glsprite.go 3.8 KB

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  1. // Copyright 2014 The Go Authors. All rights reserved.
  2. // Use of this source code is governed by a BSD-style
  3. // license that can be found in the LICENSE file.
  4. //go:build darwin || linux || windows
  5. // Package glsprite implements a sprite Engine using OpenGL ES 2.
  6. //
  7. // Each sprite.Texture is loaded as a GL texture object and drawn
  8. // to the screen via an affine transform done in a simple shader.
  9. package glsprite
  10. import (
  11. "image"
  12. "image/draw"
  13. "golang.org/x/mobile/event/size"
  14. "golang.org/x/mobile/exp/f32"
  15. "golang.org/x/mobile/exp/gl/glutil"
  16. "golang.org/x/mobile/exp/sprite"
  17. "golang.org/x/mobile/exp/sprite/clock"
  18. "golang.org/x/mobile/geom"
  19. )
  20. type node struct {
  21. // TODO: move this into package sprite as Node.EngineFields.RelTransform??
  22. relTransform f32.Affine
  23. }
  24. type texture struct {
  25. e *engine
  26. glImage *glutil.Image
  27. b image.Rectangle
  28. }
  29. func (t *texture) Bounds() (w, h int) { return t.b.Dx(), t.b.Dy() }
  30. func (t *texture) Download(r image.Rectangle, dst draw.Image) {
  31. panic("TODO")
  32. }
  33. func (t *texture) Upload(r image.Rectangle, src image.Image) {
  34. draw.Draw(t.glImage.RGBA, r, src, src.Bounds().Min, draw.Src)
  35. t.glImage.Upload()
  36. }
  37. func (t *texture) Release() {
  38. t.glImage.Release()
  39. delete(t.e.textures, t)
  40. }
  41. // Engine creates an OpenGL-based sprite.Engine.
  42. func Engine(images *glutil.Images) sprite.Engine {
  43. return &engine{
  44. nodes: []*node{nil},
  45. images: images,
  46. textures: make(map[*texture]struct{}),
  47. }
  48. }
  49. type engine struct {
  50. images *glutil.Images
  51. textures map[*texture]struct{}
  52. nodes []*node
  53. absTransforms []f32.Affine
  54. }
  55. func (e *engine) Register(n *sprite.Node) {
  56. if n.EngineFields.Index != 0 {
  57. panic("glsprite: sprite.Node already registered")
  58. }
  59. o := &node{}
  60. o.relTransform.Identity()
  61. e.nodes = append(e.nodes, o)
  62. n.EngineFields.Index = int32(len(e.nodes) - 1)
  63. }
  64. func (e *engine) Unregister(n *sprite.Node) {
  65. panic("todo")
  66. }
  67. func (e *engine) LoadTexture(src image.Image) (sprite.Texture, error) {
  68. b := src.Bounds()
  69. t := &texture{
  70. e: e,
  71. glImage: e.images.NewImage(b.Dx(), b.Dy()),
  72. b: b,
  73. }
  74. e.textures[t] = struct{}{}
  75. t.Upload(b, src)
  76. // TODO: set "glImage.Pix = nil"?? We don't need the CPU-side image any more.
  77. return t, nil
  78. }
  79. func (e *engine) SetSubTex(n *sprite.Node, x sprite.SubTex) {
  80. n.EngineFields.Dirty = true // TODO: do we need to propagate dirtiness up/down the tree?
  81. n.EngineFields.SubTex = x
  82. }
  83. func (e *engine) SetTransform(n *sprite.Node, m f32.Affine) {
  84. n.EngineFields.Dirty = true // TODO: do we need to propagate dirtiness up/down the tree?
  85. e.nodes[n.EngineFields.Index].relTransform = m
  86. }
  87. func (e *engine) Render(scene *sprite.Node, t clock.Time, sz size.Event) {
  88. e.absTransforms = append(e.absTransforms[:0], f32.Affine{
  89. {1, 0, 0},
  90. {0, 1, 0},
  91. })
  92. e.render(scene, t, sz)
  93. }
  94. func (e *engine) render(n *sprite.Node, t clock.Time, sz size.Event) {
  95. if n.EngineFields.Index == 0 {
  96. panic("glsprite: sprite.Node not registered")
  97. }
  98. if n.Arranger != nil {
  99. n.Arranger.Arrange(e, n, t)
  100. }
  101. // Push absTransforms.
  102. // TODO: cache absolute transforms and use EngineFields.Dirty?
  103. rel := &e.nodes[n.EngineFields.Index].relTransform
  104. m := f32.Affine{}
  105. m.Mul(&e.absTransforms[len(e.absTransforms)-1], rel)
  106. e.absTransforms = append(e.absTransforms, m)
  107. if x := n.EngineFields.SubTex; x.T != nil {
  108. x.T.(*texture).glImage.Draw(
  109. sz,
  110. geom.Point{
  111. geom.Pt(m[0][2]),
  112. geom.Pt(m[1][2]),
  113. },
  114. geom.Point{
  115. geom.Pt(m[0][2] + m[0][0]),
  116. geom.Pt(m[1][2] + m[1][0]),
  117. },
  118. geom.Point{
  119. geom.Pt(m[0][2] + m[0][1]),
  120. geom.Pt(m[1][2] + m[1][1]),
  121. },
  122. x.R,
  123. )
  124. }
  125. for c := n.FirstChild; c != nil; c = c.NextSibling {
  126. e.render(c, t, sz)
  127. }
  128. // Pop absTransforms.
  129. e.absTransforms = e.absTransforms[:len(e.absTransforms)-1]
  130. }
  131. func (e *engine) Release() {
  132. for img := range e.textures {
  133. img.Release()
  134. }
  135. }