doodle/lib/render/interface.go

235 lines
5.2 KiB
Go
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package render
import (
"fmt"
"math"
"git.kirsle.net/apps/doodle/lib/events"
)
// Engine is the interface for the rendering engine, keeping SDL-specific stuff
// far away from the core of Doodle.
type Engine interface {
Setup() error
// Poll for events like keypresses and mouse clicks.
Poll() (*events.State, error)
GetTicks() uint32
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
2018-10-19 20:31:58 +00:00
WindowSize() (w, h int)
// Present presents the current state to the screen.
Present() error
// Clear the full canvas and set this color.
Clear(Color)
DrawPoint(Color, Point)
DrawLine(Color, Point, Point)
DrawRect(Color, Rect)
DrawBox(Color, Rect)
DrawText(Text, Point) error
ComputeTextRect(Text) (Rect, error)
WIP Texture Caching NOTICE: Chunk size set to 100 for visual testing! NOTICE: guitest references a bmp file that isn't checked in! BUGS REMAINING: - When scrolling the level in Edit Mode, some of the chunks will pop out of existence randomly. - When clicking-dragging to draw in Edit Mode, if the scroll position is not at 0,0 then the pixels drawn will be offset from the cursor. - These are to do with the Scroll position and chunk coordinate calc functions probably. Implements a texture caching interface to stop redrawing everything pixel by pixel on every frame. The texture caching workflow is briefly: - The uix.Canvas widget's Present() function iterates over the list of Chunk Coordinates that are visible inside of the current viewport (i.e. viewable on screen) - For each Chunk: - Make it render and/or return its cached Texture object. - Work out how much of the Chunk will be visible and how to crop the boxes for the Copy() - Copy the cached Texture instead of drawing all the pixels every time like we were doing before. - The Chunk.Texture() function that returns said Texture: - It calls Chunk.ToBitmap() to save a bitmap on disk. - It calls Engine.NewBitmap() to get a Texture it can hang onto. - It hangs onto the Texture and returns it on future calls. - Any call to Set() or Delete() a pixel will invalidate the cache (mark the Chunk "dirty") and Texture() will rebuild next call. The interface `render.Texturer` provides a way for rendering backends (SDL2, OpenGL) to transport a "texture" of their own kind without exposing the type details to the user. The interface `render.Engine` adds two new methods: * NewBitmap(filename string) (Texturer, error) * Copy(t Texturer, src, dst Rect) NewBitmap should open a bitmap image on disk and return it wrapped in a Texturer (really it's an SDL2 Texture). This is for caching purposes. Next the Copy() function blits the texture onto the screen renderer using the source and destination rectangles. The uix.Canvas widget orchestrates the caching for the drawing it's responsible for. It queries which chunks are viewable in the Canvas viewport (scroll and bounding boxes), has each chunk render out their entire bitmap image to then cache them as SDL textures and then only _those_ need to be copied out to the renderer each frame. The frame rate now sits at a decent 60 FPS even when the drawing gets messy and full of lines. Each unique version of each chunk needs to render only one time and then it's a fast copy operation for future ticks. Other changes: - Chunker now assigns each Chunk what their coordinate and size are, so that the chunk can self reference that information. This info is considered read-only but that isn't really enforced. - Add Chunker.IterViewportChunks() that returns a channel of Chunk Coordinates that are visible in your viewport, rather than iterating over all of the pixels in all of those chunks. - Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture caching. Currently these go to files in /tmp but will soon go into your $XDG_CACHE_FOLDER instead. - Add Chunk.Texture() that causes a Chunk to render and then return a cached bitmap texture of the pixels it's responsible for. The texture is cached until the Chunk is next modified with Set() or Delete(). - UI: add an Image widget that currently just shows a bitmap image. It was the first test for caching bitmap images for efficiency. Can show any *.bmp file on disk! - Editor UI: make the StatusBar boxes dynamically build from an array of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
// Texture caching.
