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, geom) } func quadVerticesImpl(x, y, u0, v0, u1, v1 float32, geom GeoM) []float32 { vs := theVerticesBackend.sliceForOneQuad() a, b, c, d, tx, ty := geom.Elements() 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] = u1 vs[5] = v1 // and the same for the other three coordinates vs[6] = ax + tx vs[7] = cx + ty vs[8] = u1 vs[9] = v0 vs[10] = u0 vs[11] = v1 vs[12] = by + tx vs[13] = dy + ty vs[14] = u0 vs[15] = v1 vs[16] = u1 vs[17] = v0 vs[18] = ax + by + tx vs[19] = cx + dy + ty vs[20] = u1 vs[21] = v1 vs[22] = u0 vs[23] = v0 return vs }