// Copyright 2015 Hajime Hoshi // // 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 ebiten import ( "image" "math" "github.com/hajimehoshi/ebiten/internal/endian" "github.com/hajimehoshi/ebiten/internal/graphics" ) // An ImagePart is deprecated (as of 1.1.0-alpha): Use ImageParts instead. type ImagePart struct { Dst image.Rectangle Src image.Rectangle } // An ImageParts represents the parts of the destination image and the parts of the source image. type ImageParts interface { Len() int Dst(i int) (x0, y0, x1, y1 int) Src(i int) (x0, y0, x1, y1 int) } // NOTE: Remove this in the future. type imageParts []ImagePart func (p imageParts) Len() int { return len(p) } func (p imageParts) Dst(i int) (x0, y0, x1, y1 int) { dst := &p[i].Dst return dst.Min.X, dst.Min.Y, dst.Max.X, dst.Max.Y } func (p imageParts) Src(i int) (x0, y0, x1, y1 int) { src := &p[i].Src return src.Min.X, src.Min.Y, src.Max.X, src.Max.Y } type wholeImage struct { width int height int } func (w *wholeImage) Len() int { return 1 } func (w *wholeImage) Dst(i int) (x0, y0, x1, y1 int) { return 0, 0, w.width, w.height } func (w *wholeImage) Src(i int) (x0, y0, x1, y1 int) { return 0, 0, w.width, w.height } func u(x, width2p int) int16 { return int16(math.MaxInt16 * x / width2p) } func v(y, height2p int) int16 { return int16(math.MaxInt16 * y / height2p) } type textureQuads struct { parts ImageParts width int height int } func (t *textureQuads) vertices() []uint8 { const size = graphics.QuadVertexNum l := t.parts.Len() vertices := make([]uint8, l*size) p := t.parts w, h := t.width, t.height width2p := int(graphics.NextPowerOf2Int32(int32(w))) height2p := int(graphics.NextPowerOf2Int32(int32(h))) n := 0 for i := 0; i < l; i++ { dx0, dy0, dx1, dy1 := p.Dst(i) if dx0 == dx1 || dy0 == dy1 { continue } x0, y0, x1, y1 := int16(dx0), int16(dy0), int16(dx1), int16(dy1) sx0, sy0, sx1, sy1 := p.Src(i) if sx0 == sx1 || sy0 == sy1 { continue } u0, v0, u1, v1 := u(sx0, width2p), v(sy0, height2p), u(sx1, width2p), v(sy1, height2p) // Use direct assign here. `append` function might be slow on browsers. if endian.IsLittle() { vertices[size*n] = uint8(x0) vertices[size*n+1] = uint8(x0 >> 8) vertices[size*n+2] = uint8(y0) vertices[size*n+3] = uint8(y0 >> 8) vertices[size*n+4] = uint8(u0) vertices[size*n+5] = uint8(u0 >> 8) vertices[size*n+6] = uint8(v0) vertices[size*n+7] = uint8(v0 >> 8) vertices[size*n+8] = uint8(x1) vertices[size*n+9] = uint8(x1 >> 8) vertices[size*n+10] = uint8(y0) vertices[size*n+11] = uint8(y0 >> 8) vertices[size*n+12] = uint8(u1) vertices[size*n+13] = uint8(u1 >> 8) vertices[size*n+14] = uint8(v0) vertices[size*n+15] = uint8(v0 >> 8) vertices[size*n+16] = uint8(x0) vertices[size*n+17] = uint8(x0 >> 8) vertices[size*n+18] = uint8(y1) vertices[size*n+19] = uint8(y1 >> 8) vertices[size*n+20] = uint8(u0) vertices[size*n+21] = uint8(u0 >> 8) vertices[size*n+22] = uint8(v1) vertices[size*n+23] = uint8(v1 >> 8) vertices[size*n+24] = uint8(x1) vertices[size*n+25] = uint8(x1 >> 8) vertices[size*n+26] = uint8(y1) vertices[size*n+27] = uint8(y1 >> 8) vertices[size*n+28] = uint8(u1) vertices[size*n+29] = uint8(u1 >> 8) vertices[size*n+30] = uint8(v1) vertices[size*n+31] = uint8(v1 >> 8) } else { vertices[size*n] = uint8(x0 >> 8) vertices[size*n+1] = uint8(x0) vertices[size*n+2] = uint8(y0 >> 8) vertices[size*n+3] = uint8(y0) vertices[size*n+4] = uint8(u0 >> 8) vertices[size*n+5] = uint8(u0) vertices[size*n+6] = uint8(v0 >> 8) vertices[size*n+7] = uint8(v0) vertices[size*n+8] = uint8(x1 >> 8) vertices[size*n+9] = uint8(x1) vertices[size*n+10] = uint8(y0 >> 8) vertices[size*n+11] = uint8(y0) vertices[size*n+12] = uint8(u1 >> 8) vertices[size*n+13] = uint8(u1) vertices[size*n+14] = uint8(v0 >> 8) vertices[size*n+15] = uint8(v0) vertices[size*n+16] = uint8(x0 >> 8) vertices[size*n+17] = uint8(x0) vertices[size*n+18] = uint8(y1 >> 8) vertices[size*n+19] = uint8(y1) vertices[size*n+20] = uint8(u0 >> 8) vertices[size*n+21] = uint8(u0) vertices[size*n+22] = uint8(v1 >> 8) vertices[size*n+23] = uint8(v1) vertices[size*n+24] = uint8(x1 >> 8) vertices[size*n+25] = uint8(x1) vertices[size*n+26] = uint8(y1 >> 8) vertices[size*n+27] = uint8(y1) vertices[size*n+28] = uint8(u1 >> 8) vertices[size*n+29] = uint8(u1) vertices[size*n+30] = uint8(v1 >> 8) vertices[size*n+31] = uint8(v1) } n++ } return vertices[:n*size] }