internal/ui: refactoring: move the screen rendering logic to ebiten package

Updates #2046
This commit is contained in:
Hajime Hoshi 2022-10-13 23:13:25 +09:00
parent 08e6f5af86
commit 4bd3a9ef8f
3 changed files with 108 additions and 118 deletions

View File

@ -15,21 +15,84 @@
package ebiten
import (
"fmt"
"image"
"math"
"sync/atomic"
"github.com/hajimehoshi/ebiten/v2/internal/atlas"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
)
const screenShaderSrc = `package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
// TODO: Calculate the scale in the shader after pixels become the main unit in shaders (#1431)
_, dr := imageDstRegionOnTexture()
_, sr := imageSrcRegionOnTexture()
scale := (imageDstTextureSize() * dr) / (imageSrcTextureSize() * sr)
sourceSize := imageSrcTextureSize()
// texelSize is one pixel size in texel sizes.
texelSize := 1 / sourceSize
halfScaledTexelSize := texelSize / 2 / scale
// Shift 1/512 [texel] to avoid the tie-breaking issue.
pos := texCoord
p0 := pos - halfScaledTexelSize + (texelSize / 512)
p1 := pos + halfScaledTexelSize + (texelSize / 512)
// Texels must be in the source rect, so it is not necessary to check.
c0 := imageSrc0UnsafeAt(p0)
c1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))
c2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))
c3 := imageSrc0UnsafeAt(p1)
// p is the p1 value in one pixel assuming that the pixel's upper-left is (0, 0) and the lower-right is (1, 1).
p := fract(p1 * sourceSize)
// rate indicates how much the 4 colors are mixed. rate is in between [0, 1].
//
// 0 <= p <= 1/Scale: The rate is in between [0, 1]
// 1/Scale < p: Don't care. Adjacent colors (e.g. c0 vs c1 in an X direction) should be the same.
rate := clamp(p*scale, 0, 1)
return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
}
`
var screenFilterEnabled = int32(1)
func isScreenFilterEnabled() bool {
return atomic.LoadInt32(&screenFilterEnabled) != 0
}
func setScreenFilterEnabled(enabled bool) {
v := int32(0)
if enabled {
v = 1
}
atomic.StoreInt32(&screenFilterEnabled, v)
}
type gameForUI struct {
game Game
offscreen *Image
game Game
offscreen *Image
screen *Image
screenShader *Shader
}
func newGameForUI(game Game) *gameForUI {
return &gameForUI{
g := &gameForUI{
game: game,
}
s, err := NewShader([]byte(screenShaderSrc))
if err != nil {
panic(fmt.Sprintf("ebiten: compiling the screen shader failed: %v", err))
}
g.screenShader = s
return g
}
func (c *gameForUI) NewOffscreenImage(width, height int) *ui.Image {
@ -51,6 +114,16 @@ func (c *gameForUI) NewOffscreenImage(width, height int) *ui.Image {
return c.offscreen.image
}
func (c *gameForUI) NewScreenImage(width, height int) *ui.Image {
if c.screen != nil {
c.screen.Dispose()
c.screen = nil
}
c.screen = newImage(image.Rect(0, 0, width, height), atlas.ImageTypeScreen)
return c.screen.image
}
func (c *gameForUI) Layout(outsideWidth, outsideHeight int) (int, int) {
return c.game.Layout(outsideWidth, outsideHeight)
}
@ -59,6 +132,29 @@ func (c *gameForUI) Update() error {
return c.game.Update()
}
func (c *gameForUI) Draw() {
func (c *gameForUI) DrawOffscreen() {
c.game.Draw(c.offscreen)
}
func (g *gameForUI) DrawScreen(scale, offsetX, offsetY float64) {
switch {
case !isScreenFilterEnabled(), math.Floor(scale) == scale:
op := &DrawImageOptions{}
op.GeoM.Scale(scale, scale)
op.GeoM.Translate(offsetX, offsetY)
g.screen.DrawImage(g.offscreen, op)
case scale < 1:
op := &DrawImageOptions{}
op.GeoM.Scale(scale, scale)
op.GeoM.Translate(offsetX, offsetY)
op.Filter = FilterLinear
g.screen.DrawImage(g.offscreen, op)
default:
op := &DrawRectShaderOptions{}
op.Images[0] = g.offscreen
op.GeoM.Scale(scale, scale)
op.GeoM.Translate(offsetX, offsetY)
w, h := g.offscreen.Size()
g.screen.DrawRectShader(w, h, g.screenShader, op)
}
}

