mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
internal/ui: refactoring: move setVerticesCache
to ui.Image
Updates #2362
This commit is contained in:
parent
6b23a94ae2
commit
d00bd1cb16
@ -60,7 +60,5 @@ func (c *gameForUI) Update() error {
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}
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func (c *gameForUI) Draw() {
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// TODO: This is a dirty hack to fix #2362. Move setVerticesCache to ui.Image if possible.
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c.offscreen.resolveSetVerticesCacheIfNeeded()
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c.game.Draw(c.offscreen)
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}
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117
image.go
117
image.go
@ -32,11 +32,13 @@ import (
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type Image struct {
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// addr holds self to check copying.
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// See strings.Builder for similar examples.
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addr *Image
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image *ui.Image
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original *Image
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setVerticesCache map[[2]int][4]byte
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bounds image.Rectangle
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addr *Image
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image *ui.Image
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original *Image
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bounds image.Rectangle
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// Do not add a 'cache' member that are resolved lazily.
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// This tends to forget resolving the cache easily (#2362).
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}
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var emptyImage *Image
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@ -53,80 +55,6 @@ func (i *Image) copyCheck() {
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}
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}
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func (i *Image) resolveSetVerticesCacheIfNeeded() {
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if i.isSubImage() {
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i = i.original
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}
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if len(i.setVerticesCache) == 0 {
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return
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}
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l := len(i.setVerticesCache)
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vs := graphics.Vertices(l * 4)
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is := make([]uint16, l*6)
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sx, sy := emptyImage.adjustPositionF32(1, 1)
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var idx int
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for p, c := range i.setVerticesCache {
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dx := float32(p[0])
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dy := float32(p[1])
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var crf, cgf, cbf, caf float32
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if c[3] != 0 {
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crf = float32(c[0]) / float32(c[3])
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cgf = float32(c[1]) / float32(c[3])
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cbf = float32(c[2]) / float32(c[3])
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caf = float32(c[3]) / 0xff
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}
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vs[graphics.VertexFloatCount*4*idx] = dx
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vs[graphics.VertexFloatCount*4*idx+1] = dy
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vs[graphics.VertexFloatCount*4*idx+2] = sx
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vs[graphics.VertexFloatCount*4*idx+3] = sy
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vs[graphics.VertexFloatCount*4*idx+4] = crf
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vs[graphics.VertexFloatCount*4*idx+5] = cgf
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vs[graphics.VertexFloatCount*4*idx+6] = cbf
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vs[graphics.VertexFloatCount*4*idx+7] = caf
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vs[graphics.VertexFloatCount*4*idx+8] = dx + 1
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vs[graphics.VertexFloatCount*4*idx+9] = dy
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vs[graphics.VertexFloatCount*4*idx+10] = sx + 1
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vs[graphics.VertexFloatCount*4*idx+11] = sy
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vs[graphics.VertexFloatCount*4*idx+12] = crf
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vs[graphics.VertexFloatCount*4*idx+13] = cgf
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vs[graphics.VertexFloatCount*4*idx+14] = cbf
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vs[graphics.VertexFloatCount*4*idx+15] = caf
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vs[graphics.VertexFloatCount*4*idx+16] = dx
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vs[graphics.VertexFloatCount*4*idx+17] = dy + 1
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vs[graphics.VertexFloatCount*4*idx+18] = sx
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vs[graphics.VertexFloatCount*4*idx+19] = sy + 1
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vs[graphics.VertexFloatCount*4*idx+20] = crf
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vs[graphics.VertexFloatCount*4*idx+21] = cgf
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vs[graphics.VertexFloatCount*4*idx+22] = cbf
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vs[graphics.VertexFloatCount*4*idx+23] = caf
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vs[graphics.VertexFloatCount*4*idx+24] = dx + 1
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vs[graphics.VertexFloatCount*4*idx+25] = dy + 1
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vs[graphics.VertexFloatCount*4*idx+26] = sx + 1
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vs[graphics.VertexFloatCount*4*idx+27] = sy + 1
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vs[graphics.VertexFloatCount*4*idx+28] = crf
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vs[graphics.VertexFloatCount*4*idx+29] = cgf
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vs[graphics.VertexFloatCount*4*idx+30] = cbf
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vs[graphics.VertexFloatCount*4*idx+31] = caf
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is[6*idx] = uint16(4 * idx)
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is[6*idx+1] = uint16(4*idx + 1)
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is[6*idx+2] = uint16(4*idx + 2)
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is[6*idx+3] = uint16(4*idx + 1)
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is[6*idx+4] = uint16(4*idx + 2)
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is[6*idx+5] = uint16(4*idx + 3)
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idx++
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}
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i.setVerticesCache = nil
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srcs := [graphics.ShaderImageCount]*ui.Image{emptyImage.image}
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i.image.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, i.adjustedRegion(), graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, nil, nil, false, true)
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}
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// Size returns the size of the image.
