Refactor Render Texture-Cache Interface

Since SDL2 is using in-memory bitmaps the same as Canvas engine, the
function names of the render.Engine interface have been cleaned up:

* NewTexture(filename, image) -> StoreTexture(name, image)
  Create a new cached texture with a given name.
* NewBitmap(filename) -> LoadTexture(name)
  Recall a stored texture with a given name.
* level.Chunk.ToBitmap uses simpler names for the textures instead of
  userdir.CacheFilename file-like paths.
physics
Noah 2019-06-27 13:01:01 -07:00
parent 3d199ca263
commit c7cc40a339
7 changed files with 113 additions and 126 deletions

View File

@ -1,16 +1,10 @@
package canvas
import (
"bytes"
"encoding/base64"
"errors"
"image"
"image/png"
"syscall/js"
"time"
"git.kirsle.net/apps/doodle/lib/events"
"git.kirsle.net/apps/doodle/lib/render"
)
// Engine implements a rendering engine targeting an HTML canvas for
@ -79,87 +73,6 @@ func (e *Engine) Present() error {
return nil
}
// Texture can hold on to cached image textures.
type Texture struct {
data string // data:image/png URI
image js.Value // DOM image element
canvas js.Value // Warmed up canvas element
ctx2d js.Value // 2D drawing context for the canvas.
width int
height int
}
// NewTexture caches a texture from a bitmap.
func (e *Engine) NewTexture(filename string, img image.Image) (render.Texturer, error) {
var (
fh = bytes.NewBuffer([]byte{})
imageSize = img.Bounds().Size()
width = imageSize.X
height = imageSize.Y
)
// Encode to PNG format.
if err := png.Encode(fh, img); err != nil {
return nil, err
}
var dataURI = "data:image/png;base64," + base64.StdEncoding.EncodeToString(fh.Bytes())
tex := &Texture{
data: dataURI,
width: width,
height: height,
}
// Preheat a cached Canvas object.
canvas := js.Global().Get("document").Call("createElement", "canvas")
canvas.Set("width", width)
canvas.Set("height", height)
tex.canvas = canvas
ctx2d := canvas.Call("getContext", "2d")
tex.ctx2d = ctx2d
// Load as a JS Image object.
image := js.Global().Call("eval", "new Image()")
image.Call("addEventListener", "load", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
ctx2d.Call("drawImage", image, 0, 0)
return nil
}))
image.Set("src", tex.data)
tex.image = image
// Cache the texture in memory.
e.textures[filename] = tex
return tex, nil
}
// Size returns the dimensions of the texture.
func (t *Texture) Size() render.Rect {
return render.NewRect(int32(t.width), int32(t.height))
}
// NewBitmap initializes a texture from a bitmap image. The image is stored
// in HTML5 Session Storage.
func (e *Engine) NewBitmap(filename string) (render.Texturer, error) {
if tex, ok := e.textures[filename]; ok {
return tex, nil
}
panic("no bitmap for " + filename)
return nil, errors.New("no bitmap data stored for " + filename)
}
// Copy a texturer bitmap onto the canvas.
func (e *Engine) Copy(t render.Texturer, src, dist render.Rect) {
tex := t.(*Texture)
// e.canvas.ctx2d.Call("drawImage", tex.image, dist.X, dist.Y)
e.canvas.ctx2d.Call("drawImage", tex.canvas, dist.X, dist.Y)
}
// Delay for a moment.
func (e *Engine) Delay(delay uint32) {
time.Sleep(time.Duration(delay) * time.Millisecond)

