Merge pull request #36 from seebs/master
revised performance tuning pull request
This commit is contained in:
commit
5f2ced88ee
2
data.go
2
data.go
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@ -45,7 +45,7 @@ func (td *TrianglesData) SetLen(len int) {
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Color RGBA
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Picture Vec
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Intensity float64
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}{ZV, Alpha(1), ZV, 0})
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}{Color: RGBA{1, 1, 1, 1}})
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}
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}
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if len < td.Len() {
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75
geometry.go
75
geometry.go
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@ -3,8 +3,6 @@ package pixel
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import (
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"fmt"
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"math"
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"github.com/go-gl/mathgl/mgl64"
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)
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// Vec is a 2D vector type with X and Y coordinates.
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@ -251,7 +249,7 @@ func (r Rect) Union(s Rect) Rect {
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)
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}
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// Matrix is a 3x3 transformation matrix that can be used for all kinds of spacial transforms, such
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// Matrix is a 3x2 affine matrix that can be used for all kinds of spatial transforms, such
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// as movement, scaling and rotations.
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//
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// Matrix has a handful of useful methods, each of which adds a transformation to the matrix. For
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@ -261,38 +259,41 @@ func (r Rect) Union(s Rect) Rect {
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//
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// This code creates a Matrix that first moves everything by 100 units horizontally and 200 units
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// vertically and then rotates everything by 90 degrees around the origin.
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type Matrix [9]float64
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//
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// Layout is:
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// [0] [2] [4]
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// [1] [3] [5]
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// 0 0 1 [implicit row]
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type Matrix [6]float64
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// IM stands for identity matrix. Does nothing, no transformation.
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var IM = Matrix(mgl64.Ident3())
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var IM = Matrix{1, 0, 0, 1, 0, 0}
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// String returns a string representation of the Matrix.
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//
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// m := pixel.IM
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// fmt.Println(m) // Matrix(1 0 0 | 0 1 0 | 0 0 1)
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// fmt.Println(m) // Matrix(1 0 0 | 0 1 0)
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func (m Matrix) String() string {
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return fmt.Sprintf(
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"Matrix(%v %v %v | %v %v %v | %v %v %v)",
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m[0], m[3], m[6],
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m[1], m[4], m[7],
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m[2], m[5], m[8],
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"Matrix(%v %v %v | %v %v %v)",
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m[0], m[2], m[4],
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m[1], m[3], m[5],
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)
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}
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// Moved moves everything by the delta vector.
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func (m Matrix) Moved(delta Vec) Matrix {
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m3 := mgl64.Mat3(m)
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m3 = mgl64.Translate2D(delta.XY()).Mul3(m3)
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return Matrix(m3)
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m[4], m[5] = m[4]+delta.X, m[5]+delta.Y
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return m
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}
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// ScaledXY scales everything around a given point by the scale factor in each axis respectively.
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func (m Matrix) ScaledXY(around Vec, scale Vec) Matrix {
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m3 := mgl64.Mat3(m)
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m3 = mgl64.Translate2D(around.Scaled(-1).XY()).Mul3(m3)
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m3 = mgl64.Scale2D(scale.XY()).Mul3(m3)
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m3 = mgl64.Translate2D(around.XY()).Mul3(m3)
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return Matrix(m3)
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m[4], m[5] = m[4]-around.X, m[5]-around.Y
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m[0], m[2], m[4] = m[0]*scale.X, m[2]*scale.X, m[4]*scale.X
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m[1], m[3], m[5] = m[1]*scale.Y, m[3]*scale.Y, m[5]*scale.Y
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m[4], m[5] = m[4]+around.X, m[5]+around.Y
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return m
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}
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// Scaled scales everything around a given point by the scale factor.
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@ -302,36 +303,44 @@ func (m Matrix) Scaled(around Vec, scale float64) Matrix {
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// Rotated rotates everything around a given point by the given angle in radians.
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func (m Matrix) Rotated(around Vec, angle float64) Matrix {
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m3 := mgl64.Mat3(m)
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m3 = mgl64.Translate2D(around.Scaled(-1).XY()).Mul3(m3)
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m3 = mgl64.Rotate3DZ(angle).Mul3(m3)
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m3 = mgl64.Translate2D(around.XY()).Mul3(m3)
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return Matrix(m3)
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sint, cost := math.Sincos(angle)
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m[4], m[5] = m[4]-around.X, m[5]-around.Y
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m = m.Chained(Matrix{cost, sint, -sint, cost, 0, 0})
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m[4], m[5] = m[4]+around.X, m[5]+around.Y
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return m
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}
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// Chained adds another Matrix to this one. All tranformations by the next Matrix will be applied
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// after the transformations of this Matrix.