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func (i *Image) Size() (width, height int) {
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s := i.Bounds().Size()
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@ -156,7 +84,6 @@ func (i *Image) Fill(clr color.Color) {
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if i.isDisposed() {
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return
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}
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i.setVerticesCache = nil
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var crf, cgf, cbf, caf float32
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cr, cg, cb, ca := clr.RGBA()
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@ -283,9 +210,6 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
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return
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}
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img.resolveSetVerticesCacheIfNeeded()
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i.resolveSetVerticesCacheIfNeeded()
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// Calculate vertices before locking because the user can do anything in
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// options.ImageParts interface without deadlock (e.g. Call Image functions).
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if options == nil {
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@ -439,9 +363,6 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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}
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// TODO: Check the maximum value of indices and len(vertices)?
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img.resolveSetVerticesCacheIfNeeded()
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i.resolveSetVerticesCacheIfNeeded()
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if options == nil {
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options = &DrawTrianglesOptions{}
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}
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@ -547,8 +468,6 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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}
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// TODO: Check the maximum value of indices and len(vertices)?
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i.resolveSetVerticesCacheIfNeeded()
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if options == nil {
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options = &DrawTrianglesShaderOptions{}
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}
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@ -593,7 +512,6 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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panic("ebiten: all the source images must be the same size with the rectangle")
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}
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}
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img.resolveSetVerticesCacheIfNeeded()
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imgs[i] = img.image
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}
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@ -669,8 +587,6 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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return
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}
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i.resolveSetVerticesCacheIfNeeded()
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if options == nil {
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options = &DrawRectShaderOptions{}
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}
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@ -688,7 +604,6 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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if w, h := img.Size(); width != w || height != h {
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panic("ebiten: all the source images must be the same size with the rectangle")
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}
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img.resolveSetVerticesCacheIfNeeded()
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imgs[i] = img.image
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}
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@ -808,8 +723,6 @@ func (i *Image) ReadPixels(pixels []byte) {
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return
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}
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i.resolveSetVerticesCacheIfNeeded()
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x, y := i.adjustPosition(b.Min.X, b.Min.Y)
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i.image.ReadPixels(pixels, x, y, b.Dx(), b.Dy())
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}
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@ -854,10 +767,8 @@ func (i *Image) at(x, y int) (r, g, b, a byte) {
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if !image.Pt(x, y).In(i.Bounds()) {
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return 0, 0, 0, 0
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}
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x, y = i.adjustPosition(x, y)
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if c, ok := i.setVerticesCache[[2]int{x, y}]; ok {
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return c[0], c[1], c[2], c[3]
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}
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var pix [4]byte
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i.image.ReadPixels(pix[:], x, y, 1, 1)
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return pix[0], pix[1], pix[2], pix[3]
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@ -884,16 +795,9 @@ func (i *Image) Set(x, y int, clr color.Color) {
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i = i.original
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}
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if i.setVerticesCache == nil {
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i.setVerticesCache = map[[2]int][4]byte{}
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}
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dx, dy := i.adjustPosition(x, y)
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cr, cg, cb, ca := clr.RGBA()
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i.setVerticesCache[[2]int{dx, dy}] = [4]byte{byte(cr / 0x101), byte(cg / 0x101), byte(cb / 0x101), byte(ca / 0x101)}
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// One square requires 6 indices (= 2 triangles).
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if len(i.setVerticesCache) >= graphics.IndicesCount/6 {
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i.resolveSetVerticesCacheIfNeeded()
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}
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i.image.WritePixels([]byte{byte(cr / 0x101), byte(cg / 0x101), byte(cb / 0x101), byte(ca / 0x101)}, dx, dy, 1, 1)
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}
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// Dispose disposes the image data.
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@ -916,7 +820,6 @@ func (i *Image) Dispose() {
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}
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i.image.MarkDisposed()
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i.image = nil
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i.setVerticesCache = nil
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}
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// WritePixels replaces the pixels of the image.
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@ -936,8 +839,6 @@ func (i *Image) WritePixels(pixels []byte) {
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return
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}
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i.resolveSetVerticesCacheIfNeeded()
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r := i.Bounds()
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x, y := i.adjustPosition(r.Min.X, r.Min.Y)
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// Do not need to copy pixels here.
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@ -35,6 +35,8 @@ type Image struct {
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width int
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height int
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volatile bool
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dotsCache map[[2]int][4]byte
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}
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func NewImage(width, height int, imageType atlas.ImageType) *Image {
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@ -52,14 +54,18 @@ func (i *Image) MarkDisposed() {
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}
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i.mipmap.MarkDisposed()
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i.mipmap = nil
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i.dotsCache = nil
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}
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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) {
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i.resolveDotsCacheIfNeeded()
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var srcMipmaps [graphics.ShaderImageCount]*mipmap.Mipmap
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for i, src := range srcs {
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if src == nil {
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continue
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}
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src.resolveDotsCacheIfNeeded()
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srcMipmaps[i] = src.mipmap
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}
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@ -72,6 +78,23 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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}
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func (i *Image) WritePixels(pix []byte, x, y, width, height int) {
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if width == 1 && height == 1 {
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if i.dotsCache == nil {
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i.dotsCache = map[[2]int][4]byte{}
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}
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var clr [4]byte
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copy(clr[:], pix)
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i.dotsCache[[2]int{x, y}] = clr
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// One square requires 6 indices (= 2 triangles).