View File

@ -0,0 +1,91 @@
package canvas
import (
"bytes"
"encoding/base64"
"errors"
"image"
"image/png"
"syscall/js"
"git.kirsle.net/apps/doodle/lib/render"
)
// Texture can hold on to cached image textures.
type Texture struct {
data string // data:image/png URI
image js.Value // DOM image element
canvas js.Value // Warmed up canvas element
ctx2d js.Value // 2D drawing context for the canvas.
width int
height int
}
// StoreTexture caches a texture from a bitmap.
func (e *Engine) StoreTexture(name string, img image.Image) (render.Texturer, error) {
var (
fh = bytes.NewBuffer([]byte{})
imageSize = img.Bounds().Size()
width = imageSize.X
height = imageSize.Y
)
// Encode to PNG format.
if err := png.Encode(fh, img); err != nil {
return nil, err
}
var dataURI = "data:image/png;base64," + base64.StdEncoding.EncodeToString(fh.Bytes())
tex := &Texture{
data: dataURI,
width: width,
height: height,
}
// Preheat a cached Canvas object.
canvas := js.Global().Get("document").Call("createElement", "canvas")
canvas.Set("width", width)
canvas.Set("height", height)
tex.canvas = canvas
ctx2d := canvas.Call("getContext", "2d")
tex.ctx2d = ctx2d
// Load as a JS Image object.
image := js.Global().Call("eval", "new Image()")
image.Call("addEventListener", "load", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
ctx2d.Call("drawImage", image, 0, 0)
return nil
}))
image.Set("src", tex.data)
tex.image = image
// Cache the texture in memory.
e.textures[name] = tex
return tex, nil
}
// Size returns the dimensions of the texture.
func (t *Texture) Size() render.Rect {
return render.NewRect(int32(t.width), int32(t.height))
}
// LoadTexture recalls a cached texture image.
func (e *Engine) LoadTexture(name string) (render.Texturer, error) {
if tex, ok := e.textures[name]; ok {
return tex, nil
}
return nil, errors.New("no bitmap data stored for " + name)
}
// Copy a texturer bitmap onto the canvas.
func (e *Engine) Copy(t render.Texturer, src, dist render.Rect) {
tex := t.(*Texture)
// e.canvas.ctx2d.Call("drawImage", tex.image, dist.X, dist.Y)
e.canvas.ctx2d.Call("drawImage", tex.canvas, dist.X, dist.Y)
}

View File

@ -32,8 +32,8 @@ type Engine interface {
ComputeTextRect(Text) (Rect, error)
// Texture caching.
NewBitmap(filename string) (Texturer, error)
NewTexture(filename string, img image.Image) (Texturer, error)
StoreTexture(name string, img image.Image) (Texturer, error)
LoadTexture(name string) (Texturer, error)
Copy(t Texturer, src, dst Rect)
// Delay for a moment using the render engine's delay method,

View File

@ -28,8 +28,8 @@ type Texture struct {
height int32
}
// NewTexture caches an SDL texture from a bitmap.
func (r *Renderer) NewTexture(filename string, img image.Image) (render.Texturer, error) {
// StoreTexture caches an SDL texture from a bitmap.
func (r *Renderer) StoreTexture(name string, img image.Image) (render.Texturer, error) {
var (
fh = bytes.NewBuffer([]byte{})
)
@ -65,7 +65,7 @@ func (r *Renderer) NewTexture(filename string, img image.Image) (render.Texturer
height: surface.H,
tex: texture,
}
r.textures[filename] = tex
r.textures[name] = tex
return tex, nil
}
@ -75,10 +75,10 @@ func (t *Texture) Size() render.Rect {
return render.NewRect(t.width, t.height)
}
// NewBitmap initializes a texture from a bitmap image.
func (r *Renderer) NewBitmap(filename string) (render.Texturer, error) {
if tex, ok := r.textures[filename]; ok {
// LoadTexture initializes a texture from a bitmap image.
func (r *Renderer) LoadTexture(name string) (render.Texturer, error) {
if tex, ok := r.textures[name]; ok {
return tex, nil
}
return nil, fmt.Errorf("NewBitmap(%s): not found in texture cache", filename)
return nil, fmt.Errorf("LoadTexture(%s): not found in texture cache", name)
}

View File

@ -55,7 +55,7 @@ func OpenImage(e render.Engine, filename string) (*Image, error) {
return nil, fmt.Errorf("OpenImage: %s: not a supported image type", filename)
}
tex, err := e.NewBitmap(filename)
tex, err := e.LoadTexture(filename)
if err != nil {
return nil, err
}

