// Copyright 2016 Hajime Hoshi // // 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 graphics import ( "errors" "fmt" "image" "image/color" "image/draw" "math" "sync" "github.com/hajimehoshi/ebiten/internal/graphics/opengl" ) func glMatrix(m *[4][4]float64) []float32 { return []float32{ float32(m[0][0]), float32(m[1][0]), float32(m[2][0]), float32(m[3][0]), float32(m[0][1]), float32(m[1][1]), float32(m[2][1]), float32(m[3][1]), float32(m[0][2]), float32(m[1][2]), float32(m[2][2]), float32(m[3][2]), float32(m[0][3]), float32(m[1][3]), float32(m[2][3]), float32(m[3][3]), } } type Matrix interface { Element(i, j int) float64 } type command interface { Exec(context *opengl.Context, indexOffsetInBytes int) error } type commandQueue struct { commands []command m sync.Mutex } var theCommandQueue = &commandQueue{ commands: []command{}, } func (q *commandQueue) Enqueue(command command) { q.m.Lock() defer q.m.Unlock() q.commands = append(q.commands, command) } func mergeCommands(commands []command) []command { // TODO: This logic is relatively complicated. Add tests. cs := make([]command, 0, len(commands)) var prev *drawImageCommand for _, c := range commands { switch c := c.(type) { case *drawImageCommand: if prev == nil { prev = c continue } if prev.isMergeable(c) { prev = prev.merge(c) continue } cs = append(cs, prev) prev = c continue } if prev != nil { cs = append(cs, prev) prev = nil } cs = append(cs, c) } if prev != nil { cs = append(cs, prev) } return cs } // commandGroups separates q.commands into some groups. // The number of quads of drawImageCommand in one groups must be equal to or less than // its limit (maxQuads). func (q *commandQueue) commandGroups() [][]command { cs := mergeCommands(q.commands) gs := [][]command{} quads := 0 for 0 < len(cs) { if len(gs) == 0 { gs = append(gs, []command{}) } c := cs[0] switch c := c.(type) { case *drawImageCommand: if maxQuads >= quads+c.quadsNum() { quads += c.quadsNum() break } cc := c.split(maxQuads - quads) gs[len(gs)-1] = append(gs[len(gs)-1], cc[0]) cs[0] = cc[1] quads = 0 gs = append(gs, []command{}) continue } gs[len(gs)-1] = append(gs[len(gs)-1], c) cs = cs[1:] } return gs } func (q *commandQueue) Flush(context *opengl.Context) error { q.m.Lock() defer q.m.Unlock() // glViewport must be called at least at every frame on iOS. context.ResetViewportSize() for _, g := range q.commandGroups() { vertices := []int16{} for _, c := range g { switch c := c.(type) { case *drawImageCommand: vertices = append(vertices, c.vertices...) } } if 0 < len(vertices) { context.BufferSubData(opengl.ArrayBuffer, vertices) } // NOTE: WebGL doesn't seem to have Check gl.MAX_ELEMENTS_VERTICES or gl.MAX_ELEMENTS_INDICES so far. // Let's use them to compare to len(quads) in the future. if maxQuads < len(vertices)/QuadVertexSizeInBytes() { return fmt.Errorf("len(quads) must be equal to or less than %d", maxQuads) } numc := len(g) indexOffsetInBytes := 0 for _, c := range g { if err := c.Exec(context, indexOffsetInBytes); err != nil { return err } if c, ok := c.(*drawImageCommand); ok { n := len(c.vertices) * 2 / QuadVertexSizeInBytes() indexOffsetInBytes += 6 * n * 2 } } if 0 < numc { // Call glFlush to prevent black flicking (especially on Android (#226) and iOS). context.Flush() } } q.commands = []command{} return nil } func FlushCommands(context *opengl.Context) error { return theCommandQueue.Flush(context) } type fillCommand struct { dst *Image color color.RGBA } func (c *fillCommand) Exec(context *opengl.Context, indexOffsetInBytes int) error { if err := c.dst.framebuffer.setAsViewport(context); err != nil { return err } cr, cg, cb, ca := c.color.R, c.color.G, c.color.B, c.color.A const max = math.MaxUint8 r := float64(cr) / max g := float64(cg) / max b := float64(cb) / max a := float64(ca) / max return context.FillFramebuffer(r, g, b, a) } type drawImageCommand struct { dst *Image src *Image vertices []int16 color Matrix mode opengl.CompositeMode } func QuadVertexSizeInBytes() int { return 4 * theArrayBufferLayout.total() } func (c *drawImageCommand) Exec(context *opengl.Context, indexOffsetInBytes int) error { if err := c.dst.framebuffer.setAsViewport(context); err != nil { return err } context.BlendFunc(c.mode) n := c.quadsNum() if n == 0 { return nil } _, h := c.dst.Size() proj := glMatrix(c.dst.framebuffer.projectionMatrix(h)) p := programContext{ state: &theOpenGLState, program: theOpenGLState.programTexture, context: context, projectionMatrix: proj, texture: c.src.texture.native, colorM: c.color, } if err := p.begin(); err != nil { return err } defer p.end() // TODO: We should call glBindBuffer here? // The buffer is already bound at begin() but it is counterintuitive. context.DrawElements(opengl.Triangles, 