mirror of
https://github.com/hajimehoshi/ebiten.git
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48e3c766f7
Updates #805
392 lines
10 KiB
Go
392 lines
10 KiB
Go
// Copyright 2016 Hajime Hoshi
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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 graphicscommand
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import (
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"fmt"
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"image"
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"math"
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"strings"
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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/shaderir"
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)
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// command represents a drawing command.
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//
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// A command for drawing that is created when Image functions are called like DrawTriangles,
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// or Fill.
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// A command is not immediately executed after created. Instead, it is queued after created,
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// and executed only when necessary.
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type command interface {
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fmt.Stringer
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Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error
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NeedsSync() bool
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}
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type drawTrianglesCommandPool struct {
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pool []*drawTrianglesCommand
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}
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func (p *drawTrianglesCommandPool) get() *drawTrianglesCommand {
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if len(p.pool) == 0 {
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return &drawTrianglesCommand{}
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}
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v := p.pool[len(p.pool)-1]
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p.pool[len(p.pool)-1] = nil
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p.pool = p.pool[:len(p.pool)-1]
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return v
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}
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func (p *drawTrianglesCommandPool) put(v *drawTrianglesCommand) {
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if len(p.pool) >= 1024 {
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return
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}
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p.pool = append(p.pool, v)
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}
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// drawTrianglesCommand represents a drawing command to draw an image on another image.
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type drawTrianglesCommand struct {
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dst *Image
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srcs [graphics.ShaderImageCount]*Image
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vertices []float32
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blend graphicsdriver.Blend
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dstRegions []graphicsdriver.DstRegion
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shader *Shader
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uniforms []uint32
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fillRule graphicsdriver.FillRule
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}
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func (c *drawTrianglesCommand) String() string {
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// TODO: Improve readability
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blend := fmt.Sprintf("{src-color: %d, src-alpha: %d, dst-color: %d, dst-alpha: %d, op-color: %d, op-alpha: %d}",
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c.blend.BlendFactorSourceRGB,
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c.blend.BlendFactorSourceAlpha,
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c.blend.BlendFactorDestinationRGB,
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c.blend.BlendFactorDestinationAlpha,
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c.blend.BlendOperationRGB,
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c.blend.BlendOperationAlpha)
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dst := fmt.Sprintf("%d", c.dst.id)
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if c.dst.screen {
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dst += " (screen)"
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}
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var srcstrs [graphics.ShaderImageCount]string
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for i, src := range c.srcs {
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if src == nil {
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srcstrs[i] = "(nil)"
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continue
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}
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srcstrs[i] = fmt.Sprintf("%d", src.id)
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if src.screen {
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srcstrs[i] += " (screen)"
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}
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}
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return fmt.Sprintf("draw-triangles: dst: %s <- src: [%s], num of dst regions: %d, num of indices: %d, blend: %s, fill rule: %s, shader id: %d", dst, strings.Join(srcstrs[:], ", "), len(c.dstRegions), c.numIndices(), blend, c.fillRule, c.shader.id)
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}
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// Exec executes the drawTrianglesCommand.
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func (c *drawTrianglesCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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// TODO: Is it ok not to bind any framebuffer here?
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if len(c.dstRegions) == 0 {
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return nil
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}
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var imgs [graphics.ShaderImageCount]graphicsdriver.ImageID
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for i, src := range c.srcs {
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if src == nil {
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imgs[i] = graphicsdriver.InvalidImageID
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continue
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}
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imgs[i] = src.image.ID()
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}
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return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.shader.shader.ID(), c.dstRegions, indexOffset, c.blend, c.uniforms, c.fillRule)
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}
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func (c *drawTrianglesCommand) NeedsSync() bool {
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return false
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}
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func (c *drawTrianglesCommand) numVertices() int {
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return len(c.vertices)
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}
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func (c *drawTrianglesCommand) numIndices() int {
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var nindices int
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for _, dstRegion := range c.dstRegions {
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nindices += dstRegion.IndexCount
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}
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return nindices
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}
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func (c *drawTrianglesCommand) setVertices(vertices []float32) {
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c.vertices = vertices
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}
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// CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
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// with the drawTrianglesCommand c.
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func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) bool {
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if c.shader != shader {
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return false
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}
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if len(c.uniforms) != len(uniforms) {
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return false
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}
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for i := range c.uniforms {
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if c.uniforms[i] != uniforms[i] {
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return false
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}
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}
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if c.dst != dst {
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return false
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}
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if c.srcs != srcs {
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return false
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}
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if c.blend != blend {
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return false
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}
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if c.fillRule != fillRule {
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return false
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}
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if c.fillRule != graphicsdriver.FillAll && mightOverlapDstRegions(c.vertices, vertices) {
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return false
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}
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return true
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}
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var (
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posInf32 = float32(math.Inf(1))
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negInf32 = float32(math.Inf(-1))
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)
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func dstRegionFromVertices(vertices []float32) (minX, minY, maxX, maxY float32) {
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minX = posInf32
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minY = posInf32
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maxX = negInf32
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maxY = negInf32
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for i := 0; i < len(vertices)/graphics.VertexFloatCount; i++ {
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x := vertices[graphics.VertexFloatCount*i]
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y := vertices[graphics.VertexFloatCount*i+1]
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if x < minX {
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minX = x
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}
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if y < minY {
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minY = y
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}
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if maxX < x {
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maxX = x
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}
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if maxY < y {
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maxY = y
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}
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}
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return
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}
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func mightOverlapDstRegions(vertices1, vertices2 []float32) bool {
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minX1, minY1, maxX1, maxY1 := dstRegionFromVertices(vertices1)
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minX2, minY2, maxX2, maxY2 := dstRegionFromVertices(vertices2)
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const margin = 1
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return minX1 < maxX2+margin && minX2 < maxX1+margin && minY1 < maxY2+margin && minY2 < maxY1+margin
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}
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// writePixelsCommand represents a command to replace pixels of an image.
