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scene_drawer.go
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178 lines (146 loc) · 3.93 KB
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package graphics
import (
"image"
"slices"
"github.com/hajimehoshi/ebiten/v2"
"github.com/quasilyte/gmath"
)
type SceneDrawer struct {
cameras []installedCamera
// This camera is used only when len(cameras) is 0.
// Stored as a slice for convenience.
defaultCamera []installedCamera
viewportRect gmath.Rect
layers []SceneLayerDrawer
buf *ebiten.Image
}
type installedCamera struct {
c *Camera
buf *ebiten.Image
cachedRect gmath.Rect
}
type SceneLayerDrawer interface {
Update(delta float64)
DrawWithOptions(dst *ebiten.Image, opts DrawOptions)
AddChild(o gsceneGraphics)
}
// NewSceneDrawer creates a configured [gscene.Drawer] for the scene.
//
// It will have a default camera that always has its offset at (0, 0)
// and its rendered at a full display.
// This default camera is used if no other cameras are available.
// Use [SceneDrawer.AddCamera] to install custom cameras.
//
// See [SceneDrawer] doc comments for more info.
//
// It's advised to only call this function after Ebitengine game has already started.
func NewSceneDrawer(layers []SceneLayerDrawer) *SceneDrawer {
if len(layers) == 0 {
panic("can't create a scene drawer with 0 layers")
}
w, h := ebiten.WindowSize()
viewportRect := gmath.Rect{
Max: gmath.Vec{X: float64(w), Y: float64(h)},
}
d := &SceneDrawer{
layers: layers,
viewportRect: viewportRect,
}
d.defaultCamera = []installedCamera{
{c: NewCamera()},
}
return d
}
func (d *SceneDrawer) SetViewportRect(rect gmath.Rect) {
d.viewportRect = rect
}
func (d *SceneDrawer) AddCamera(camera *Camera) {
d.cameras = append(d.cameras, installedCamera{
c: camera,
})
}
func (d *SceneDrawer) RemoveCamera(camera *Camera) {
index := slices.IndexFunc(d.cameras, func(ic installedCamera) bool {
return ic.c == camera
})
if index < 0 {
return
}
d.cameras = slices.Delete(d.cameras, index, index+1)
}
func (d *SceneDrawer) AddGraphics(o gsceneGraphics, layer int) {
l := d.layers[layer]
l.AddChild(o)
}
func (d *SceneDrawer) Update(delta float64) {
for _, l := range d.layers {
l.Update(delta)
}
}
func (d *SceneDrawer) Draw(dst *ebiten.Image) {
cameras := d.cameras
if len(cameras) == 0 {
cameras = d.defaultCamera // Contains a single full-display camera
}
for i := range cameras {
camera := &cameras[i]
cameraDst := dst
if d.cameraNeedsTmpBuf(camera) {
cameraDst = d.cameraAdjustedBuf(camera, d.getBuf())
cameraDst.Clear()
}
options := DrawOptions{
Offset: camera.c.getDrawOffset(),
}
for i, l := range d.layers {
if i < 64 {
if uint64(1<<i)&camera.c.layerMask == 0 {
continue
}
}
l.DrawWithOptions(cameraDst, options)
}
if cameraDst != dst {
// Copy the result to the actual destination.
if camera.c.pp == nil {
// A simple drawing without post-processing.
var options ebiten.DrawImageOptions
options.GeoM.Translate(camera.c.areaRect.Min.X, camera.c.areaRect.Min.Y)
dst.DrawImage(cameraDst, &options)
} else {
camera.c.pp.PostProcess(dst, cameraDst, DrawOptions{
Offset: gmath.Vec{
X: camera.c.areaRect.Min.X,
Y: camera.c.areaRect.Min.Y,
},
})
}
}
}
}
func (d *SceneDrawer) cameraAdjustedBuf(camera *installedCamera, buf *ebiten.Image) *ebiten.Image {
// Maybe we already have a suitable subimage?
// If camera viewport sizes are the same, use it.
// This is a very common case.
if camera.buf != nil {
if camera.cachedRect == camera.c.areaRect {
return camera.buf
}
}
// Calculate a subimage and cache it.
camera.buf = buf.SubImage(image.Rectangle{
Max: camera.c.areaSize.ToStd(),
}).(*ebiten.Image)
camera.cachedRect = camera.c.areaRect
return camera.buf
}
func (d *SceneDrawer) cameraNeedsTmpBuf(camera *installedCamera) bool {
return camera.c.areaRect != d.viewportRect || camera.c.pp != nil
}
func (d *SceneDrawer) getBuf() *ebiten.Image {
if d.buf != nil {
return d.buf
}
d.buf = ebiten.NewImage(int(d.viewportRect.Max.X), int(d.viewportRect.Max.Y))
return d.buf
}