mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 04:08:53 +01:00
346 lines
10 KiB
Go
346 lines
10 KiB
Go
// Copyright 2022 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ui
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import (
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"fmt"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
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)
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// panicOnErrorOnReadingPixels indicates whether reading pixels panics on an error or not.
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// This value is set only on testing.
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var panicOnErrorOnReadingPixels bool
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func SetPanicOnErrorOnReadingPixelsForTesting(value bool) {
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panicOnErrorOnReadingPixels = value
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}
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const bigOffscreenScale = 2
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type Image struct {
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mipmap *mipmap.Mipmap
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width int
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height int
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imageType atlas.ImageType
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dotsBuffer map[[2]int][4]byte
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// bigOffscreenBuffer is a double-sized offscreen for anti-alias rendering.
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bigOffscreenBuffer *Image
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bigOffscreenBufferBlend graphicsdriver.Blend
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bigOffscreenBufferDirty bool
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}
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func NewImage(width, height int, imageType atlas.ImageType) *Image {
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return &Image{
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mipmap: mipmap.New(width, height, imageType),
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width: width,
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height: height,
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imageType: imageType,
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}
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}
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func (i *Image) MarkDisposed() {
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if i.mipmap == nil {
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return
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}
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if i.bigOffscreenBuffer != nil {
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i.bigOffscreenBuffer.MarkDisposed()
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i.bigOffscreenBuffer = nil
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i.bigOffscreenBufferDirty = false
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}
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i.mipmap.MarkDisposed()
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i.mipmap = nil
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i.dotsBuffer = nil
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}
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, canSkipMipmap bool, antialias bool) {
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if antialias {
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// Flush the other buffer to make the buffers exclusive.
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i.flushDotsBufferIfNeeded()
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if i.bigOffscreenBufferBlend != blend {
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i.flushBigOffscreenBufferIfNeeded()
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}
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if i.bigOffscreenBuffer == nil {
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var imageType atlas.ImageType
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switch i.imageType {
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case atlas.ImageTypeRegular, atlas.ImageTypeUnmanaged:
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imageType = atlas.ImageTypeUnmanaged
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case atlas.ImageTypeScreen, atlas.ImageTypeVolatile:
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imageType = atlas.ImageTypeVolatile
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default:
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panic(fmt.Sprintf("ui: unexpected image type: %d", imageType))
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}
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i.bigOffscreenBuffer = NewImage(i.width*bigOffscreenScale, i.height*bigOffscreenScale, imageType)
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}
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i.bigOffscreenBufferBlend = blend
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// Copy the current rendering result to get the correct blending result.
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if blend != graphicsdriver.BlendSourceOver && !i.bigOffscreenBufferDirty {
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srcs := [graphics.ShaderImageCount]*Image{i}
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vs := graphics.QuadVertices(
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0, 0, float32(i.width), float32(i.height),
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bigOffscreenScale, 0, 0, bigOffscreenScale, 0, 0,
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1, 1, 1, 1)
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is := graphics.QuadIndices()
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dstRegion := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: float32(i.width * bigOffscreenScale),
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Height: float32(i.height * bigOffscreenScale),
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}
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i.bigOffscreenBuffer.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader, nil, false, true, false)
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}
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for i := 0; i < len(vertices); i += graphics.VertexFloatCount {
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vertices[i] *= bigOffscreenScale
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vertices[i+1] *= bigOffscreenScale
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}
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dstRegion.X *= bigOffscreenScale
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dstRegion.Y *= bigOffscreenScale
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dstRegion.Width *= bigOffscreenScale
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dstRegion.Height *= bigOffscreenScale
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i.bigOffscreenBuffer.DrawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegion, subimageOffsets, shader, uniforms, evenOdd, canSkipMipmap, false)
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i.bigOffscreenBufferDirty = true
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return
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}
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i.flushBufferIfNeeded()
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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.flushBufferIfNeeded()
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srcMipmaps[i] = src.mipmap
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}
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i.mipmap.DrawTriangles(srcMipmaps, vertices, indices, blend, dstRegion, srcRegion, subimageOffsets, shader.shader, uniforms, evenOdd, canSkipMipmap)
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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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// Flush the other buffer to make the buffers exclusive.
