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https://github.com/hajimehoshi/ebiten.git
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81b9f91f86
With DirectX, the graphics driver cannot be determined until the main loop starts, as a transparent window cannot be treated with DirectX so far. On the other hand, compiling shaders requires a graphics driver as it requires information about Y directions of NDCs and framebuffers. This change delays compiling shaders until the graphics commands are actually executed in the main loop. Updates #1007 Updates #2019
326 lines
8.2 KiB
Go
326 lines
8.2 KiB
Go
// Copyright 2018 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 mipmap
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import (
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"fmt"
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"math"
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"github.com/hajimehoshi/ebiten/v2/internal/affine"
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"github.com/hajimehoshi/ebiten/v2/internal/buffered"
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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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)
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// Mipmap is a set of buffered.Image sorted by the order of mipmap level.
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// The level 0 image is a regular image and higher-level images are used for mipmap.
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type Mipmap struct {
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width int
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height int
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volatile bool
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orig *buffered.Image
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imgs map[int]*buffered.Image
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}
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func New(width, height int) *Mipmap {
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return &Mipmap{
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width: width,
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height: height,
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orig: buffered.NewImage(width, height),
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}
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}
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func NewScreenFramebufferMipmap(width, height int) *Mipmap {
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return &Mipmap{
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width: width,
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height: height,
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orig: buffered.NewScreenFramebufferImage(width, height),
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}
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}
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func (m *Mipmap) SetIndependent(independent bool) {
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m.orig.SetIndependent(independent)
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}
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func (m *Mipmap) SetVolatile(volatile bool) {
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if m.volatile == volatile {
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return
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}
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m.volatile = volatile
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if m.volatile {
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m.disposeMipmaps()
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}
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m.orig.SetVolatile(volatile)
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}
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func (m *Mipmap) DumpScreenshot(graphicsDriver graphicsdriver.Graphics, name string, blackbg bool) error {
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return m.orig.DumpScreenshot(graphicsDriver, name, blackbg)
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}
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func (m *Mipmap) ReplacePixels(pix []byte, x, y, width, height int) {
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m.orig.ReplacePixels(pix, x, y, width, height)
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m.disposeMipmaps()
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}
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func (m *Mipmap) At(graphicsDriver graphicsdriver.Graphics, x, y int) (r, g, b, a byte, err error) {
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return m.orig.At(graphicsDriver, x, y)
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}
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func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageNum]*Mipmap, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms map[string]interface{}, evenOdd bool, canSkipMipmap bool) {
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if len(indices) == 0 {
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return
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}
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level := 0
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// TODO: Do we need to check all the sources' states of being volatile?
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if !canSkipMipmap && srcs[0] != nil && !srcs[0].volatile && filter != graphicsdriver.FilterScreen {
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level = math.MaxInt32
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for i := 0; i < len(indices)/3; i++ {
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const n = graphics.VertexFloatNum
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dx0 := vertices[n*indices[3*i]+0]
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dy0 := vertices[n*indices[3*i]+1]
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sx0 := vertices[n*indices[3*i]+2]
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sy0 := vertices[n*indices[3*i]+3]
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dx1 := vertices[n*indices[3*i+1]+0]
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dy1 := vertices[n*indices[3*i+1]+1]
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sx1 := vertices[n*indices[3*i+1]+2]
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sy1 := vertices[n*indices[3*i+1]+3]
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dx2 := vertices[n*indices[3*i+2]+0]
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dy2 := vertices[n*indices[3*i+2]+1]
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sx2 := vertices[n*indices[3*i+2]+2]
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sy2 := vertices[n*indices[3*i+2]+3]
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if l := mipmapLevelFromDistance(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1, filter); level > l {
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level = l
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}
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if l := mipmapLevelFromDistance(dx1, dy1, dx2, dy2, sx1, sy1, sx2, sy2, filter); level > l {
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level = l
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}
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if l := mipmapLevelFromDistance(dx2, dy2, dx0, dy0, sx2, sy2, sx0, sy0, filter); level > l {
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level = l
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}
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}
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if level == math.MaxInt32 {
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panic("mipmap: level must be calculated at least once but not")
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}
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}
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var s *buffered.Shader
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if shader != nil {
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s = shader.shader
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}
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var imgs [graphics.ShaderImageNum]*buffered.Image
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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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if level != 0 {
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if img := src.level(level); img != nil {
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const n = graphics.VertexFloatNum
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s := float32(pow2(level))
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for i := 0; i < len(vertices)/n; i++ {
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vertices[i*n+2] /= s
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vertices[i*n+3] /= s
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}
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imgs[i] = img
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continue
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}
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}
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imgs[i] = src.orig
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}
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m.orig.DrawTriangles(imgs, vertices, indices, colorm, mode, filter, address, dstRegion, srcRegion, subimageOffsets, s, uniforms, evenOdd)
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m.disposeMipmaps()
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}
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func (m *Mipmap) setImg(level int, img *buffered.Image) {
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if m.imgs == nil {
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m.imgs = map[int]*buffered.Image{}
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}
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m.imgs[level] = img
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}
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func (m *Mipmap) level(level int) *buffered.Image {
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if level == 0 {
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panic("ebiten: level must be non-zero at level")
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}