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type writePixelsCommand struct {
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dst *Image
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args []writePixelsCommandArgs
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}
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type writePixelsCommandArgs struct {
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pixels *graphics.ManagedBytes
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region image.Rectangle
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}
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func (c *writePixelsCommand) String() string {
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return fmt.Sprintf("write-pixels: dst: %d, len(args): %d", c.dst.id, len(c.args))
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}
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// Exec executes the writePixelsCommand.
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func (c *writePixelsCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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if len(c.args) == 0 {
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return nil
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}
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args := make([]graphicsdriver.PixelsArgs, 0, len(c.args))
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for _, a := range c.args {
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pix, f := a.pixels.GetAndRelease()
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// A finalizer is executed when flushing the queue at the end of the frame.
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// At the end of the frame, the last command is rendering triangles onto the screen,
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// so the bytes are already sent to GPU and synced.
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// TODO: This might be fragile. When is the better time to call finalizers by a command queue?
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commandQueue.addFinalizer(f)
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args = append(args, graphicsdriver.PixelsArgs{
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Pixels: pix,
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Region: a.region,
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})
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}
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if err := c.dst.image.WritePixels(args); err != nil {
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return err
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}
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return nil
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}
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func (c *writePixelsCommand) NeedsSync() bool {
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return false
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}
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type readPixelsCommand struct {
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img *Image
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args []graphicsdriver.PixelsArgs
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}
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// Exec executes a readPixelsCommand.
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func (c *readPixelsCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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if err := c.img.image.ReadPixels(c.args); err != nil {
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return err
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}
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return nil
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}
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func (c *readPixelsCommand) NeedsSync() bool {
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return true
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}
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func (c *readPixelsCommand) String() string {
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return fmt.Sprintf("read-pixels: image: %d", c.img.id)
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}
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// disposeImageCommand represents a command to dispose an image.
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type disposeImageCommand struct {
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target *Image
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}
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func (c *disposeImageCommand) String() string {
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return fmt.Sprintf("dispose-image: target: %d", c.target.id)
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}
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// Exec executes the disposeImageCommand.
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func (c *disposeImageCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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c.target.image.Dispose()
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return nil
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}
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func (c *disposeImageCommand) NeedsSync() bool {
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return false
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}
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// disposeShaderCommand represents a command to dispose a shader.
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type disposeShaderCommand struct {
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target *Shader
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}
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func (c *disposeShaderCommand) String() string {
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return "dispose-shader: target"
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}
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// Exec executes the disposeShaderCommand.
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func (c *disposeShaderCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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c.target.shader.Dispose()
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return nil
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}
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func (c *disposeShaderCommand) NeedsSync() bool {
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return false
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}
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// newImageCommand represents a command to create an empty image with given width and height.
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type newImageCommand struct {
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result *Image
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width int
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height int
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screen bool
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}
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func (c *newImageCommand) String() string {
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return fmt.Sprintf("new-image: result: %d, width: %d, height: %d, screen: %t", c.result.id, c.width, c.height, c.screen)
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}
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// Exec executes a newImageCommand.
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func (c *newImageCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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var err error
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if c.screen {
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c.result.image, err = graphicsDriver.NewScreenFramebufferImage(c.width, c.height)
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} else {
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c.result.image, err = graphicsDriver.NewImage(c.width, c.height)
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}
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return err
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}
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func (c *newImageCommand) NeedsSync() bool {
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return true
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}
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// newShaderCommand is a command to create a shader.
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type newShaderCommand struct {
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result *Shader
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ir *shaderir.Program
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}
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func (c *newShaderCommand) String() string {
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return "new-shader"
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}
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// Exec executes a newShaderCommand.
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func (c *newShaderCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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s, err := graphicsDriver.NewShader(c.ir)
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if err != nil {
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return err
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}
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c.result.shader = s
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return nil
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}
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func (c *newShaderCommand) NeedsSync() bool {
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return true
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}
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// InitializeGraphicsDriverState initialize the current graphics driver state.
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func InitializeGraphicsDriverState(graphicsDriver graphicsdriver.Graphics) (err error) {
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runOnRenderThread(func() {
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err = graphicsDriver.Initialize()
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}, true)
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return
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}
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// ResetGraphicsDriverState resets the current graphics driver state.
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// If the graphics driver doesn't have an API to reset, ResetGraphicsDriverState does nothing.
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func ResetGraphicsDriverState(graphicsDriver graphicsdriver.Graphics) (err error) {
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if r, ok := graphicsDriver.(graphicsdriver.Resetter); ok {
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runOnRenderThread(func() {
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err = r.Reset()
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}, true)
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}
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return nil
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}
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// MaxImageSize returns the maximum size of an image.
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func MaxImageSize(graphicsDriver graphicsdriver.Graphics) int {
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var size int
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runOnRenderThread(func() {
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size = graphicsDriver.MaxImageSize()
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}, true)
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return size
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}
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