// Copyright 2019 The Ebiten Authors // // 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 buffered import ( "fmt" "image" "github.com/hajimehoshi/ebiten/v2/internal/atlas" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/restorable" ) var whiteImage *Image func init() { whiteImage = NewImage(3, 3, atlas.ImageTypeRegular) pix := make([]byte, 4*3*3) for i := range pix { pix[i] = 0xff } whiteImage.WritePixels(pix, image.Rect(0, 0, 3, 3)) } type Image struct { img *atlas.Image width int height int // dotsBuffer is a buffer for drawing a lot of dots. // An entry in this map is the primary data of pixels for ReadPixels. dotsBuffer map[image.Point][4]byte // pixels is cached pixels for ReadPixels. // pixels might be out of sync with GPU. // The data of pixels is the secondary data of pixels for ReadPixels. // // pixels is always nil when restorable.AlwaysReadPixelsFromGPU() returns false. pixels []byte // pixelsUnsynced represents whether the pixels in CPU and GPU are not synced. pixelsUnsynced bool } func NewImage(width, height int, imageType atlas.ImageType) *Image { return &Image{ img: atlas.NewImage(width, height, imageType), width: width, height: height, } } func (i *Image) Deallocate() { i.img.Deallocate() i.dotsBuffer = nil i.pixels = nil i.pixelsUnsynced = false } func (i *Image) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byte, region image.Rectangle) (bool, error) { if region.Dx() == 1 && region.Dy() == 1 { if c, ok := i.dotsBuffer[region.Min]; ok { copy(pixels, c[:]) return true, nil } } // If restorable.AlwaysReadPixelsFromGPU() returns false, the pixel data is cached in the restorable package. if !restorable.AlwaysReadPixelsFromGPU() { i.syncPixelsIfNeeded() ok, err := i.img.ReadPixels(graphicsDriver, pixels, region) if err != nil { return false, err } return ok, nil } // Do not call syncPixelsIfNeeded here. This would slow (image/draw).Draw. // See ebiten.TestImageDrawOver. if i.pixels == nil { pix := make([]byte, 4*i.width*i.height) ok, err := i.img.ReadPixels(graphicsDriver, pix, image.Rect(0, 0, i.width, i.height)) if err != nil { return false, err } if !ok { return false, nil } i.pixels = pix } if len(i.dotsBuffer) > 0 { for pos, clr := range i.dotsBuffer { idx := 4 * (pos.Y*i.width + pos.X) i.pixels[idx] = clr[0] i.pixels[idx+1] = clr[1] i.pixels[idx+2] = clr[2] i.pixels[idx+3] = clr[3] delete(i.dotsBuffer, pos) } i.pixelsUnsynced = true } lineWidth := 4 * region.Dx() for j := 0; j < region.Dy(); j++ { dstX := 4 * j * region.Dx() srcX := 4 * ((region.Min.Y+j)*i.width + region.Min.X) copy(pixels[dstX:dstX+lineWidth], i.pixels[srcX:srcX+lineWidth]) } return true, nil } func (i *Image) DumpScreenshot(graphicsDriver graphicsdriver.Graphics, name string, blackbg bool) (string, error) { i.syncPixelsIfNeeded() return i.img.DumpScreenshot(graphicsDriver, name, blackbg) } // WritePixels replaces the pixels at the specified region. func (i *Image) WritePixels(pix []byte, region image.Rectangle) { if l := 4 * region.Dx() * region.Dy(); len(pix) != l { panic(fmt.Sprintf("buffered: len(pix) was %d but must be %d", len(pix), l)) } // Writing one pixel is a special case. // Do not write pixels in GPU, as (image/draw).Image's functions might call WritePixels with pixels one by one. if region.Dx() == 1 && region.Dy() == 1 { // If i.pixels exists, update this instead of adding an entry to dotsBuffer. if i.pixels != nil { idx := 4 * (region.Min.Y*i.width + region.Min.X) i.pixels[idx] = pix[0] i.pixels[idx+1] = pix[1] i.pixels[idx+2] = pix[2] i.pixels[idx+3] = pix[3] i.pixelsUnsynced = true delete(i.dotsBuffer, region.Min) return } if i.dotsBuffer == nil { i.dotsBuffer = map[image.Point][4]byte{} } var clr [4]byte copy(clr[:], pix) i.dotsBuffer[region.Min] = clr if len(i.dotsBuffer) >= 10000 { i.syncPixelsIfNeeded() } return } // If i.pixels is not nil, this indicates ReadPixels is called and might be called again later. // Keep and update the pixels data in this case. if i.pixels != nil { lineWidth := 4 * region.Dx() for j := 0; j < region.Dy(); j++ { dstX := 4 * ((region.Min.Y+j)*i.width + region.Min.X) srcX := 4 * j * region.Dx() copy(i.pixels[dstX:dstX+lineWidth], pix[srcX:srcX+lineWidth]) } // pixelsUnsynced can NOT be set false as the outside pixels of the region is not written by WritePixels here. // See the test TestUnsyncedPixels. } // Even if i.pixels is nil, do not create a pixel cache. // It is in theroy possible to copy the argument pixels, but this tends to consume a lot of memory. // Avoid this unless ReadPixels is called. // Remove entries in the dots buffer that are overwritten by this WritePixels call. for pos := range i.dotsBuffer { if !pos.In(region) { continue } delete(i.dotsBuffer, pos) } i.img.WritePixels(pix, region) } // DrawTriangles draws the src image with the given vertices. // // Copying vertices and indices is the caller's responsibility. func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *atlas.Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, hint restorable.Hint) { for _, src := range srcs { if i == src { panic("buffered: Image.DrawTriangles: source images must be different from the receiver") } if src != nil { // src's pixels have to be synced between CPU and GPU, // but doesn't have to be cleared since src is not modified in this function. src.syncPixelsIfNeeded() } } i.syncPixelsIfNeeded() var imgs [graphics.ShaderSrcImageCount]*atlas.Image for i, img := range srcs { if img == nil { continue } imgs[i] = img.img } i.img.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule, hint) // After rendering, the pixel cache is no longer valid. i.pixels = nil } // syncPixelsIfNeeded syncs the pixels between CPU and GPU. // After syncPixelsIfNeeded, dotsBuffer is cleared, but pixels might remain. func (i *Image) syncPixelsIfNeeded() { if i.pixelsUnsynced { // If this image already has pixels, use WritePixels instead of DrawTriangles for efficiency. for pos, clr := range i.dotsBuffer { idx := 4 * (pos.Y*i.width + pos.X) i.pixels[idx] = clr[0] i.pixels[idx+1] = clr[1] i.pixels[idx+2] = clr[2] i.pixels[idx+3] = clr[3] delete(i.dotsBuffer, pos) } i.img.WritePixels(i.pixels, image.Rect(0, 0, i.width, i.height)) i.pixelsUnsynced = false return } if len(i.dotsBuffer) == 0 { return } l := len(i.dotsBuffer) vs := make([]float32, l*4*graphics.VertexFloatCount) is := make([]uint32, l*6) sx, sy := float32(1), float32(1) var idx int for p, c := range i.dotsBuffer { dx := float32(p.X) dy := float32(p.Y) crf := float32(c[0]) / 0xff cgf := float32(c[1]) / 0xff cbf := float32(c[2]) / 0xff caf := float32(c[3]) / 0xff vidx := 4 * idx iidx := 6 * idx vs[graphics.VertexFloatCount*vidx] = dx vs[graphics.VertexFloatCount*vidx+1] = dy vs[graphics.VertexFloatCount*vidx+2] = sx vs[graphics.VertexFloatCount*vidx+3] = sy vs[graphics.VertexFloatCount*vidx+4] = crf vs[graphics.VertexFloatCount*vidx+5] = cgf vs[graphics.VertexFloatCount*vidx+6] = cbf vs[graphics.VertexFloatCount*vidx+7] = caf vs[graphics.VertexFloatCount*(vidx+1)] = dx + 1 vs[graphics.VertexFloatCount*(vidx+1)+1] = dy vs[graphics.VertexFloatCount*(vidx+1)+2] = sx + 1 vs[graphics.VertexFloatCount*(vidx+1)+3] = sy vs[graphics.VertexFloatCount*(vidx+1)+4] = crf vs[graphics.VertexFloatCount*(vidx+1)+5] = cgf vs[graphics.VertexFloatCount*(vidx+1)+6] = cbf vs[graphics.VertexFloatCount*(vidx+1)+7] = caf vs[graphics.VertexFloatCount*(vidx+2)] = dx vs[graphics.VertexFloatCount*(vidx+2)+1] = dy + 1 vs[graphics.VertexFloatCount*(vidx+2)+2] = sx vs[graphics.VertexFloatCount*(vidx+2)+3] = sy + 1 vs[graphics.VertexFloatCount*(vidx+2)+4] = crf vs[graphics.VertexFloatCount*(vidx+2)+5] = cgf vs[graphics.VertexFloatCount*(vidx+2)+6] = cbf vs[graphics.VertexFloatCount*(vidx+2)+7] = caf vs[graphics.VertexFloatCount*(vidx+3)] = dx + 1 vs[graphics.VertexFloatCount*(vidx+3)+1] = dy + 1 vs[graphics.VertexFloatCount*(vidx+3)+2] = sx + 1 vs[graphics.VertexFloatCount*(vidx+3)+3] = sy + 1 vs[graphics.VertexFloatCount*(vidx+3)+4] = crf vs[graphics.VertexFloatCount*(vidx+3)+5] = cgf vs[graphics.VertexFloatCount*(vidx+3)+6] = cbf vs[graphics.VertexFloatCount*(vidx+3)+7] = caf is[iidx] = uint32(vidx) is[iidx+1] = uint32(vidx + 1) is[iidx+2] = uint32(vidx + 2) is[iidx+3] = uint32(vidx + 1) is[iidx+4] = uint32(vidx + 2) is[iidx+5] = uint32(vidx + 3) idx++ } srcs := [graphics.ShaderSrcImageCount]*atlas.Image{whiteImage.img} dr := image.Rect(0, 0, i.width, i.height) sr := image.Rect(0, 0, whiteImage.width, whiteImage.height) blend := graphicsdriver.BlendCopy i.img.DrawTriangles(srcs, vs, is, blend, dr, [graphics.ShaderSrcImageCount]image.Rectangle{sr}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll, restorable.HintNone) clear(i.dotsBuffer) }