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func (m Matrix) Chained(next Matrix) Matrix {
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m3 := mgl64.Mat3(m)
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m3 = mgl64.Mat3(next).Mul3(m3)
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return Matrix(m3)
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return Matrix{
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m[0]*next[0] + m[2]*next[1],
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m[1]*next[0] + m[3]*next[1],
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m[0]*next[2] + m[2]*next[3],
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m[1]*next[2] + m[3]*next[3],
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m[0]*next[4] + m[2]*next[5] + m[4],
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m[1]*next[4] + m[3]*next[5] + m[5],
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}
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}
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// Project applies all transformations added to the Matrix to a vector u and returns the result.
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//
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// Time complexity is O(1).
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func (m Matrix) Project(u Vec) Vec {
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m3 := mgl64.Mat3(m)
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proj := m3.Mul3x1(mgl64.Vec3{u.X, u.Y, 1})
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return V(proj.X(), proj.Y())
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return Vec{X: m[0]*u.X + m[2]*u.Y + m[4], Y: m[1]*u.X + m[3]*u.Y + m[5]}
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}
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// Unproject does the inverse operation to Project.
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//
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// It turns out that multiplying a vector by the inverse matrix of m
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// can be nearly-accomplished by subtracting the translate part of the
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// matrix and multplying by the inverse of the top-left 2x2 matrix,
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// and the inverse of a 2x2 matrix is simple enough to just be
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// inlined in the computation.
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//
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// Time complexity is O(1).
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func (m Matrix) Unproject(u Vec) Vec {
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m3 := mgl64.Mat3(m)
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inv := m3.Inv()
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unproj := inv.Mul3x1(mgl64.Vec3{u.X, u.Y, 1})
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return V(unproj.X(), unproj.Y())
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d := (m[0] * m[3]) - (m[1] * m[2])
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u.X, u.Y = (u.X-m[4])/d, (u.Y-m[5])/d
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return Vec{u.X*m[3] - u.Y*m[1], u.Y*m[0] - u.X*m[2]}
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}
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@ -52,6 +52,7 @@ type IMDraw struct {
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EndShape EndShape
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points []point
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pool [][]point
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matrix pixel.Matrix
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mask pixel.RGBA
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@ -109,7 +110,7 @@ func (imd *IMDraw) Clear() {
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//
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// This does not affect matrix and color mask set by SetMatrix and SetColorMask.
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func (imd *IMDraw) Reset() {
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imd.points = nil
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imd.points = imd.points[:0]
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imd.Color = pixel.Alpha(1)
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imd.Picture = pixel.ZV
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imd.Intensity = 0
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@ -256,10 +257,22 @@ func (imd *IMDraw) EllipseArc(radius pixel.Vec, low, high, thickness float64) {
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func (imd *IMDraw) getAndClearPoints() []point {
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points := imd.points
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// use one of the existing pools so we don't reallocate as often
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if len(imd.pool) > 0 {
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pos := len(imd.pool) - 1
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imd.points = imd.pool[pos]
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imd.pool = imd.pool[0:pos]
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} else {
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imd.points = nil
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}
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return points
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}
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func (imd *IMDraw) restorePoints(points []point) {
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imd.pool = append(imd.pool, imd.points)
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imd.points = points[:0]
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}
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func (imd *IMDraw) applyMatrixAndMask(off int) {
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for i := range (*imd.tri)[off:] {
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(*imd.tri)[off+i].Position = imd.matrix.Project((*imd.tri)[off+i].Position)
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@ -271,6 +284,7 @@ func (imd *IMDraw) fillRectangle() {
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points := imd.getAndClearPoints()
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if len(points) < 2 {
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imd.restorePoints(points)
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return
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}
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@ -302,12 +316,14 @@ func (imd *IMDraw) fillRectangle() {
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imd.applyMatrixAndMask(off)
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imd.batch.Dirty()
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imd.restorePoints(points)
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}
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func (imd *IMDraw) outlineRectangle(thickness float64) {
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points := imd.getAndClearPoints()
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if len(points) < 2 {
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imd.restorePoints(points)
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return
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}
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@ -323,12 +339,14 @@ func (imd *IMDraw) outlineRectangle(thickness float64) {
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imd.pushPt(pixel.V(b.pos.X, a.pos.Y), mid)
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imd.polyline(thickness, true)
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}
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imd.restorePoints(points)
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}
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func (imd *IMDraw) fillPolygon() {
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points := imd.getAndClearPoints()
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if len(points) < 3 {
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imd.restorePoints(points)
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return
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}
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@ -336,16 +354,18 @@ func (imd *IMDraw) fillPolygon() {
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imd.tri.SetLen(imd.tri.Len() + 3*(len(points)-2))
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for i, j := 1, off; i+1 < len(points); i, j = i+1, j+3 {
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for k, p := range []point{points[0], points[i], points[i+1]} {
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(*imd.tri)[j+k].Position = p.pos
