// Copyright 2019 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 buffered import ( "fmt" "image" "image/color" "github.com/hajimehoshi/ebiten/internal/affine" "github.com/hajimehoshi/ebiten/internal/driver" "github.com/hajimehoshi/ebiten/internal/mipmap" "github.com/hajimehoshi/ebiten/internal/shaderir" ) type Image struct { img *mipmap.Mipmap width int height int hasFill bool fillColor color.RGBA pixels []byte needsToResolvePixels bool } func BeginFrame() error { if err := mipmap.BeginFrame(); err != nil { return err } return flushDelayedCommands() } func EndFrame() error { return mipmap.EndFrame() } func NewImage(width, height int, volatile bool) *Image { i := &Image{} i.initialize(width, height, volatile) return i } func (i *Image) initialize(width, height int, volatile bool) { if needsToDelayCommands() { delayedCommands = append(delayedCommands, func() error { i.initialize(width, height, volatile) return nil }) return } i.img = mipmap.New(width, height, volatile) i.width = width i.height = height } func NewScreenFramebufferImage(width, height int) *Image { i := &Image{} i.initializeAsScreenFramebuffer(width, height) return i } func (i *Image) initializeAsScreenFramebuffer(width, height int) { if needsToDelayCommands() { delayedCommands = append(delayedCommands, func() error { i.initializeAsScreenFramebuffer(width, height) return nil }) return } i.img = mipmap.NewScreenFramebufferMipmap(width, height) i.width = width i.height = height } func (i *Image) invalidatePendingPixels() { i.pixels = nil i.needsToResolvePixels = false i.hasFill = false } func (i *Image) resolvePendingPixels(keepPendingPixels bool) { if i.needsToResolvePixels && i.hasFill { panic("buffered: needsToResolvePixels and hasFill must not be true at the same time") } if i.needsToResolvePixels { i.img.ReplacePixels(i.pixels) if !keepPendingPixels { i.pixels = nil } i.needsToResolvePixels = false } i.resolvePendingFill() } func (i *Image) resolvePendingFill() { if !i.hasFill { return } i.img.Fill(i.fillColor) i.hasFill = false } func (i *Image) MarkDisposed() { if needsToDelayCommands() { delayedCommands = append(delayedCommands, func() error { i.MarkDisposed() return nil }) return } i.invalidatePendingPixels() i.img.MarkDisposed() } func (img *Image) Pixels(x, y, width, height int) (pix []byte, err error) { if needsToDelayCommands() { panic("buffered: the command queue is not available yet at At") } if !image.Rect(x, y, x+width, y+height).In(image.Rect(0, 0, img.width, img.height)) { return nil, fmt.Errorf("buffered: out of range") } pix = make([]byte, 4*width*height) // If there are pixels or pending fillling that needs to be resolved, use this rather than resolving. // Resolving them needs to access GPU and is expensive (#1137). if img.hasFill { for i := 0; i < len(pix)/4; i++ { pix[4*i] = img.fillColor.R pix[4*i+1] = img.fillColor.G pix[4*i+2] = img.fillColor.B pix[4*i+3] = img.fillColor.A } return pix, nil } if img.pixels == nil { pix, err := img.img.Pixels(0, 0, img.width, img.height) if err != nil { return nil, err } img.pixels = pix } for j := 0; j < height; j++ { copy(pix[4*j*width:4*(j+1)*width], img.pixels[4*((j+y)*img.width+x):]) } return pix, nil } func (i *Image) Dump(name string, blackbg bool) error { if needsToDelayCommands() { panic("buffered: the command queue is not available yet at Dump") } return i.img.Dump(name, blackbg) } func (i *Image) Fill(clr color.RGBA) { if needsToDelayCommands() { delayedCommands = append(delayedCommands, func() error { i.Fill(clr) return nil }) return } // Defer filling the image so that successive fillings will be merged into one (#1134). i.invalidatePendingPixels() i.fillColor = clr i.hasFill = true } func (i *Image) ReplacePixels(pix []byte, x, y, width, height int) error { if l := 4 * width * height; len(pix) != l { panic(fmt.Sprintf("buffered: len(pix) was %d but must be %d", len(pix), l)) } if needsToDelayCommands() { copied := make([]byte, len(pix)) copy(copied, pix) delayedCommands = append(delayedCommands, func() error { i.ReplacePixels(copied, x, y, width, height) return nil }) return nil } if x == 0 && y == 0 && width == i.width && height == i.height { i.invalidatePendingPixels() // Don't call (*mipmap.Mipmap).ReplacePixels here. Let's defer it to reduce GPU operations as much as // posssible. This is a necessary optimization for sub-images: as sub-images are actually used and, // have to allocate their region on a texture atlas, while their original image doesn't have to // allocate its region on a texture atlas (#896). copied := make([]byte, len(pix)) copy(copied, pix) i.pixels = copied i.needsToResolvePixels = true return nil } i.resolvePendingFill() // TODO: Can we use (*restorable.Image).ReplacePixels? if i.pixels == nil { pix, err := i.img.Pixels(0, 0, i.width, i.height) if err != nil { return err } i.pixels = pix } i.replacePendingPixels(pix, x, y, width, height) return nil } func (i *Image) replacePendingPixels(pix []byte, x, y, width, height int) { for j := 0; j < height; j++ { copy(i.pixels[4*((j+y)*i.width+x):], pix[4*j*width:4*(j+1)*width]) } i.needsToResolvePixels = true } func (i *Image) CopyPixels(img *Image, x, y, width, height int) error { if needsToDelayCommands() { delayedCommands = append(delayedCommands, func() error { i.CopyPixels(img, x, y, width, height) return nil }) return nil } pix, err := img.Pixels(x, y, width, height) if err != nil { return err } if err := i.ReplacePixels(pix, 0, 0, width, height); err != nil { return err } return nil } func (i *Image) DrawImage(src *Image, bounds image.Rectangle, a, b, c, d, tx, ty float32, colorm *affine.ColorM, mode driver.CompositeMode, filter driver.Filter) { if i == src { panic("buffered: Image.DrawImage: src must be different from the receiver") } g := mipmap.GeoM{ A: a, B: b, C: c, D: d, Tx: tx, Ty: ty, } if needsToDelayCommands() { delayedCommands = append(delayedCommands, func() error { i.drawImage(src, bounds, g, colorm, mode, filter) return nil }) return } i.drawImage(src, bounds, g, colorm, mode, filter) } func (i *Image) drawImage(src *Image, bounds image.Rectangle, g mipmap.GeoM, colorm *affine.ColorM, mode driver.CompositeMode, filter driver.Filter) { src.resolvePendingPixels(true) i.resolvePendingPixels(false) i.img.DrawImage(src.img, bounds, g, colorm, mode, filter) } // DrawTriangles draws the src image with the given vertices. // // Copying vertices and indices is the caller's responsibility. func (i *Image) DrawTriangles(src *Image, vertices []float32, indices []uint16, colorm *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, shader *Shader, uniforms []interface{}) { var srcs []*Image if src != nil { srcs = append(srcs, src) } for _, u := range uniforms { if src, ok := u.(*Image); ok { srcs = append(srcs, src) } } for _, src := range srcs { if i == src { panic("buffered: Image.DrawTriangles: src must be different from the receiver") } } if needsToDelayCommands() { delayedCommands = append(delayedCommands, func() error { // Arguments are not copied. Copying is the caller's responsibility. i.DrawTriangles(src, vertices, indices, colorm, mode, filter, address, shader, uniforms) return nil }) return } for _, src := range srcs { src.resolvePendingPixels(true) } i.resolvePendingPixels(false) var s *mipmap.Shader if shader != nil { s = shader.shader } us := make([]interface{}, len(uniforms)) for k, v := range uniforms { switch v := v.(type) { case *Image: i.resolvePendingPixels(true) us[k] = v.img default: us[k] = v } } var srcImg *mipmap.Mipmap if src != nil { srcImg = src.img } i.img.DrawTriangles(srcImg, vertices, indices, colorm, mode, filter, address, s, us) } type Shader struct { shader *mipmap.Shader } func NewShader(program *shaderir.Program) *Shader { return &Shader{ shader: mipmap.NewShader(program), } } func (s *Shader) MarkDisposed() { s.shader.MarkDisposed() s.shader = nil }