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i.flushBigOffscreenBufferIfNeeded()
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if i.dotsBuffer == nil {
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i.dotsBuffer = 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.dotsBuffer[[2]int{x, y}] = clr
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// One square requires 6 indices (= 2 triangles).
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if len(i.dotsBuffer) >= graphics.IndicesCount/6 {
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i.flushDotsBufferIfNeeded()
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}
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return
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}
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i.flushBufferIfNeeded()
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i.mipmap.WritePixels(pix, x, y, width, height)
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}
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func (i *Image) ReadPixels(pixels []byte, x, y, width, height int) {
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// Check the error existence and avoid unnecessary calls.
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if theGlobalState.error() != nil {
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return
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}
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i.flushBigOffscreenBufferIfNeeded()
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if width == 1 && height == 1 {
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if c, ok := i.dotsBuffer[[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 flushDotsBufferIfNeeded here. This would slow (image/draw).Draw.
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// See ebiten.TestImageDrawOver.
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} else {
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i.flushDotsBufferIfNeeded()
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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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}
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theGlobalState.setError(err)
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}
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}
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func (i *Image) DumpScreenshot(name string, blackbg bool) (string, error) {
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i.flushBufferIfNeeded()
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return theUI.dumpScreenshot(i.mipmap, name, blackbg)
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}
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func (i *Image) flushBufferIfNeeded() {
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// The buffers are exclusive and the order should not matter.
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i.flushDotsBufferIfNeeded()
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i.flushBigOffscreenBufferIfNeeded()
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}
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func (i *Image) flushDotsBufferIfNeeded() {
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if len(i.dotsBuffer) == 0 {
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return
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}
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l := len(i.dotsBuffer)
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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.dotsBuffer {
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dx := float32(p[0])
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dy := float32(p[1])
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crf := float32(c[0]) / 0xff
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cgf := float32(c[1]) / 0xff
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cbf := float32(c[2]) / 0xff
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caf := float32(c[3]) / 0xff
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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.dotsBuffer = nil
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srcs := [graphics.ShaderImageCount]*mipmap.Mipmap{whiteImage.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, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader.shader, nil, false, true)
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}
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func (i *Image) flushBigOffscreenBufferIfNeeded() {
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if !i.bigOffscreenBufferDirty {
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return
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}
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// Mark the offscreen clearn earlier to avoid recursive calls.
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i.bigOffscreenBufferDirty = false
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srcs := [graphics.ShaderImageCount]*Image{i.bigOffscreenBuffer}
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vs := graphics.QuadVertices(
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0, 0, float32(i.width*bigOffscreenScale), float32(i.height*bigOffscreenScale),
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1.0/bigOffscreenScale, 0, 0, 1.0/bigOffscreenScale, 0, 0,
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1, 1, 1, 1)
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is := graphics.QuadIndices()
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dstRegion := 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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blend := graphicsdriver.BlendSourceOver
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if i.bigOffscreenBufferBlend != graphicsdriver.BlendSourceOver {
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blend = graphicsdriver.BlendCopy
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}
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i.DrawTriangles(srcs, vs, is, blend, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, LinearFilterShader, nil, false, true, false)
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i.bigOffscreenBuffer.clear()
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i.bigOffscreenBufferDirty = false
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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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var (
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whiteImage = NewImage(3, 3, atlas.ImageTypeRegular)
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)
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func init() {
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pix := make([]byte, 4*whiteImage.width*whiteImage.height)
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for i := range pix {
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pix[i] = 0xff
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}
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// As whiteImage is used at Fill, use WritePixels instead.
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whiteImage.WritePixels(pix, 0, 0, whiteImage.width, whiteImage.height)
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}
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func (i *Image) clear() {
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i.Fill(0, 0, 0, 0, 0, 0, i.width, i.height)
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}
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func (i *Image) Fill(r, g, b, a float32, x, y, width, height int) {
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dstRegion := graphicsdriver.Region{
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X: float32(x),
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Y: float32(y),
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Width: float32(width),
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Height: float32(height),
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}
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vs := graphics.QuadVertices(
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1, 1, float32(whiteImage.width-1), float32(whiteImage.height-1),
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float32(i.width), 0, 0, float32(i.height), 0, 0,
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r, g, b, a)
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is := graphics.QuadIndices()
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srcs := [graphics.ShaderImageCount]*Image{whiteImage}
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i.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader, nil, false, true, false)
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}
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