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if m.volatile {
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panic("ebiten: mipmap images for a volatile image is not implemented yet")
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}
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if img, ok := m.imgs[level]; ok {
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return img
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}
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var src *buffered.Image
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var vs []float32
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var filter graphicsdriver.Filter
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switch {
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case level == 1:
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src = m.orig
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vs = graphics.QuadVertices(0, 0, float32(m.width), float32(m.height), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
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filter = graphicsdriver.FilterLinear
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case level > 1:
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src = m.level(level - 1)
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if src == nil {
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m.setImg(level, nil)
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return nil
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}
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w := sizeForLevel(m.width, level-1)
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h := sizeForLevel(m.height, level-1)
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vs = graphics.QuadVertices(0, 0, float32(w), float32(h), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
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filter = graphicsdriver.FilterLinear
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default:
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panic(fmt.Sprintf("ebiten: invalid level: %d", level))
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}
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is := graphics.QuadIndices()
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w2 := sizeForLevel(m.width, level-1)
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h2 := sizeForLevel(m.height, level-1)
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if w2 == 0 || h2 == 0 {
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m.setImg(level, nil)
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return nil
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}
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// buffered.NewImage panics with a too big size when actual allocation happens.
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// 4096 should be a safe size in most environments (#1399).
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// Unfortunately a precise max image size cannot be obtained here since this requires GPU access.
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if w2 > 4096 || h2 > 4096 {
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m.setImg(level, nil)
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return nil
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}
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s := buffered.NewImage(w2, h2)
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s.SetVolatile(m.volatile)
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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(w2),
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Height: float32(h2),
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}
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s.DrawTriangles([graphics.ShaderImageNum]*buffered.Image{src}, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, filter, graphicsdriver.AddressUnsafe, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageNum - 1][2]float32{}, nil, nil, false)
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m.setImg(level, s)
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return m.imgs[level]
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}
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func sizeForLevel(x int, level int) int {
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for i := 0; i < level; i++ {
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x /= 2
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if x == 0 {
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return 0
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}
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}
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return x
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}
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func (m *Mipmap) MarkDisposed() {
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m.disposeMipmaps()
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m.orig.MarkDisposed()
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m.orig = nil
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}
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func (m *Mipmap) disposeMipmaps() {
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for _, img := range m.imgs {
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if img != nil {
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img.MarkDisposed()
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}
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}
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for k := range m.imgs {
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delete(m.imgs, k)
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}
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}
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// mipmapLevel returns an appropriate mipmap level for the given distance.
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func mipmapLevelFromDistance(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1 float32, filter graphicsdriver.Filter) int {
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const maxLevel = 6
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if filter == graphicsdriver.FilterScreen {
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return 0
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}
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d := (dx1-dx0)*(dx1-dx0) + (dy1-dy0)*(dy1-dy0)
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s := (sx1-sx0)*(sx1-sx0) + (sy1-sy0)*(sy1-sy0)
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if s == 0 {
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return 0
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}
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scale := d / s
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// Scale can be infinite when the specified scale is extremely big (#1398).
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if math.IsInf(float64(scale), 0) {
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return 0
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}
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// Scale can be zero when the specified scale is extremely small (#1398).
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if scale == 0 {
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return 0
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}
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if filter != graphicsdriver.FilterLinear {
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return 0
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}
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level := 0
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for scale < 0.25 {
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level++
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scale *= 4
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}
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if level > 0 {
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// If the image can be scaled into 0 size, adjust the level. (#839)
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w, h := int(sx1-sx0), int(sy1-sy0)
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for level >= 0 {
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s := 1 << uint(level)
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if (w > 0 && w/s == 0) || (h > 0 && h/s == 0) {
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level--
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continue
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}
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break
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}
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if level < 0 {
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// As the render source is too small, nothing is rendered.
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return 0
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}
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}
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if level > maxLevel {
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level = maxLevel
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}
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return level
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}
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func pow2(power int) float32 {
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x := 1
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return float32(x << uint(power))
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}
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type Shader struct {
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shader *buffered.Shader
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}
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func NewShader(src []byte) *Shader {
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return &Shader{
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shader: buffered.NewShader(src),
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}
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}
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func (s *Shader) MarkDisposed() {
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s.shader.MarkDisposed()
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s.shader = nil
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}
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