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.
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@ -1,16 +1,10 @@
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package canvas
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import (
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"bytes"
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"encoding/base64"
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"errors"
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"image"
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"image/png"
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"syscall/js"
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"time"
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"git.kirsle.net/apps/doodle/lib/events"
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"git.kirsle.net/apps/doodle/lib/render"
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)
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// Engine implements a rendering engine targeting an HTML canvas for
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@ -79,87 +73,6 @@ func (e *Engine) Present() error {
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return nil
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}
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// Texture can hold on to cached image textures.
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type Texture struct {
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data string // data:image/png URI
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image js.Value // DOM image element
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canvas js.Value // Warmed up canvas element
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ctx2d js.Value // 2D drawing context for the canvas.
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width int
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height int
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}
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// NewTexture caches a texture from a bitmap.
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func (e *Engine) NewTexture(filename string, img image.Image) (render.Texturer, error) {
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var (
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fh = bytes.NewBuffer([]byte{})
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imageSize = img.Bounds().Size()
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width = imageSize.X
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height = imageSize.Y
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)
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// Encode to PNG format.
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if err := png.Encode(fh, img); err != nil {
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return nil, err
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}
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var dataURI = "data:image/png;base64," + base64.StdEncoding.EncodeToString(fh.Bytes())
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tex := &Texture{
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data: dataURI,
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width: width,
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height: height,
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}
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// Preheat a cached Canvas object.
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canvas := js.Global().Get("document").Call("createElement", "canvas")
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canvas.Set("width", width)
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canvas.Set("height", height)
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tex.canvas = canvas
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ctx2d := canvas.Call("getContext", "2d")
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tex.ctx2d = ctx2d
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// Load as a JS Image object.
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image := js.Global().Call("eval", "new Image()")
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image.Call("addEventListener", "load", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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ctx2d.Call("drawImage", image, 0, 0)
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return nil
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}))
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image.Set("src", tex.data)
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tex.image = image
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// Cache the texture in memory.
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e.textures[filename] = tex
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return tex, nil
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}
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// Size returns the dimensions of the texture.
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func (t *Texture) Size() render.Rect {
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return render.NewRect(int32(t.width), int32(t.height))
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}
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// NewBitmap initializes a texture from a bitmap image. The image is stored
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// in HTML5 Session Storage.
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func (e *Engine) NewBitmap(filename string) (render.Texturer, error) {
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if tex, ok := e.textures[filename]; ok {
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return tex, nil
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}
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panic("no bitmap for " + filename)
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return nil, errors.New("no bitmap data stored for " + filename)
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}
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// Copy a texturer bitmap onto the canvas.
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func (e *Engine) Copy(t render.Texturer, src, dist render.Rect) {
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tex := t.(*Texture)
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// e.canvas.ctx2d.Call("drawImage", tex.image, dist.X, dist.Y)
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e.canvas.ctx2d.Call("drawImage", tex.canvas, dist.X, dist.Y)
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}
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// Delay for a moment.
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func (e *Engine) Delay(delay uint32) {
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time.Sleep(time.Duration(delay) * time.Millisecond)
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91
lib/render/canvas/texture.go
Normal file
91
lib/render/canvas/texture.go
Normal file
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@ -0,0 +1,91 @@
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package canvas
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import (
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"bytes"
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"encoding/base64"
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"errors"
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"image"
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"image/png"
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"syscall/js"
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"git.kirsle.net/apps/doodle/lib/render"
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)
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// Texture can hold on to cached image textures.
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type Texture struct {
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data string // data:image/png URI
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image js.Value // DOM image element
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canvas js.Value // Warmed up canvas element
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ctx2d js.Value // 2D drawing context for the canvas.
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width int
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height int
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}
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// StoreTexture caches a texture from a bitmap.
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func (e *Engine) StoreTexture(name string, img image.Image) (render.Texturer, error) {
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var (
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fh = bytes.NewBuffer([]byte{})
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imageSize = img.Bounds().Size()
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width = imageSize.X
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height = imageSize.Y
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)
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// Encode to PNG format.