View File

@ -15,12 +15,10 @@
package ui
import (
"fmt"
"math"
"sync"
"sync/atomic"
"github.com/hajimehoshi/ebiten/v2/internal/atlas"
"github.com/hajimehoshi/ebiten/v2/internal/buffered"
"github.com/hajimehoshi/ebiten/v2/internal/clock"
"github.com/hajimehoshi/ebiten/v2/internal/debug"
@ -30,63 +28,18 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
)
const screenShaderSrc = `package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
// TODO: Calculate the scale in the shader after pixels become the main unit in shaders (#1431)
_, dr := imageDstRegionOnTexture()
_, sr := imageSrcRegionOnTexture()
scale := (imageDstTextureSize() * dr) / (imageSrcTextureSize() * sr)
sourceSize := imageSrcTextureSize()
// texelSize is one pixel size in texel sizes.
texelSize := 1 / sourceSize
halfScaledTexelSize := texelSize / 2 / scale
// Shift 1/512 [texel] to avoid the tie-breaking issue.
pos := texCoord
p0 := pos - halfScaledTexelSize + (texelSize / 512)
p1 := pos + halfScaledTexelSize + (texelSize / 512)
// Texels must be in the source rect, so it is not necessary to check.
c0 := imageSrc0UnsafeAt(p0)
c1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))
c2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))
c3 := imageSrc0UnsafeAt(p1)
// p is the p1 value in one pixel assuming that the pixel's upper-left is (0, 0) and the lower-right is (1, 1).
p := fract(p1 * sourceSize)
// rate indicates how much the 4 colors are mixed. rate is in between [0, 1].
//
// 0 <= p <= 1/Scale: The rate is in between [0, 1]
// 1/Scale < p: Don't care. Adjacent colors (e.g. c0 vs c1 in an X direction) should be the same.
rate := clamp(p*scale, 0, 1)
return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
}
`
var (
screenShader *Shader
NearestFilterShader = &Shader{shader: mipmap.NearestFilterShader}
LinearFilterShader = &Shader{shader: mipmap.LinearFilterShader}
)
func init() {
{
ir, err := graphics.CompileShader([]byte(screenShaderSrc))
if err != nil {
panic(fmt.Sprintf("ui: compiling the screen shader failed: %v", err))
}
screenShader = NewShader(ir)
}
}
type Game interface {
NewOffscreenImage(width, height int) *Image
NewScreenImage(width, height int) *Image
Layout(outsideWidth, outsideHeight int) (int, int)
Update() error
Draw()
DrawOffscreen()
DrawScreen(scale, offsetX, offsteY float64)
}
type context struct {
@ -211,51 +164,14 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) {
if theGlobalState.isScreenClearedEveryFrame() {
c.offscreen.clear()
}
c.game.Draw()
c.game.DrawOffscreen()
if graphicsDriver.NeedsClearingScreen() {
// This clear is needed for fullscreen mode or some mobile platforms (#622).
c.screen.clear()
}
screenScale, offsetX, offsetY := c.screenScaleAndOffsets()
var shader *Shader
switch {
case !theGlobalState.isScreenFilterEnabled():
shader = NearestFilterShader
case math.Floor(screenScale) == screenScale:
shader = NearestFilterShader
case screenScale > 1:
shader = screenShader
default:
// screenShader works with >=1 scale, but does not well with <1 scale.
// Use regular FilterLinear instead so far (#669).
shader = LinearFilterShader
}
dstRegion := graphicsdriver.Region{
X: 0,
Y: 0,
Width: float32(c.screen.width),
Height: float32(c.screen.height),
}
srcRegion := graphicsdriver.Region{
X: 0,
Y: 0,
Width: float32(c.offscreen.width),
Height: float32(c.offscreen.height),
}
vs := graphics.QuadVertices(
0, 0, float32(c.offscreen.width), float32(c.offscreen.height),
float32(screenScale), 0, 0, float32(screenScale), float32(offsetX), float32(offsetY),
1, 1, 1, 1)
is := graphics.QuadIndices()
srcs := [graphics.ShaderImageCount]*Image{c.offscreen}
c.screen.DrawTriangles(srcs, vs, is, graphicsdriver.CompositeModeCopy, dstRegion, srcRegion, [graphics.ShaderImageCount - 1][2]float32{}, shader, nil, false, true)
c.game.DrawScreen(c.screenScaleAndOffsets())
}
func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
@ -287,7 +203,7 @@ func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFac
}
}
if c.screen == nil {
c.screen = NewImage(sw, sh, atlas.ImageTypeScreen)
c.screen = c.game.NewScreenImage(sw, sh)
}
if c.offscreen != nil {
@ -333,7 +249,6 @@ func (c *context) screenScaleAndOffsets() (float64, float64, float64) {
var theGlobalState = globalState{
isScreenClearedEveryFrame_: 1,
screenFilterEnabled_: 1,
}
// globalState represents a global state in this package.
@ -344,7 +259,6 @@ type globalState struct {
fpsMode_ int32
isScreenClearedEveryFrame_ int32
screenFilterEnabled_ int32
graphicsLibrary_ int32
}
@ -382,18 +296,6 @@ func (g *globalState) setScreenClearedEveryFrame(cleared bool) {
atomic.StoreInt32(&g.isScreenClearedEveryFrame_, v)
}
func (g *globalState) isScreenFilterEnabled() bool {
return atomic.LoadInt32(&g.screenFilterEnabled_) != 0
}
func (g *globalState) setScreenFilterEnabled(enabled bool) {
v := int32(0)
if enabled {
v = 1
}
atomic.StoreInt32(&g.screenFilterEnabled_, v)
}
func (g *globalState) setGraphicsLibrary(library GraphicsLibrary) {
atomic.StoreInt32(&g.graphicsLibrary_, int32(library))
}
@ -419,14 +321,6 @@ func SetScreenClearedEveryFrame(cleared bool) {
theGlobalState.setScreenClearedEveryFrame(cleared)
}
func IsScreenFilterEnabled() bool {
return theGlobalState.isScreenFilterEnabled()
}
func SetScreenFilterEnabled(enabled bool) {
theGlobalState.setScreenFilterEnabled(enabled)
}
func GetGraphicsLibrary() GraphicsLibrary {
return theGlobalState.graphicsLibrary()
}

4
run.go
View File

@ -133,14 +133,14 @@ func IsScreenClearedEveryFrame() bool {
//
// SetScreenFilterEnabled is concurrent-safe, but takes effect only at the next Draw call.
func SetScreenFilterEnabled(enabled bool) {
ui.SetScreenFilterEnabled(enabled)
setScreenFilterEnabled(enabled)
}
// IsScreenFilterEnabled returns true if Ebitengine's "screen" filter is enabled.
//
// IsScreenFilterEnabled is concurrent-safe.
func IsScreenFilterEnabled() bool {
return ui.IsScreenFilterEnabled()
return isScreenFilterEnabled()
}
type imageDumperGame struct {