// Copyright 2019 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 const ( ShaderImageCount = 4 // PreservedUniformVariablesCount represents the number of preserved uniform variables. // Any shaders in Ebitengine must have these uniform variables. PreservedUniformVariablesCount = 1 + // the destination texture size 1 + // the source texture sizes array 1 + // the destination image region origin 1 + // the destination image region size 1 + // the source image region origins 1 + // the source image region sizes array 1 // the projection matrix ProjectionMatrixUniformVariableIndex = 6 PreservedUniformUint32Count = 2 + // the destination texture size 2*ShaderImageCount + // the source texture sizes array 2 + // the destination image region origin 2 + // the destination image region size 2*ShaderImageCount + // the source image region origins array 2*ShaderImageCount + // the source image region sizes array 16 // the projection matrix ) const ( VertexFloatCount = 8 ) var ( quadIndices = []uint32{0, 1, 2, 1, 2, 3} ) func QuadIndices() []uint32 { return quadIndices } // QuadVertices sets a float32 slice for a quadrangle. // QuadVertices sets a slice that never overlaps with other slices returned this function, // and users can do optimization based on this fact. func QuadVertices(dst []float32, sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32) { x := sx1 - sx0 y := sy1 - sy0 ax, by, cx, dy := a*x, b*y, c*x, d*y u0, v0, u1, v1 := sx0, sy0, sx1, sy1 // This function is very performance-sensitive and implement in a very dumb way. dst = dst[:4*VertexFloatCount] dst[0] = adjustDestinationPixel(tx) dst[1] = adjustDestinationPixel(ty) dst[2] = u0 dst[3] = v0 dst[4] = cr dst[5] = cg dst[6] = cb dst[7] = ca dst[8] = adjustDestinationPixel(ax + tx) dst[9] = adjustDestinationPixel(cx + ty) dst[10] = u1 dst[11] = v0 dst[12] = cr dst[13] = cg dst[14] = cb dst[15] = ca dst[16] = adjustDestinationPixel(by + tx) dst[17] = adjustDestinationPixel(dy + ty) dst[18] = u0 dst[19] = v1 dst[20] = cr dst[21] = cg dst[22] = cb dst[23] = ca dst[24] = adjustDestinationPixel(ax + by + tx) dst[25] = adjustDestinationPixel(cx + dy + ty) dst[26] = u1 dst[27] = v1 dst[28] = cr dst[29] = cg dst[30] = cb dst[31] = ca } func adjustDestinationPixel(x float32) float32 { // Avoid the center of the pixel, which is problematic (#929, #1171). // Instead, align the vertices with about 1/3 pixels. // // The intention here is roughly this code: // // float32(math.Floor((float64(x)+1.0/6.0)*3) / 3) // // The actual implementation is more optimized than the above implementation. ix := float32(int(x)) if x < 0 && x != ix { ix -= 1 } frac := x - ix switch { case frac < 3.0/16.0: return ix case frac < 8.0/16.0: return ix + 5.0/16.0 case frac < 13.0/16.0: return ix + 11.0/16.0 default: return ix + 16.0/16.0 } }