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if err := png.Encode(fh, img); err != nil {
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return nil, err
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}
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var dataURI = "data:image/png;base64," + base64.StdEncoding.EncodeToString(fh.Bytes())
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tex := &Texture{
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data: dataURI,
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width: width,
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height: height,
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}
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// Preheat a cached Canvas object.
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canvas := js.Global().Get("document").Call("createElement", "canvas")
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canvas.Set("width", width)
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canvas.Set("height", height)
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tex.canvas = canvas
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ctx2d := canvas.Call("getContext", "2d")
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tex.ctx2d = ctx2d
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// Load as a JS Image object.
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image := js.Global().Call("eval", "new Image()")
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image.Call("addEventListener", "load", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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ctx2d.Call("drawImage", image, 0, 0)
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return nil
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}))
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image.Set("src", tex.data)
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tex.image = image
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// Cache the texture in memory.
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e.textures[name] = tex
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return tex, nil
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}
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// Size returns the dimensions of the texture.
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func (t *Texture) Size() render.Rect {
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return render.NewRect(int32(t.width), int32(t.height))
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}
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// LoadTexture recalls a cached texture image.
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func (e *Engine) LoadTexture(name string) (render.Texturer, error) {
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if tex, ok := e.textures[name]; ok {
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return tex, nil
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}
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return nil, errors.New("no bitmap data stored for " + name)
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}
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// Copy a texturer bitmap onto the canvas.
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func (e *Engine) Copy(t render.Texturer, src, dist render.Rect) {
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tex := t.(*Texture)
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// e.canvas.ctx2d.Call("drawImage", tex.image, dist.X, dist.Y)
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e.canvas.ctx2d.Call("drawImage", tex.canvas, dist.X, dist.Y)
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}
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@ -32,8 +32,8 @@ type Engine interface {
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ComputeTextRect(Text) (Rect, error)
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// Texture caching.
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NewBitmap(filename string) (Texturer, error)
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NewTexture(filename string, img image.Image) (Texturer, error)
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StoreTexture(name string, img image.Image) (Texturer, error)
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LoadTexture(name string) (Texturer, error)
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Copy(t Texturer, src, dst Rect)
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// Delay for a moment using the render engine's delay method,
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@ -28,8 +28,8 @@ type Texture struct {
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height int32
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}
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// NewTexture caches an SDL texture from a bitmap.
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func (r *Renderer) NewTexture(filename string, img image.Image) (render.Texturer, error) {
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// StoreTexture caches an SDL texture from a bitmap.
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func (r *Renderer) StoreTexture(name string, img image.Image) (render.Texturer, error) {
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var (
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fh = bytes.NewBuffer([]byte{})
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)
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@ -65,7 +65,7 @@ func (r *Renderer) NewTexture(filename string, img image.Image) (render.Texturer
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height: surface.H,
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tex: texture,
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}
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r.textures[filename] = tex
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r.textures[name] = tex
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return tex, nil
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}
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@ -75,10 +75,10 @@ func (t *Texture) Size() render.Rect {
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return render.NewRect(t.width, t.height)
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}
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// NewBitmap initializes a texture from a bitmap image.
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func (r *Renderer) NewBitmap(filename string) (render.Texturer, error) {
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if tex, ok := r.textures[filename]; ok {
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// LoadTexture initializes a texture from a bitmap image.
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func (r *Renderer) LoadTexture(name string) (render.Texturer, error) {
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if tex, ok := r.textures[name]; ok {
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return tex, nil
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}
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return nil, fmt.Errorf("NewBitmap(%s): not found in texture cache", filename)
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return nil, fmt.Errorf("LoadTexture(%s): not found in texture cache", name)
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}
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@ -55,7 +55,7 @@ func OpenImage(e render.Engine, filename string) (*Image, error) {
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return nil, fmt.Errorf("OpenImage: %s: not a supported image type", filename)
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}
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tex, err := e.NewBitmap(filename)
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tex, err := e.LoadTexture(filename)
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if err != nil {
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return nil, err
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}
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@ -5,14 +5,11 @@ import (
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"fmt"
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"image"
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"math"
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"os"
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"runtime"
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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"git.kirsle.net/apps/doodle/pkg/userdir"
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"github.com/satori/go.uuid"
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"github.com/vmihailenco/msgpack"
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)
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@ -80,11 +77,7 @@ func NewChunk() *Chunk {
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func (c *Chunk) Texture(e render.Engine) render.Texturer {
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if c.texture == nil || c.dirty {
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// Generate the normal bitmap and one with a color mask if applicable.
