ebiten/text/v2/atlas.go

282 lines
6.7 KiB
Go

package text
import (
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/internal/packing"
)
type glyphAtlas struct {
page *packing.Page
image *ebiten.Image
}
type glyphImage struct {
atlas *glyphAtlas
node *packing.Node
}
func (i *glyphImage) Image() *ebiten.Image {
return i.atlas.image.SubImage(i.node.Region()).(*ebiten.Image)
}
func newGlyphAtlas() *glyphAtlas {
return &glyphAtlas{
// Note: 128x128 is arbitrary, maybe a better value can be inferred
// from the font size or something
page: packing.NewPage(128, 128, 1024), // TODO: not 1024
image: ebiten.NewImage(128, 128),
}
}
func (g *glyphAtlas) NewImage(w, h int) *glyphImage {
n := g.page.Alloc(w, h)
pw, ph := g.page.Size()
if pw > g.image.Bounds().Dx() || ph > g.image.Bounds().Dy() {
newImage := ebiten.NewImage(pw, ph)
newImage.DrawImage(g.image, nil)
g.image = newImage
}
return &glyphImage{
atlas: g,
node: n,
}
}
func (g *glyphAtlas) Free(img *glyphImage) {
g.page.Free(img.node)
}
type drawRange struct {
atlas *glyphAtlas
end int
}
// drawList stores triangle versions of DrawImage calls when
// all images are sub-images of an atlas.
// Temporary vertices and indices can be re-used after calling
// Flush, so it is more efficient to keep a reference to a drawList
// instead of creating a new one every frame.
type drawList struct {
ranges []drawRange
vx []ebiten.Vertex
ix []uint16
}
// drawCommand is the equivalent of the regular DrawImageOptions
// but only including options that will not break batching.
// Filter, Address, Blend and AntiAlias are determined at Flush()
type drawCommand struct {
Image *glyphImage
ColorScale ebiten.ColorScale
GeoM ebiten.GeoM
}
var rectIndices = [6]uint16{0, 1, 2, 1, 2, 3}
type point struct {
X, Y float32
}
func pt(x, y float64) point {
return point{
X: float32(x),
Y: float32(y),
}
}
type rectOpts struct {
Dsts [4]point
SrcX0, SrcY0 float32
SrcX1, SrcY1 float32
R, G, B, A float32
}
// adjustDestinationPixel is the original ebitengine implementation found here:
// https://github.com/hajimehoshi/ebiten/blob/v2.8.0-alpha.1/internal/graphics/vertex.go#L102-L126
func adjustDestinationPixel(x float32) float32 {
// Avoid the center of the pixel, which is problematic (#929, #1171).
// Instead, align the vertices with about 1/3 pixels.
//
// The intention here is roughly this code:
//
// float32(math.Floor((float64(x)+1.0/6.0)*3) / 3)
//
// The actual implementation is more optimized than the above implementation.
ix := float32(int(x))
if x < 0 && x != ix {
ix -= 1
}
frac := x - ix
switch {
case frac < 3.0/16.0:
return ix
case frac < 8.0/16.0:
return ix + 5.0/16.0
case frac < 13.0/16.0:
return ix + 11.0/16.0
default:
return ix + 16.0/16.0
}
}
func appendRectVerticesIndices(vertices []ebiten.Vertex, indices []uint16, index int, opts *rectOpts) ([]ebiten.Vertex, []uint16) {
sx0, sy0, sx1, sy1 := opts.SrcX0, opts.SrcY0, opts.SrcX1, opts.SrcY1
r, g, b, a := opts.R, opts.G, opts.B, opts.A
vertices = append(vertices,
ebiten.Vertex{
DstX: adjustDestinationPixel(opts.Dsts[0].X),
DstY: adjustDestinationPixel(opts.Dsts[0].Y),
SrcX: sx0,
SrcY: sy0,
ColorR: r,
ColorG: g,
ColorB: b,
ColorA: a,
},
ebiten.Vertex{
DstX: adjustDestinationPixel(opts.Dsts[1].X),
DstY: adjustDestinationPixel(opts.Dsts[1].Y),
SrcX: sx1,
SrcY: sy0,
ColorR: r,
ColorG: g,
ColorB: b,
ColorA: a,
},
ebiten.Vertex{
DstX: adjustDestinationPixel(opts.Dsts[2].X),
DstY: adjustDestinationPixel(opts.Dsts[2].Y),
SrcX: sx0,
SrcY: sy1,
ColorR: r,
ColorG: g,
ColorB: b,
ColorA: a,
},
ebiten.Vertex{
DstX: adjustDestinationPixel(opts.Dsts[3].X),
DstY: adjustDestinationPixel(opts.Dsts[3].Y),
SrcX: sx1,
SrcY: sy1,
ColorR: r,
ColorG: g,
ColorB: b,
ColorA: a,
},
)
indiceCursor := uint16(index * 4)
indices = append(indices,
rectIndices[0]+indiceCursor,
rectIndices[1]+indiceCursor,
rectIndices[2]+indiceCursor,
rectIndices[3]+indiceCursor,
rectIndices[4]+indiceCursor,
rectIndices[5]+indiceCursor,
)
return vertices, indices
}
// Add adds DrawImage commands to the DrawList, images from multiple
// atlases can be added but they will break the previous batch bound to
// a different atlas, requiring an additional draw call internally.