NewBitmap(filename string) (Texturer, error)
Copy(t Texturer, src, dst Rect)
// Delay for a moment using the render engine's delay method,
// implemented by sdl.Delay(uint32)
Delay(uint32)
// Tasks that the Setup function should defer until tear-down.
Teardown()
Loop() error // maybe?
}
WIP Texture Caching NOTICE: Chunk size set to 100 for visual testing! NOTICE: guitest references a bmp file that isn't checked in! BUGS REMAINING: - When scrolling the level in Edit Mode, some of the chunks will pop out of existence randomly. - When clicking-dragging to draw in Edit Mode, if the scroll position is not at 0,0 then the pixels drawn will be offset from the cursor. - These are to do with the Scroll position and chunk coordinate calc functions probably. Implements a texture caching interface to stop redrawing everything pixel by pixel on every frame. The texture caching workflow is briefly: - The uix.Canvas widget's Present() function iterates over the list of Chunk Coordinates that are visible inside of the current viewport (i.e. viewable on screen) - For each Chunk: - Make it render and/or return its cached Texture object. - Work out how much of the Chunk will be visible and how to crop the boxes for the Copy() - Copy the cached Texture instead of drawing all the pixels every time like we were doing before. - The Chunk.Texture() function that returns said Texture: - It calls Chunk.ToBitmap() to save a bitmap on disk. - It calls Engine.NewBitmap() to get a Texture it can hang onto. - It hangs onto the Texture and returns it on future calls. - Any call to Set() or Delete() a pixel will invalidate the cache (mark the Chunk "dirty") and Texture() will rebuild next call. The interface `render.Texturer` provides a way for rendering backends (SDL2, OpenGL) to transport a "texture" of their own kind without exposing the type details to the user. The interface `render.Engine` adds two new methods: * NewBitmap(filename string) (Texturer, error) * Copy(t Texturer, src, dst Rect) NewBitmap should open a bitmap image on disk and return it wrapped in a Texturer (really it's an SDL2 Texture). This is for caching purposes. Next the Copy() function blits the texture onto the screen renderer using the source and destination rectangles. The uix.Canvas widget orchestrates the caching for the drawing it's responsible for. It queries which chunks are viewable in the Canvas viewport (scroll and bounding boxes), has each chunk render out their entire bitmap image to then cache them as SDL textures and then only _those_ need to be copied out to the renderer each frame. The frame rate now sits at a decent 60 FPS even when the drawing gets messy and full of lines. Each unique version of each chunk needs to render only one time and then it's a fast copy operation for future ticks. Other changes: - Chunker now assigns each Chunk what their coordinate and size are, so that the chunk can self reference that information. This info is considered read-only but that isn't really enforced. - Add Chunker.IterViewportChunks() that returns a channel of Chunk Coordinates that are visible in your viewport, rather than iterating over all of the pixels in all of those chunks. - Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture caching. Currently these go to files in /tmp but will soon go into your $XDG_CACHE_FOLDER instead. - Add Chunk.Texture() that causes a Chunk to render and then return a cached bitmap texture of the pixels it's responsible for. The texture is cached until the Chunk is next modified with Set() or Delete(). - UI: add an Image widget that currently just shows a bitmap image. It was the first test for caching bitmap images for efficiency. Can show any *.bmp file on disk! - Editor UI: make the StatusBar boxes dynamically build from an array of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
// Texturer is a stored image texture used by the rendering engine while
// abstracting away its inner workings.
type Texturer interface {
Size() Rect
}
// Rect has a coordinate and a width and height.
type Rect struct {
X int32
Y int32
W int32
H int32
}
// NewRect creates a rectangle of size `width` and `height`. The X,Y values
// are initialized to zero.
func NewRect(width, height int32) Rect {
return Rect{
W: width,
H: height,
}
}
func (r Rect) String() string {
return fmt.Sprintf("Rect<%d,%d,%d,%d>",
r.X, r.Y, r.W, r.H,
)
}
// Point returns the rectangle's X,Y values as a Point.