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(*imd.tri)[j+k].Color = p.col
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(*imd.tri)[j+k].Picture = p.pic
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(*imd.tri)[j+k].Intensity = p.in
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for k, p := range []int{0, i, i + 1} {
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tri := &(*imd.tri)[j+k]
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tri.Position = points[p].pos
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tri.Color = points[p].col
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tri.Picture = points[p].pic
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tri.Intensity = points[p].in
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}
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}
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imd.applyMatrixAndMask(off)
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imd.batch.Dirty()
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imd.restorePoints(points)
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}
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func (imd *IMDraw) fillEllipseArc(radius pixel.Vec, low, high float64) {
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@ -387,6 +407,7 @@ func (imd *IMDraw) fillEllipseArc(radius pixel.Vec, low, high float64) {
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imd.applyMatrixAndMask(off)
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imd.batch.Dirty()
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}
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imd.restorePoints(points)
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}
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func (imd *IMDraw) outlineEllipseArc(radius pixel.Vec, low, high, thickness float64, doEndShape bool) {
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@ -485,12 +506,14 @@ func (imd *IMDraw) outlineEllipseArc(radius pixel.Vec, low, high, thickness floa
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}
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}
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}
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imd.restorePoints(points)
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}
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func (imd *IMDraw) polyline(thickness float64, closed bool) {
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points := imd.getAndClearPoints()
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if len(points) == 0 {
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imd.restorePoints(points)
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return
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}
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if len(points) == 1 {
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@ -521,6 +544,8 @@ func (imd *IMDraw) polyline(thickness float64, closed bool) {
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imd.pushPt(points[j].pos.Sub(normal), points[j])
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// middle points
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// compute "previous" normal:
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ijNormal := points[1].pos.Sub(points[0].pos).Rotated(math.Pi / 2).Unit().Scaled(thickness / 2)
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for i := 0; i < len(points); i++ {
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j, k := i+1, i+2
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@ -536,7 +561,6 @@ func (imd *IMDraw) polyline(thickness float64, closed bool) {
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k %= len(points)
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}
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ijNormal := points[j].pos.Sub(points[i].pos).Rotated(math.Pi / 2).Unit().Scaled(thickness / 2)
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jkNormal := points[k].pos.Sub(points[j].pos).Rotated(math.Pi / 2).Unit().Scaled(thickness / 2)
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orientation := 1.0
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@ -567,6 +591,8 @@ func (imd *IMDraw) polyline(thickness float64, closed bool) {
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imd.pushPt(points[j].pos.Add(jkNormal), points[j])
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imd.pushPt(points[j].pos.Sub(jkNormal), points[j])
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}
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// "next" normal becomes previous normal
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ijNormal = jkNormal
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}
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// last point
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@ -591,4 +617,5 @@ func (imd *IMDraw) polyline(thickness float64, closed bool) {
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imd.fillEllipseArc(pixel.V(thickness/2, thickness/2), normal.Angle(), normal.Angle()-math.Pi)
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}
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}
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imd.restorePoints(points)
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}
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@ -90,9 +90,16 @@ func (c *Canvas) MakePicture(p pixel.Picture) pixel.TargetPicture {
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}
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// SetMatrix sets a Matrix that every point will be projected by.
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// pixel.Matrix is 3x2 with an implicit 0, 0, 1 row after it. So
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// [0] [2] [4] [0] [3] [6]
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// [1] [3] [5] => [1] [4] [7]
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// 0 0 1 0 0 1
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// since all matrix ops are affine, the last row never changes,
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// and we don't need to copy it
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//
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func (c *Canvas) SetMatrix(m pixel.Matrix) {
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for i := range m {
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c.mat[i] = float32(m[i])
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for i, j := range [6]int{ 0, 1, 3, 4, 6, 7} {
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c.mat[j] = float32(m[i])
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}
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}
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@ -103,15 +103,17 @@ func (gt *GLTriangles) updateData(t pixel.Triangles) {
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tx, ty = (*t)[i].Picture.XY()
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in = (*t)[i].Intensity
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)
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gt.data[i*gt.vs.Stride()+0] = float32(px)
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gt.data[i*gt.vs.Stride()+1] = float32(py)
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gt.data[i*gt.vs.Stride()+2] = float32(col.R)
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gt.data[i*gt.vs.Stride()+3] = float32(col.G)
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gt.data[i*gt.vs.Stride()+4] = float32(col.B)
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gt.data[i*gt.vs.Stride()+5] = float32(col.A)
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gt.data[i*gt.vs.Stride()+6] = float32(tx)
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gt.data[i*gt.vs.Stride()+7] = float32(ty)
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gt.data[i*gt.vs.Stride()+8] = float32(in)
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s := gt.vs.Stride()
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d := gt.data[i*s : i*s+9]
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d[0] = float32(px)
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d[1] = float32(py)
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d[2] = float32(col.R)
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d[3] = float32(col.G)
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d[4] = float32(col.B)
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d[5] = float32(col.A)
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d[6] = float32(tx)
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d[7] = float32(ty)
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d[8] = float32(in)
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}
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return
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}
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