// 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 import ( "sync" ) const ( ShaderImageNum = 4 // PreservedUniformVariablesNum represents the number of preserved uniform variables. // Any shaders in Ebiten must have these uniform variables. PreservedUniformVariablesNum = 1 + // the destination texture size 1 + // the texture sizes array 1 + // the texture destination region's origin 1 + // the texture destination region's size 1 + // the offsets array of the second and the following images 1 + // the texture source region's origin 1 // the texture source region's size DestinationTextureSizeUniformVariableIndex = 0 TextureSizesUniformVariableIndex = 1 TextureDestinationRegionOriginUniformVariableIndex = 2 TextureDestinationRegionSizeUniformVariableIndex = 3 TextureSourceOffsetsUniformVariableIndex = 4 TextureSourceRegionOriginUniformVariableIndex = 5 TextureSourceRegionSizeUniformVariableIndex = 6 ) const ( IndicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles. VertexFloatNum = 8 ) var ( quadIndices = []uint16{0, 1, 2, 1, 2, 3} ) func QuadIndices() []uint16 { return quadIndices } var ( theVerticesBackend = &verticesBackend{} ) type verticesBackend struct { backend []float32 head int m sync.Mutex } func (v *verticesBackend) slice(n int) []float32 { v.m.Lock() defer v.m.Unlock() need := n * VertexFloatNum if v.head+need > len(v.backend) { v.backend = nil v.head = 0 } if v.backend == nil { l := 1024 if n > l { l = n } v.backend = make([]float32, VertexFloatNum*l) } s := v.backend[v.head : v.head+need] v.head += need return s } // Vertices returns a float32 slice for n vertices. // Vertices returns a slice that never overlaps with other slices returned this function, // and users can do optimization based on this fact. func Vertices(n int) []float32 { return theVerticesBackend.slice(n) } // QuadVertices returns a float32 slice for a quadrangle. // QuadVertices returns a slice that never overlaps with other slices returned this function, // and users can do optimization based on this fact. func QuadVertices(sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32) []float32 { x := sx1 - sx0 y := sy1 - sy0 ax, by, cx, dy := a*x, b*y, c*x, d*y u0, v0, u1, v1 := float32(sx0), float32(sy0), float32(sx1), float32(sy1) // Use the vertex backend instead of calling make to reduce GCs (#1521). vs := theVerticesBackend.slice(4) // This function is very performance-sensitive and implement in a very dumb way. _ = vs[:4*VertexFloatNum] vs[0] = tx vs[1] = ty vs[2] = u0 vs[3] = v0 vs[4] = cr vs[5] = cg vs[6] = cb vs[7] = ca vs[8] = ax + tx vs[9] = cx + ty vs[10] = u1 vs[11] = v0 vs[12] = cr vs[13] = cg vs[14] = cb vs[15] = ca vs[16] = by + tx vs[17] = dy + ty vs[18] = u0 vs[19] = v1 vs[20] = cr vs[21] = cg vs[22] = cb vs[23] = ca vs[24] = ax + by + tx vs[25] = cx + dy + ty vs[26] = u1 vs[27] = v1 vs[28] = cr vs[29] = cg vs[30] = cb vs[31] = ca return vs }