func (r Rect) Point() Point {
return Point{
X: r.X,
Y: r.Y,
}
}
// Bigger returns if the given rect is larger than the current one.
func (r Rect) Bigger(other Rect) bool {
// TODO: don't know why this is !
return !(other.X < r.X || // Lefter
other.Y < r.Y || // Higher
other.W > r.W || // Wider
other.H > r.H) // Taller
}
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
2018-10-19 20:31:58 +00:00
// Intersects with the other rectangle in any way.
func (r Rect) Intersects(other Rect) bool {
// Do a bidirectional compare.
compare := func(a, b Rect) bool {
var corners = []Point{
NewPoint(b.X, b.Y),
NewPoint(b.X, b.Y+b.H),
NewPoint(b.X+b.W, b.Y),
NewPoint(b.X+b.W, b.Y+b.H),
}
for _, pt := range corners {
if pt.Inside(a) {
return true
}
}
return false
}
return compare(r, other) || compare(other, r) || false
}
// IsZero returns if the Rect is uninitialized.
func (r Rect) IsZero() bool {
return r.X == 0 && r.Y == 0 && r.W == 0 && r.H == 0
}
WIP Texture Caching NOTICE: Chunk size set to 100 for visual testing! NOTICE: guitest references a bmp file that isn't checked in! BUGS REMAINING: - When scrolling the level in Edit Mode, some of the chunks will pop out of existence randomly. - When clicking-dragging to draw in Edit Mode, if the scroll position is not at 0,0 then the pixels drawn will be offset from the cursor. - These are to do with the Scroll position and chunk coordinate calc functions probably. Implements a texture caching interface to stop redrawing everything pixel by pixel on every frame. The texture caching workflow is briefly: - The uix.Canvas widget's Present() function iterates over the list of Chunk Coordinates that are visible inside of the current viewport (i.e. viewable on screen) - For each Chunk: - Make it render and/or return its cached Texture object. - Work out how much of the Chunk will be visible and how to crop the boxes for the Copy() - Copy the cached Texture instead of drawing all the pixels every time like we were doing before. - The Chunk.Texture() function that returns said Texture: - It calls Chunk.ToBitmap() to save a bitmap on disk. - It calls Engine.NewBitmap() to get a Texture it can hang onto. - It hangs onto the Texture and returns it on future calls. - Any call to Set() or Delete() a pixel will invalidate the cache (mark the Chunk "dirty") and Texture() will rebuild next call. The interface `render.Texturer` provides a way for rendering backends (SDL2, OpenGL) to transport a "texture" of their own kind without exposing the type details to the user. The interface `render.Engine` adds two new methods: * NewBitmap(filename string) (Texturer, error) * Copy(t Texturer, src, dst Rect) NewBitmap should open a bitmap image on disk and return it wrapped in a Texturer (really it's an SDL2 Texture). This is for caching purposes. Next the Copy() function blits the texture onto the screen renderer using the source and destination rectangles. The uix.Canvas widget orchestrates the caching for the drawing it's responsible for. It queries which chunks are viewable in the Canvas viewport (scroll and bounding boxes), has each chunk render out their entire bitmap image to then cache them as SDL textures and then only _those_ need to be copied out to the renderer each frame. The frame rate now sits at a decent 60 FPS even when the drawing gets messy and full of lines. Each unique version of each chunk needs to render only one time and then it's a fast copy operation for future ticks. Other changes: - Chunker now assigns each Chunk what their coordinate and size are, so that the chunk can self reference that information. This info is considered read-only but that isn't really enforced. - Add Chunker.IterViewportChunks() that returns a channel of Chunk Coordinates that are visible in your viewport, rather than iterating over all of the pixels in all of those chunks. - Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture caching. Currently these go to files in /tmp but will soon go into your $XDG_CACHE_FOLDER instead. - Add Chunk.Texture() that causes a Chunk to render and then return a cached bitmap texture of the pixels it's responsible for. The texture is cached until the Chunk is next modified with Set() or Delete(). - UI: add an Image widget that currently just shows a bitmap image. It was the first test for caching bitmap images for efficiency. Can show any *.bmp file on disk! - Editor UI: make the StatusBar boxes dynamically build from an array of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
// Add another rect.
