// 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 } func isPowerOf2(x int) bool { return (x & (x - 1)) == 0 } func QuadVertices(width, height int, sx0, sy0, sx1, sy1 int, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32) []float32 { if !isPowerOf2(width) { panic("not reached") } if !isPowerOf2(height) { panic("not reached") } 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 boundry checks. vs := theVerticesBackend.sliceForOneQuad()[0:40] 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 vs[6] = cr vs[7] = cg vs[8] = cb vs[9] = ca // and the same for the other three coordinates vs[10] = ax + tx vs[11] = cx + ty vs[12] = u1 vs[13] = v0 vs[14] = u0 vs[15] = v1 vs[16] = cr vs[17] = cg vs[18] = cb vs[19] = ca vs[20] = by + tx vs[21] = dy + ty vs[22] = u0 vs[23] = v1 vs[24] = u1 vs[25] = v0 vs[26] = cr vs[27] = cg vs[28] = cb vs[29] = ca vs[30] = ax + by + tx vs[31] = cx + dy + ty vs[32] = u1 vs[33] = v1 vs[34] = u0 vs[35] = v0 vs[36] = cr vs[37] = cg vs[38] = cb vs[39] = ca return vs } var ( quadIndices = []uint16{0, 1, 2, 1, 2, 3} ) func QuadIndices() []uint16 { return quadIndices } func Vertex(width, height int, dx, dy, sx, sy float32, cr, cg, cb, ca float32) []float32 { if !isPowerOf2(width) { panic("not reached") } if !isPowerOf2(height) { panic("not reached") } wf := float32(width) hf := float32(height) // Specifying a range explicitly here is redundant but this helps optimization // to eliminate boundry checks. vs := theVerticesBackend.sliceForOneQuad()[0:10] vs[0] = dx vs[1] = dy vs[2] = sx / wf vs[3] = sy / hf vs[4] = -1 vs[5] = -1 vs[6] = cr vs[7] = cg vs[8] = cb vs[9] = ca return vs }