// So, it is better to have the maximum of consecutive DrawCommand images
// sharing the same atlas.
func (dl *drawList) Add(commands ...*drawCommand) {
if len(commands) == 0 {
return
}
var batch *drawRange
if len(dl.ranges) > 0 {
batch = &dl.ranges[len(dl.ranges)-1]
} else {
dl.ranges = append(dl.ranges, drawRange{
atlas: commands[0].Image.atlas,
})
batch = &dl.ranges[0]
}
// Add vertices and indices
opts := &rectOpts{}
for _, cmd := range commands {
if cmd.Image.atlas != batch.atlas {
dl.ranges = append(dl.ranges, drawRange{
atlas: cmd.Image.atlas,
})
batch = &dl.ranges[len(dl.ranges)-1]
}
// Dst attributes
bounds := cmd.Image.node.Region()
opts.Dsts[0] = pt(cmd.GeoM.Apply(0, 0))
opts.Dsts[1] = pt(cmd.GeoM.Apply(
float64(bounds.Dx()), 0,
))
opts.Dsts[2] = pt(cmd.GeoM.Apply(
0, float64(bounds.Dy()),
))
opts.Dsts[3] = pt(cmd.GeoM.Apply(
float64(bounds.Dx()), float64(bounds.Dy()),
))
// Color and source attributes
opts.R = cmd.ColorScale.R()
opts.G = cmd.ColorScale.G()
opts.B = cmd.ColorScale.B()
opts.A = cmd.ColorScale.A()
opts.SrcX0 = float32(bounds.Min.X)
opts.SrcY0 = float32(bounds.Min.Y)
opts.SrcX1 = float32(bounds.Max.X)
opts.SrcY1 = float32(bounds.Max.Y)
dl.vx, dl.ix = appendRectVerticesIndices(
dl.vx, dl.ix, batch.end, opts,
)
batch.end++
}
}
// DrawOptions are additional options that will be applied to
// all draw commands from the draw list when calling Flush().
type drawOptions struct {
ColorScaleMode ebiten.ColorScaleMode
Blend ebiten.Blend
Filter ebiten.Filter
Address ebiten.Address
AntiAlias bool
}
// Flush executes all the draw commands as the smallest possible
// amount of draw calls, and then clears the list for next uses.
func (dl *drawList) Flush(dst *ebiten.Image, opts *drawOptions) {
var topts *ebiten.DrawTrianglesOptions
if opts != nil {
topts = &ebiten.DrawTrianglesOptions{
ColorScaleMode: opts.ColorScaleMode,
Blend: opts.Blend,
Filter: opts.Filter,
Address: opts.Address,
AntiAlias: opts.AntiAlias,
}
}
index := 0
for _, r := range dl.ranges {
dst.DrawTriangles(
dl.vx[index*4:(index+r.end)*4],
dl.ix[index*6:(index+r.end)*6],
r.atlas.image,
topts,
)
index += r.end
}
// Clear buffers
dl.ranges = dl.ranges[:0]
dl.vx = dl.vx[:0]
dl.ix = dl.ix[:0]
}