ebiten/internal/graphics/command.go
2016-10-27 01:42:18 +09:00

418 lines
10 KiB
Go

// 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() {
n := 0
for _, c := range g {
switch c := c.(type) {
case *drawImageCommand:
n += len(c.vertices)
}
}
vertices := make([]int16, 0, n)
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
}