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bitmap := c.toBitmap(render.Invisible)
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if runtime.GOOS != "js" { // WASM
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defer os.Remove(bitmap)
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}
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tex, err := e.NewBitmap(bitmap)
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tex, err := c.toBitmap(render.Invisible)
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if err != nil {
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log.Error("Texture: %s", err)
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}
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@ -100,11 +93,7 @@ func (c *Chunk) Texture(e render.Engine) render.Texturer {
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func (c *Chunk) TextureMasked(e render.Engine, mask render.Color) render.Texturer {
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if c.textureMasked == nil || c.textureMaskedColor != mask {
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// Generate the normal bitmap and one with a color mask if applicable.
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bitmap := c.toBitmap(mask)
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if runtime.GOOS != "js" { // WASM
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defer os.Remove(bitmap)
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}
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tex, err := e.NewBitmap(bitmap)
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tex, err := c.toBitmap(mask)
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if err != nil {
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log.Error("Texture: %s", err)
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}
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@ -116,32 +105,26 @@ func (c *Chunk) TextureMasked(e render.Engine, mask render.Color) render.Texture
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}
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// toBitmap puts the texture in a well named bitmap path in the cache folder.
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func (c *Chunk) toBitmap(mask render.Color) string {
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// Generate a unique filename for this chunk cache.
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var filename string
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func (c *Chunk) toBitmap(mask render.Color) (render.Texturer, error) {
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// Generate a unique name for this chunk cache.
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var name string
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if c.uuid == uuid.Nil {
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c.uuid = uuid.Must(uuid.NewV4())
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}
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filename = c.uuid.String()
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name = c.uuid.String()
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if mask != render.Invisible {
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filename += fmt.Sprintf("-%02x%02x%02x%02x",
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name += fmt.Sprintf("-%02x%02x%02x%02x",
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mask.Red, mask.Green, mask.Blue, mask.Alpha,
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)
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}
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// Get the temp bitmap image.
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bitmap := userdir.CacheFilename("chunk", filename+".bmp")
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err := c.ToBitmap(bitmap, mask)
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if err != nil {
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log.Error("Texture: %s", err)
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}
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return bitmap
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return c.ToBitmap(name, mask)
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}
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// ToBitmap exports the chunk's pixels as a bitmap image.
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func (c *Chunk) ToBitmap(filename string, mask render.Color) error {
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func (c *Chunk) ToBitmap(filename string, mask render.Color) (render.Texturer, error) {
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canvas := c.SizePositive()
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imgSize := image.Rectangle{
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Min: image.Point{},
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@ -188,8 +171,8 @@ func (c *Chunk) ToBitmap(filename string, mask render.Color) error {
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}
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// Cache the texture data with the current renderer.
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_, err := shmem.CurrentRenderEngine.NewTexture(filename, img)
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return err
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tex, err := shmem.CurrentRenderEngine.StoreTexture(filename, img)
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return tex, err
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}
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// Set proxies to the accessor and flags the texture as dirty.
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@ -58,6 +58,6 @@ func (wp *Wallpaper) RepeatTexture(e render.Engine) (render.Texturer, error) {
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// texture creates or returns a cached texture for a wallpaper.
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func texture(e render.Engine, img *image.RGBA, name string) (render.Texturer, error) {
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filename := userdir.CacheFilename("wallpaper", name+".bmp")
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texture, err := shmem.CurrentRenderEngine.NewTexture(filename, img)
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texture, err := shmem.CurrentRenderEngine.StoreTexture(filename, img)
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return texture, err
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}
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