mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 15:07:26 +01:00
2cc809516f
Closes #2640
174 lines
5.0 KiB
Go
174 lines
5.0 KiB
Go
// 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 (
|
|
ShaderSrcImageCount = 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*ShaderSrcImageCount + // the source texture sizes array
|
|
2 + // the destination image region origin
|
|
2 + // the destination image region size
|
|
2*ShaderSrcImageCount + // the source image region origins array
|
|
2*ShaderSrcImageCount + // the source image region sizes array
|
|
16 // the projection matrix
|
|
)
|
|
|
|
const (
|
|
VertexFloatCount = 12
|
|
)
|
|
|
|
var (
|
|
quadIndices = []uint32{0, 1, 2, 1, 2, 3}
|
|
)
|
|
|
|
func QuadIndices() []uint32 {
|
|
return quadIndices
|
|
}
|
|
|
|
// QuadVerticesFromSrcAndMatrix sets a float32 slice for a quadrangle.
|
|
func QuadVerticesFromSrcAndMatrix(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.
|
|
|
|
// Remove the boundary check.
|
|
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[VertexFloatCount] = adjustDestinationPixel(ax + tx)
|
|
dst[VertexFloatCount+1] = adjustDestinationPixel(cx + ty)
|
|
dst[VertexFloatCount+2] = u1
|
|
dst[VertexFloatCount+3] = v0
|
|
dst[VertexFloatCount+4] = cr
|
|
dst[VertexFloatCount+5] = cg
|
|
dst[VertexFloatCount+6] = cb
|
|
dst[VertexFloatCount+7] = ca
|
|
|
|
dst[2*VertexFloatCount] = adjustDestinationPixel(by + tx)
|
|
dst[2*VertexFloatCount+1] = adjustDestinationPixel(dy + ty)
|
|
dst[2*VertexFloatCount+2] = u0
|
|
dst[2*VertexFloatCount+3] = v1
|
|
dst[2*VertexFloatCount+4] = cr
|
|
dst[2*VertexFloatCount+5] = cg
|
|
dst[2*VertexFloatCount+6] = cb
|
|
dst[2*VertexFloatCount+7] = ca
|
|
|
|
dst[3*VertexFloatCount] = adjustDestinationPixel(ax + by + tx)
|
|
dst[3*VertexFloatCount+1] = adjustDestinationPixel(cx + dy + ty)
|
|
dst[3*VertexFloatCount+2] = u1
|
|
dst[3*VertexFloatCount+3] = v1
|
|
dst[3*VertexFloatCount+4] = cr
|
|
dst[3*VertexFloatCount+5] = cg
|
|
dst[3*VertexFloatCount+6] = cb
|
|
dst[3*VertexFloatCount+7] = ca
|
|
}
|
|
|
|
// QuadVerticesFromDstAndSrc sets a float32 slice for a quadrangle.
|
|
func QuadVerticesFromDstAndSrc(dst []float32, dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1, cr, cg, cb, ca float32) {
|
|
dx0 = adjustDestinationPixel(dx0)
|
|
dy0 = adjustDestinationPixel(dy0)
|
|
dx1 = adjustDestinationPixel(dx1)
|
|
dy1 = adjustDestinationPixel(dy1)
|
|
|
|
// Remove the boundary check.
|
|
dst = dst[:4*VertexFloatCount]
|
|
|
|
dst[0] = dx0
|
|
dst[1] = dy0
|
|
dst[2] = sx0
|
|
dst[3] = sy0
|
|
dst[4] = cr
|
|
dst[5] = cg
|
|
dst[6] = cb
|
|
dst[7] = ca
|
|
|
|
dst[VertexFloatCount] = dx1
|
|
dst[VertexFloatCount+1] = dy0
|
|
dst[VertexFloatCount+2] = sx1
|
|
dst[VertexFloatCount+3] = sy0
|
|
dst[VertexFloatCount+4] = cr
|
|
dst[VertexFloatCount+5] = cg
|
|
dst[VertexFloatCount+6] = cb
|
|
dst[VertexFloatCount+7] = ca
|
|
|
|
dst[2*VertexFloatCount] = dx0
|
|
dst[2*VertexFloatCount+1] = dy1
|
|
dst[2*VertexFloatCount+2] = sx0
|
|
dst[2*VertexFloatCount+3] = sy1
|
|
dst[2*VertexFloatCount+4] = cr
|
|
dst[2*VertexFloatCount+5] = cg
|
|
dst[2*VertexFloatCount+6] = cb
|
|
dst[2*VertexFloatCount+7] = ca
|
|
|
|
dst[3*VertexFloatCount] = dx1
|
|
dst[3*VertexFloatCount+1] = dy1
|
|
dst[3*VertexFloatCount+2] = sx1
|
|
dst[3*VertexFloatCount+3] = sy1
|
|
dst[3*VertexFloatCount+4] = cr
|
|
dst[3*VertexFloatCount+5] = cg
|
|
dst[3*VertexFloatCount+6] = cb
|
|
dst[3*VertexFloatCount+7] = 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
|
|
}
|
|
}
|