6*n, indexOffsetInBytes) return nil } func (c *drawImageCommand) split(quadsNum int) [2]*drawImageCommand { c1 := *c c2 := *c c1.vertices = c.vertices[:quadsNum*QuadVertexSizeInBytes()/2] c2.vertices = c.vertices[quadsNum*QuadVertexSizeInBytes()/2:] return [2]*drawImageCommand{&c1, &c2} } func (c *drawImageCommand) isMergeable(other *drawImageCommand) bool { if c.dst != other.dst { return false } if c.src != other.src { return false } for i := 0; i < 4; i++ { for j := 0; j < 5; j++ { if c.color.Element(i, j) != other.color.Element(i, j) { return false } } } if c.mode != other.mode { return false } return true } func (c *drawImageCommand) merge(other *drawImageCommand) *drawImageCommand { newC := *c newC.vertices = make([]int16, 0, len(c.vertices)+len(other.vertices)) newC.vertices = append(newC.vertices, c.vertices...) newC.vertices = append(newC.vertices, other.vertices...) return &newC } func (c *drawImageCommand) quadsNum() int { return len(c.vertices) * 2 / QuadVertexSizeInBytes() } type replacePixelsCommand struct { dst *Image pixels []uint8 } func (c *replacePixelsCommand) Exec(context *opengl.Context, indexOffsetInBytes int) error { if err := c.dst.framebuffer.setAsViewport(context); err != nil { return err } // Filling with non black or white color is required here for glTexSubImage2D. // Very mysterious but this actually works (Issue #186). // This is needed even after fixing a shader bug at f537378f2a6a8ef56e1acf1c03034967b77c7b51. if err := context.FillFramebuffer(0, 0, 0.5, 1); err != nil { return err } // This is necessary on Android. We can't call glClear just before glTexSubImage2D without // glFlush. glTexSubImage2D didn't work without this hack at least on Nexus 5x (#211). // This also happens when a fillCommand precedes a replacePixelsCommand. // TODO: Can we have a better way like optimizing commands? context.Flush() if err := context.BindTexture(c.dst.texture.native); err != nil { return err } context.TexSubImage2D(c.pixels, c.dst.width, c.dst.height) return nil } type disposeCommand struct { target *Image } func (c *disposeCommand) Exec(context *opengl.Context, indexOffsetInBytes int) error { if c.target.framebuffer != nil { context.DeleteFramebuffer(c.target.framebuffer.native) } if c.target.texture != nil { context.DeleteTexture(c.target.texture.native) } return nil } type newImageFromImageCommand struct { result *Image img *image.RGBA filter opengl.Filter } func adjustImageForTexture(img *image.RGBA) *image.RGBA { width, height := img.Bounds().Size().X, img.Bounds().Size().Y adjustedImageBounds := image.Rectangle{ image.ZP, image.Point{ NextPowerOf2Int(width), NextPowerOf2Int(height), }, } if img.Bounds() == adjustedImageBounds { return img } adjustedImage := image.NewRGBA(adjustedImageBounds) dstBounds := image.Rectangle{ image.ZP, img.Bounds().Size(), } draw.Draw(adjustedImage, dstBounds, img, img.Bounds().Min, draw.Src) return adjustedImage } func (c *newImageFromImageCommand) Exec(context *opengl.Context, indexOffsetInBytes int) error { origSize := c.img.Bounds().Size() if origSize.X < 1 { return errors.New("graphics: width must be equal or more than 1.") } if origSize.Y < 1 { return errors.New("graphics: height must be equal or more than 1.") } adjustedImage := adjustImageForTexture(c.img) size := adjustedImage.Bounds().Size() native, err := context.NewTexture(size.X, size.Y, adjustedImage.Pix, c.filter) if err != nil { return err } c.result.texture = &texture{ native: native, } c.result.framebuffer, err = newFramebufferFromTexture(context, c.result.texture) if err != nil { return err } return nil } type newImageCommand struct { result *Image width int height int filter opengl.Filter } func (c *newImageCommand) Exec(context *opengl.Context, indexOffsetInBytes int) error { w := NextPowerOf2Int(c.width) h := NextPowerOf2Int(c.height) if w < 1 { return errors.New("graphics: width must be equal or more than 1.") } if h < 1 { return errors.New("graphics: height must be equal or more than 1.") } native, err := context.NewTexture(w, h, nil, c.filter) if err != nil { return err } c.result.texture = &texture{ native: native, } c.result.framebuffer, err = newFramebufferFromTexture(context, c.result.texture) if err != nil { return err } return nil } type newScreenFramebufferImageCommand struct { result *Image width int height int } func (c *newScreenFramebufferImageCommand) Exec(context *opengl.Context, indexOffsetInBytes int) error { if c.width < 1 { return errors.New("graphics: width must be equal or more than 1.") } if c.height < 1 { return errors.New("graphics: height must be equal or more than 1.") } f := &framebuffer{ native: context.ScreenFramebuffer(), flipY: true, } c.result.framebuffer = f return nil }