View File

@ -5,14 +5,11 @@ import (
"fmt"
"image"
"math"
"os"
"runtime"
"git.kirsle.net/apps/doodle/lib/render"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/shmem"
"git.kirsle.net/apps/doodle/pkg/userdir"
"github.com/satori/go.uuid"
"github.com/vmihailenco/msgpack"
)
@ -80,11 +77,7 @@ func NewChunk() *Chunk {
func (c *Chunk) Texture(e render.Engine) render.Texturer {
if c.texture == nil || c.dirty {
// Generate the normal bitmap and one with a color mask if applicable.
bitmap := c.toBitmap(render.Invisible)
if runtime.GOOS != "js" { // WASM
defer os.Remove(bitmap)
}
tex, err := e.NewBitmap(bitmap)
tex, err := c.toBitmap(render.Invisible)
if err != nil {
log.Error("Texture: %s", err)
}
@ -100,11 +93,7 @@ func (c *Chunk) Texture(e render.Engine) render.Texturer {
func (c *Chunk) TextureMasked(e render.Engine, mask render.Color) render.Texturer {
if c.textureMasked == nil || c.textureMaskedColor != mask {
// Generate the normal bitmap and one with a color mask if applicable.
bitmap := c.toBitmap(mask)
if runtime.GOOS != "js" { // WASM
defer os.Remove(bitmap)
}
tex, err := e.NewBitmap(bitmap)
tex, err := c.toBitmap(mask)
if err != nil {
log.Error("Texture: %s", err)
}
@ -116,32 +105,26 @@ func (c *Chunk) TextureMasked(e render.Engine, mask render.Color) render.Texture
}
// toBitmap puts the texture in a well named bitmap path in the cache folder.
func (c *Chunk) toBitmap(mask render.Color) string {
// Generate a unique filename for this chunk cache.
var filename string
func (c *Chunk) toBitmap(mask render.Color) (render.Texturer, error) {
// Generate a unique name for this chunk cache.
var name string
if c.uuid == uuid.Nil {
c.uuid = uuid.Must(uuid.NewV4())
}
filename = c.uuid.String()
name = c.uuid.String()
if mask != render.Invisible {
filename += fmt.Sprintf("-%02x%02x%02x%02x",
name += fmt.Sprintf("-%02x%02x%02x%02x",
mask.Red, mask.Green, mask.Blue, mask.Alpha,
)
}
// Get the temp bitmap image.
bitmap := userdir.CacheFilename("chunk", filename+".bmp")
err := c.ToBitmap(bitmap, mask)
if err != nil {
log.Error("Texture: %s", err)
}
return bitmap
return c.ToBitmap(name, mask)
}
// ToBitmap exports the chunk's pixels as a bitmap image.
func (c *Chunk) ToBitmap(filename string, mask render.Color) error {
func (c *Chunk) ToBitmap(filename string, mask render.Color) (render.Texturer, error) {
canvas := c.SizePositive()
imgSize := image.Rectangle{
Min: image.Point{},
@ -188,8 +171,8 @@ func (c *Chunk) ToBitmap(filename string, mask render.Color) error {
}
// Cache the texture data with the current renderer.
_, err := shmem.CurrentRenderEngine.NewTexture(filename, img)
return err
tex, err := shmem.CurrentRenderEngine.StoreTexture(filename, img)
return tex, err
}
// Set proxies to the accessor and flags the texture as dirty.

View File

@ -58,6 +58,6 @@ func (wp *Wallpaper) RepeatTexture(e render.Engine) (render.Texturer, error) {
// texture creates or returns a cached texture for a wallpaper.
func texture(e render.Engine, img *image.RGBA, name string) (render.Texturer, error) {
filename := userdir.CacheFilename("wallpaper", name+".bmp")
texture, err := shmem.CurrentRenderEngine.NewTexture(filename, img)
texture, err := shmem.CurrentRenderEngine.StoreTexture(filename, img)
return texture, err
}