// 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 ( "fmt" "math" "sync" "sync/atomic" "github.com/hajimehoshi/ebiten/v2/internal/affine" "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" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/hooks" ) const screenShader = `package main var Scale vec2 func Fragment(position vec4, texCoord vec2, color vec4) vec4 { 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. // As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases. 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) } ` type Game interface { NewOffscreenImage(width, height int) *Image Layout(outsideWidth, outsideHeight int) (int, int) Update() error Draw() } type context struct { game Game updateCalled bool offscreen *Image screen *Image // The following members must be protected by the mutex m. outsideWidth float64 outsideHeight float64 screenShader *Shader m sync.Mutex } func newContext(game Game) *context { return &context{ game: game, } } func (c *context) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error { // TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped. return c.updateFrameImpl(graphicsDriver, clock.UpdateFrame(), outsideWidth, outsideHeight, deviceScaleFactor) } func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error { n := 1 if graphicsDriver.IsDirectX() { // On DirectX, both framebuffers in the swap chain should be updated. // Or, the rendering result becomes unexpected when the window is resized. n = 2 } for i := 0; i < n; i++ { if err := c.updateFrameImpl(graphicsDriver, 1, outsideWidth, outsideHeight, deviceScaleFactor); err != nil { return err } } return nil } func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64) (err error) { if err := theGlobalState.error(); err != nil { return err } theUI.beginFrame() defer theUI.endFrame() // The given outside size can be 0 e.g. just after restoring from the fullscreen mode on Windows (#1589) // Just ignore such cases. Otherwise, creating a zero-sized framebuffer causes a panic. if outsideWidth == 0 || outsideHeight == 0 { return nil } debug.Logf("----\n") if err := buffered.BeginFrame(graphicsDriver); err != nil { return err } defer func() { // All the vertices data are consumed at the end of the frame, and the data backend can be // available after that. Until then, lock the vertices backend. err1 := graphics.LockAndResetVertices(func() error { if err := buffered.EndFrame(graphicsDriver); err != nil { return err } return nil }) if err == nil { err = err1 } }() // Create a shader for the screen if necessary. if c.screenShader == nil { ir, err := graphics.CompileShader([]byte(screenShader)) if err != nil { return err } c.screenShader = NewShader(ir) } // ForceUpdate can be invoked even if the context is not initialized yet (#1591). if w, h := c.layoutGame(outsideWidth, outsideHeight, deviceScaleFactor); w == 0 || h == 0 { return nil } // Ensure that Update is called once before Draw so that Update can be used for initialization. if !c.updateCalled && updateCount == 0 { updateCount = 1 c.updateCalled = true } debug.Logf("Update count per frame: %d\n", updateCount) // Update the game. for i := 0; i < updateCount; i++ { if err := hooks.RunBeforeUpdateHooks(); err != nil { return err } if err := c.game.Update(); err != nil { return err } // Catch the error that happened at (*Image).At. if err := theGlobalState.error(); err != nil { return err } theUI.resetForTick() } // Draw the game. c.drawGame(graphicsDriver) // All the vertices data are consumed at the end of the frame, and the data backend can be // available after that. Until then, lock the vertices backend. return nil } func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) { if c.offscreen.volatile != theGlobalState.isScreenClearedEveryFrame() { w, h := c.offscreen.width, c.offscreen.height c.offscreen.MarkDisposed() c.offscreen = c.game.NewOffscreenImage(w, h) } // Even though updateCount == 0, the offscreen is cleared and Draw is called. // Draw should not update the game state and then the screen should not be updated without Update, but // users might want to process something at Draw with the time intervals of FPS. if theGlobalState.isScreenClearedEveryFrame() { c.offscreen.clear() } c.game.Draw() if graphicsDriver.NeedsClearingScreen() { // This clear is needed for fullscreen mode or some mobile platforms (#622). c.screen.clear() } ga := 1.0 gd := 1.0 gtx := 0.0 gty := 0.0 screenScale, offsetX, offsetY := c.screenScaleAndOffsets() s := screenScale switch y := graphicsDriver.FramebufferYDirection(); y { case graphicsdriver.Upward: ga *= s gd *= -s gty += float64(c.offscreen.height) * s case graphicsdriver.Downward: ga *= s gd *= s default: panic(fmt.Sprintf("ui: invalid y-direction: %d", y)) } gtx += offsetX gty += offsetY var filter