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https://github.com/hajimehoshi/ebiten.git
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0b7ba8e573
Handling GeoM projection on CPU may seem like a weird choice, given how fast GPU is, but it pays off: * You only have to do a very small subset of the actual matrix multiply. * You don't have to construct a matrix in the vertex shader. * Six fewer float32 values per vertex. * You do still have to do the matrix computation for each vertex, though. Signed-off-by: Seebs <seebs@seebs.net>
130 lines
2.7 KiB
Go
130 lines
2.7 KiB
Go
// Copyright 2017 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 ebiten
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import (
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"github.com/hajimehoshi/ebiten/internal/affine"
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"github.com/hajimehoshi/ebiten/internal/restorable"
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)
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var (
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quadFloat32Num = restorable.QuadVertexSizeInBytes() / 4
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theVerticesBackend = &verticesBackend{}
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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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}
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func (v *verticesBackend) get() []float32 {
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const num = 256
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if v.backend == nil {
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v.backend = make([]float32, quadFloat32Num*num)
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}
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s := v.backend[v.head : v.head+quadFloat32Num]
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v.head += quadFloat32Num
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if v.head+quadFloat32Num > len(v.backend) {
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v.backend = nil
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v.head = 0
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}
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return s
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}
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func vertices(sx0, sy0, sx1, sy1 int, width, height int, geo *affine.GeoM) []float32 {
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if sx0 >= sx1 || sy0 >= sy1 {
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return nil
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}
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if sx1 <= 0 || sy1 <= 0 {
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return nil
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}
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// TODO: This function should be in graphics package?
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vs := theVerticesBackend.get()
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if sx0 < 0 || sy0 < 0 {
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dx := 0.0
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dy := 0.0
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if sx0 < 0 {
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dx = -float64(sx0)
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sx0 = 0
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}
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if sy0 < 0 {
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dy = -float64(sy0)
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sy0 = 0
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}
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g := affine.GeoM{}
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g.Translate(dx, dy)
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g.Concat(geo)
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geo = &g
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}
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x0, y0 := float64(0), float64(0)
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x1, y1 := float64(sx1 - sx0), float64(sy1 - sy0)
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// it really feels like we should be able to cache this computation
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// but it may not matter.
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w := 1
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h := 1
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for w < width {
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w *= 2
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}
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for h < height {
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h *= 2
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}
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wf := float32(w)
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hf := float32(h)
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u0, v0, u1, v1 := float32(sx0)/wf, float32(sy0)/hf, float32(sx1)/wf, float32(sy1)/hf
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x, y := geo.Apply32(x0, y0)
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// Vertex coordinates
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vs[0] = x
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vs[1] = y
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// Texture coordinates: first 2 values indicates the actual coodinate, and
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// the second indicates diagonally opposite coodinates.
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// The second is needed to calculate source rectangle size in shader programs.
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vs[2] = u0
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vs[3] = v0
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vs[4] = u1
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vs[5] = v1
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// and the same for the other three coordinates
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x, y = geo.Apply32(x1, y0)
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vs[6] = x
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vs[7] = y
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vs[8] = u1
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vs[9] = v0
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vs[10] = u0
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vs[11] = v1
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x, y = geo.Apply32(x0, y1)
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vs[12] = x
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vs[13] = y
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vs[14] = u0
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vs[15] = v1
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vs[16] = u1
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vs[17] = v0
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x, y = geo.Apply32(x1, y1)
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vs[18] = x
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vs[19] = y
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vs[20] = u1
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vs[21] = v1
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vs[22] = u0
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vs[23] = v0
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return vs
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}
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