ebiten/internal/ui/image.go

135 lines
4.0 KiB
Go
Raw Permalink Normal View History

// Copyright 2022 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 ui
import (
"github.com/hajimehoshi/ebiten/v2/internal/affine"
"github.com/hajimehoshi/ebiten/v2/internal/atlas"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
)
2022-03-20 08:51:23 +01:00
// panicOnErrorOnReadingPixels indicates whether reading pixels panics on an error or not.
// This value is set only on testing.
2022-03-20 08:51:23 +01:00
var panicOnErrorOnReadingPixels bool
2022-03-20 08:51:23 +01:00
func SetPanicOnErrorOnReadingPixelsForTesting(value bool) {
panicOnErrorOnReadingPixels = value
}
type Image struct {
mipmap *mipmap.Mipmap
width int
height int
volatile bool
}
func NewImage(width, height int, imageType atlas.ImageType) *Image {
return &Image{
mipmap: mipmap.New(width, height, imageType),
width: width,
height: height,
volatile: imageType == atlas.ImageTypeVolatile,
}
}
func (i *Image) MarkDisposed() {
if i.mipmap == nil {
return
}
i.mipmap.MarkDisposed()
i.mipmap = nil
}
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, canSkipMipmap bool) {
var srcMipmaps [graphics.ShaderImageCount]*mipmap.Mipmap
for i, src := range srcs {
if src == nil {
continue
}
srcMipmaps[i] = src.mipmap
}
var s *mipmap.Shader
if shader != nil {
s = shader.shader
}
i.mipmap.DrawTriangles(srcMipmaps, vertices, indices, colorm, mode, filter, address, dstRegion, srcRegion, subimageOffsets, s, uniforms, evenOdd, canSkipMipmap)
}
func (i *Image) WritePixels(pix []byte, x, y, width, height int) {
i.mipmap.WritePixels(pix, x, y, width, height)
}
func (i *Image) ReadPixels(pixels []byte, x, y, width, height int) {
// Check the error existence and avoid unnecessary calls.
if theGlobalState.error() != nil {
return
}
if err := theUI.readPixels(i.mipmap, pixels, x, y, width, height); err != nil {
2022-03-20 08:51:23 +01:00
if panicOnErrorOnReadingPixels {
panic(err)
}
theGlobalState.setError(err)
}
}
func (i *Image) DumpScreenshot(name string, blackbg bool) error {
return theUI.dumpScreenshot(i.mipmap, name, blackbg)
}
func DumpImages(dir string) error {
return theUI.dumpImages(dir)
}
var (
emptyImage = NewImage(3, 3, atlas.ImageTypeRegular)
)
func init() {
pix := make([]byte, 4*emptyImage.width*emptyImage.height)
for i := range pix {
pix[i] = 0xff
}
// As emptyImage is used at Fill, use WritePixels instead.
emptyImage.WritePixels(pix, 0, 0, emptyImage.width, emptyImage.height)
}
func (i *Image) clear() {
i.Fill(0, 0, 0, 0, 0, 0, i.width, i.height)
}
func (i *Image) Fill(r, g, b, a float32, x, y, width, height int) {
dstRegion := graphicsdriver.Region{
X: float32(x),
Y: float32(y),
Width: float32(width),
Height: float32(height),
}
vs := graphics.QuadVertices(
1, 1, float32(emptyImage.width-1), float32(emptyImage.height-1),
float32(i.width), 0, 0, float32(i.height), 0, 0,
r, g, b, a)
is := graphics.QuadIndices()
srcs := [graphics.ShaderImageCount]*Image{emptyImage}
i.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, nil, nil, false, true)
}