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if len(i.dotsCache) >= graphics.IndicesCount/6 {
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i.resolveDotsCacheIfNeeded()
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}
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return
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}
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i.resolveDotsCacheIfNeeded()
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i.mipmap.WritePixels(pix, x, y, width, height)
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}
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@ -81,6 +104,17 @@ func (i *Image) ReadPixels(pixels []byte, x, y, width, height int) {
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return
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}
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if width == 1 && height == 1 {
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if c, ok := i.dotsCache[[2]int{x, y}]; ok {
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copy(pixels, c[:])
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return
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}
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// Do not call resolveDotsCacheIfNeeded here. This would slow (image/draw).Draw.
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// See ebiten.TestImageDrawOver.
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} else {
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i.resolveDotsCacheIfNeeded()
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}
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if err := theUI.readPixels(i.mipmap, pixels, x, y, width, height); err != nil {
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if panicOnErrorOnReadingPixels {
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panic(err)
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@ -93,6 +127,82 @@ func (i *Image) DumpScreenshot(name string, blackbg bool) (string, error) {
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return theUI.dumpScreenshot(i.mipmap, name, blackbg)
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}
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func (i *Image) resolveDotsCacheIfNeeded() {
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if len(i.dotsCache) == 0 {
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return
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}
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l := len(i.dotsCache)
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vs := graphics.Vertices(l * 4)
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is := make([]uint16, l*6)
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sx, sy := float32(1), float32(1)
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var idx int
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for p, c := range i.dotsCache {
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dx := float32(p[0])
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dy := float32(p[1])
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var crf, cgf, cbf, caf float32
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if c[3] != 0 {
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crf = float32(c[0]) / float32(c[3])
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cgf = float32(c[1]) / float32(c[3])
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cbf = float32(c[2]) / float32(c[3])
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caf = float32(c[3]) / 0xff
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}
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vs[graphics.VertexFloatCount*4*idx] = dx
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vs[graphics.VertexFloatCount*4*idx+1] = dy
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vs[graphics.VertexFloatCount*4*idx+2] = sx
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vs[graphics.VertexFloatCount*4*idx+3] = sy
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vs[graphics.VertexFloatCount*4*idx+4] = crf
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vs[graphics.VertexFloatCount*4*idx+5] = cgf
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vs[graphics.VertexFloatCount*4*idx+6] = cbf
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vs[graphics.VertexFloatCount*4*idx+7] = caf
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vs[graphics.VertexFloatCount*4*idx+8] = dx + 1
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vs[graphics.VertexFloatCount*4*idx+9] = dy
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vs[graphics.VertexFloatCount*4*idx+10] = sx + 1
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vs[graphics.VertexFloatCount*4*idx+11] = sy
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vs[graphics.VertexFloatCount*4*idx+12] = crf
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vs[graphics.VertexFloatCount*4*idx+13] = cgf
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vs[graphics.VertexFloatCount*4*idx+14] = cbf
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vs[graphics.VertexFloatCount*4*idx+15] = caf
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vs[graphics.VertexFloatCount*4*idx+16] = dx
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vs[graphics.VertexFloatCount*4*idx+17] = dy + 1
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vs[graphics.VertexFloatCount*4*idx+18] = sx
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vs[graphics.VertexFloatCount*4*idx+19] = sy + 1
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vs[graphics.VertexFloatCount*4*idx+20] = crf
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vs[graphics.VertexFloatCount*4*idx+21] = cgf
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vs[graphics.VertexFloatCount*4*idx+22] = cbf
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vs[graphics.VertexFloatCount*4*idx+23] = caf
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vs[graphics.VertexFloatCount*4*idx+24] = dx + 1
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vs[graphics.VertexFloatCount*4*idx+25] = dy + 1
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vs[graphics.VertexFloatCount*4*idx+26] = sx + 1
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vs[graphics.VertexFloatCount*4*idx+27] = sy + 1
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vs[graphics.VertexFloatCount*4*idx+28] = crf
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vs[graphics.VertexFloatCount*4*idx+29] = cgf
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vs[graphics.VertexFloatCount*4*idx+30] = cbf
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vs[graphics.VertexFloatCount*4*idx+31] = caf
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is[6*idx] = uint16(4 * idx)
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is[6*idx+1] = uint16(4*idx + 1)
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is[6*idx+2] = uint16(4*idx + 2)
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is[6*idx+3] = uint16(4*idx + 1)
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is[6*idx+4] = uint16(4*idx + 2)
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is[6*idx+5] = uint16(4*idx + 3)
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idx++
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}
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i.dotsCache = nil
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srcs := [graphics.ShaderImageCount]*mipmap.Mipmap{emptyImage.mipmap}
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dr := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: float32(i.width),
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Height: float32(i.height),
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}
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i.mipmap.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, nil, nil, false, true)
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}
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func DumpImages(dir string) (string, error) {
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return theUI.dumpImages(dir)
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}
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