graphicsdriver.Filter var screenFilter bool switch { case !theGlobalState.isScreenFilterEnabled(): filter = graphicsdriver.FilterNearest case math.Floor(s) == s: filter = graphicsdriver.FilterNearest case s > 1: screenFilter = true default: // screenShader works with >=1 scale, but does not well with <1 scale. // Use regular FilterLinear instead so far (#669). filter = graphicsdriver.FilterLinear } dstRegion := graphicsdriver.Region{ X: 0, Y: 0, Width: float32(c.screen.width), Height: float32(c.screen.height), } vs := graphics.QuadVertices( 0, 0, float32(c.offscreen.width), float32(c.offscreen.height), float32(ga), 0, 0, float32(gd), float32(gtx), float32(gty), 1, 1, 1, 1) is := graphics.QuadIndices() srcs := [graphics.ShaderImageCount]*Image{c.offscreen} var shader *Shader var uniforms [][]float32 if screenFilter { shader = c.screenShader dstWidth, dstHeight := c.screen.width, c.screen.height srcWidth, srcHeight := c.offscreen.width, c.offscreen.height uniforms = shader.ConvertUniforms(map[string]interface{}{ "Scale": []float32{ float32(dstWidth) / float32(srcWidth), float32(dstHeight) / float32(srcHeight), }, }) } c.screen.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, filter, graphicsdriver.AddressUnsafe, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, shader, uniforms, false, true) } func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) { c.m.Lock() defer c.m.Unlock() c.outsideWidth = outsideWidth c.outsideHeight = outsideHeight // Adjust the outside size to integer values. // Even if the original value is less than 1, the value must be a positive integer (#2340). iow, ioh := int(outsideWidth), int(outsideHeight) if iow == 0 { iow = 1 } if ioh == 0 { ioh = 1 } ow, oh := c.game.Layout(iow, ioh) if ow <= 0 || oh <= 0 { panic("ui: Layout must return positive numbers") } sw, sh := int(outsideWidth*deviceScaleFactor), int(outsideHeight*deviceScaleFactor) if c.screen != nil { if c.screen.width != sw || c.screen.height != sh { c.screen.MarkDisposed() c.screen = nil } } if c.screen == nil { c.screen = NewImage(sw, sh, atlas.ImageTypeScreen) } if c.offscreen != nil { if c.offscreen.width != ow || c.offscreen.height != oh { c.offscreen.MarkDisposed() c.offscreen = nil } } if c.offscreen == nil { c.offscreen = c.game.NewOffscreenImage(ow, oh) } return ow, oh } func (c *context) adjustPosition(x, y float64, deviceScaleFactor float64) (float64, float64) { s, ox, oy := c.screenScaleAndOffsets() // The scale 0 indicates that the screen is not initialized yet. // As any cursor values don't make sense, just return NaN. if s == 0 { return math.NaN(), math.NaN() } return (x*deviceScaleFactor - ox) / s, (y*deviceScaleFactor - oy) / s } func (c *context) screenScaleAndOffsets() (float64, float64, float64) { c.m.Lock() defer c.m.Unlock() if c.screen == nil { return 0, 0, 0 } scaleX := float64(c.screen.width) / float64(c.offscreen.width) scaleY := float64(c.screen.height) / float64(c.offscreen.height) scale := math.Min(scaleX, scaleY) width := float64(c.offscreen.width) * scale height := float64(c.offscreen.height) * scale x := (float64(c.screen.width) - width) / 2 y := (float64(c.screen.height) - height) / 2 return scale, x, y } var theGlobalState = globalState{ isScreenClearedEveryFrame_: 1, screenFilterEnabled_: 1, } // globalState represents a global state in this package. // This is available even before the game loop starts. type globalState struct { err_ error errM sync.Mutex fpsMode_ int32 isScreenClearedEveryFrame_ int32 screenFilterEnabled_ int32 graphicsLibrary_ int32 } func (g *globalState) error() error { g.errM.Lock() defer g.errM.Unlock() return g.err_ } func (g *globalState) setError(err error) { g.errM.Lock() defer g.errM.Unlock() if g.err_ == nil { g.err_ = err } } func (g *globalState) fpsMode() FPSModeType { return FPSModeType(atomic.LoadInt32(&g.fpsMode_)) } func (g *globalState) setFPSMode(fpsMode FPSModeType) { atomic.StoreInt32(&g.fpsMode_, int32(fpsMode)) } func (g *globalState) isScreenClearedEveryFrame() bool { return atomic.LoadInt32(&g.isScreenClearedEveryFrame_) != 0 } func (g *globalState) setScreenClearedEveryFrame(cleared bool) { v := int32(0) if cleared { v = 1 } atomic.StoreInt32(&g.isScreenClearedEveryFrame_, v) } func (g *globalState) isScreenFilterEnabled() bool { return graphicsdriver.Filter(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)) } func (g *globalState) graphicsLibrary() GraphicsLibrary { return GraphicsLibrary(atomic.LoadInt32(&g.graphicsLibrary_)) } func FPSMode() FPSModeType { return theGlobalState.fpsMode() } func SetFPSMode(fpsMode FPSModeType) { theGlobalState.setFPSMode(fpsMode) theUI.SetFPSMode(fpsMode) } func IsScreenClearedEveryFrame() bool { return theGlobalState.isScreenClearedEveryFrame() } 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() }