func (r Rect) Add(other Rect) Rect {
return Rect{
X: r.X + other.X,
Y: r.Y + other.Y,
W: r.W + other.W,
H: r.H + other.H,
}
}
// Add a point to move the rect.
func (r Rect) AddPoint(other Point) Rect {
return Rect{
X: r.X + other.X,
Y: r.Y + other.Y,
W: r.W,
H: r.H,
}
}
// SubtractPoint is the inverse of AddPoint. Use this only if you need to invert
// the Point being added.
//
// This does r.X - other.X, r.Y - other.Y and keeps the width/height the same.
func (r Rect) SubtractPoint(other Point) Rect {
return Rect{
X: r.X - other.X,
Y: r.Y - other.Y,
W: r.W,
H: r.H,
}
}
// Text holds information for drawing text.
type Text struct {
Text string
Size int
Color Color
Padding int32
PadX int32
PadY int32
Stroke Color // Stroke color (if not zero)
Shadow Color // Drop shadow color (if not zero)
FontFilename string // Path to *.ttf file on disk
}
func (t Text) String() string {
return fmt.Sprintf(`Text<"%s" %dpx %s>`, t.Text, t.Size, t.Color)
}
// IsZero returns if the Text is the zero value.
func (t Text) IsZero() bool {
return t.Text == "" && t.Size == 0 && t.Color == Invisible && t.Padding == 0 && t.Stroke == Invisible && t.Shadow == Invisible
}
// Common color names.
var (
Invisible = Color{}
White = RGBA(255, 255, 255, 255)
Grey = RGBA(153, 153, 153, 255)
Black = RGBA(0, 0, 0, 255)
SkyBlue = RGBA(0, 153, 255, 255)
Blue = RGBA(0, 0, 255, 255)
DarkBlue = RGBA(0, 0, 153, 255)
Red = RGBA(255, 0, 0, 255)
DarkRed = RGBA(153, 0, 0, 255)
Green = RGBA(0, 255, 0, 255)
DarkGreen = RGBA(0, 153, 0, 255)
Cyan = RGBA(0, 255, 255, 255)
DarkCyan = RGBA(0, 153, 153, 255)
Yellow = RGBA(255, 255, 0, 255)
DarkYellow = RGBA(153, 153, 0, 255)
Magenta = RGBA(255, 0, 255, 255)
Purple = RGBA(153, 0, 153, 255)
Pink = RGBA(255, 153, 255, 255)
)
// IterLine is a generator that returns the X,Y coordinates to draw a line.
// https://en.wikipedia.org/wiki/Digital_differential_analyzer_(graphics_algorithm)
func IterLine(x1, y1, x2, y2 int32) chan Point {
generator := make(chan Point)
go func() {
var (
dx = float64(x2 - x1)
dy = float64(y2 - y1)
)
var step float64
if math.Abs(dx) >= math.Abs(dy) {
step = math.Abs(dx)
} else {
step = math.Abs(dy)
}
dx = dx / step
dy = dy / step
x := float64(x1)
y := float64(y1)
for i := 0; i <= int(step); i++ {
generator <- Point{
X: int32(x),
Y: int32(y),
}
x += dx
y += dy
}
close(generator)
}()
return generator
}
// IterLine2 works with two Points rather than four coordinates.
func IterLine2(p1 Point, p2 Point) chan Point {
return IterLine(p1.X, p1.Y, p2.X, p2.Y)
}