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c99fd1a742
Mipmap calculation must be executed after the main loop starts because the graphics driver's HasHighPrecisionFloat is needed. Then, operations on mipmap images must be called from images in buffered package. Updates #1044
127 lines
2.4 KiB
Go
127 lines
2.4 KiB
Go
// Copyright 2019 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package mipmap
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import (
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"sync"
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"github.com/hajimehoshi/ebiten/internal/graphics"
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)
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var (
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theVerticesBackend = &verticesBackend{
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backend: make([]float32, graphics.VertexFloatNum*1024),
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}
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)
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type verticesBackend struct {
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backend []float32
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head int
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m sync.Mutex
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}
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func (v *verticesBackend) slice(n int, last bool) []float32 {
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v.m.Lock()
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need := n * graphics.VertexFloatNum
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if l := len(v.backend); v.head+need > l {
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for v.head+need > l {
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l *= 2
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}
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v.backend = make([]float32, l)
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v.head = 0
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}
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s := v.backend[v.head : v.head+need]
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if last {
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// If last is true, the vertices backend is sent to GPU and it is fine to reuse the slice.
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v.head = 0
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} else {
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v.head += need
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}
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v.m.Unlock()
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return s
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}
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func vertexSlice(n int, last bool) []float32 {
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return theVerticesBackend.slice(n, last)
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}
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func quadVertices(sx0, sy0, sx1, sy1 int, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32, last bool) []float32 {
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x := float32(sx1 - sx0)
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y := float32(sy1 - sy0)
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ax, by, cx, dy := a*x, b*y, c*x, d*y
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u0, v0, u1, v1 := float32(sx0), float32(sy0), float32(sx1), float32(sy1)
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// This function is very performance-sensitive and implement in a very dumb way.
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vs := vertexSlice(4, last)
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_ = vs[:48]
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vs[0] = tx
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vs[1] = ty
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vs[2] = u0
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vs[3] = v0
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vs[4] = u0
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vs[5] = v0
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vs[6] = u1
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vs[7] = v1
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vs[8] = cr
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vs[9] = cg
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vs[10] = cb
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vs[11] = ca
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vs[12] = ax + tx
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vs[13] = cx + ty
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vs[14] = u1
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vs[15] = v0
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vs[16] = u0
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vs[17] = v0
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vs[18] = u1
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vs[19] = v1
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vs[20] = cr
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vs[21] = cg
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vs[22] = cb
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vs[23] = ca
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vs[24] = by + tx
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vs[25] = dy + ty
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vs[26] = u0
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vs[27] = v1
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vs[28] = u0
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vs[29] = v0
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vs[30] = u1
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vs[31] = v1
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vs[32] = cr
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vs[33] = cg
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vs[34] = cb
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vs[35] = ca
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vs[36] = ax + by + tx
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vs[37] = cx + dy + ty
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vs[38] = u1
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vs[39] = v1
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vs[40] = u0
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vs[41] = v0
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vs[42] = u1
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vs[43] = v1
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vs[44] = cr
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vs[45] = cg
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vs[46] = cb
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vs[47] = ca
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return vs
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}
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