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renderer.go
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renderer.go
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// Copyright 2021 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package engine
import (
"fmt"
"image/color"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/divVerent/aaaaxy/internal/centerprint"
"github.com/divVerent/aaaaxy/internal/flag"
"github.com/divVerent/aaaaxy/internal/font"
"github.com/divVerent/aaaaxy/internal/image"
"github.com/divVerent/aaaaxy/internal/level"
"github.com/divVerent/aaaaxy/internal/log"
m "github.com/divVerent/aaaaxy/internal/math"
"github.com/divVerent/aaaaxy/internal/shader"
)
var (
debugShowNeighbors = flag.Bool("debug_show_neighbors", false, "show the neighbors tiles got loaded from")
debugShowCoords = flag.Bool("debug_show_coords", false, "show the level coordinates of each tile")
debugShowOrientations = flag.Bool("debug_show_orientations", false, "show the orientation of each tile")
debugShowTransforms = flag.Bool("debug_show_transforms", false, "show the transform of each tile")
cheatShowBboxes = flag.Bool("cheat_show_bboxes", false, "show the bounding boxes of all entities")
debugShowVisiblePolygon = flag.Bool("debug_show_visible_polygon", false, "show the visibility polygon")
drawOutside = flag.Bool("draw_outside", true, "draw outside of the visible area; requires draw_visibility_mask")
drawVisibilityMask = flag.Bool("draw_visibility_mask", true, "draw visibility mask (if disabled, all loaded tiles are shown")
expandUsingVertices = flag.Bool("expand_using_vertices", true, "expand using polygon math (simplifies rendering)")
expandUsingVerticesAccurately = flag.Bool("expand_using_vertices_accurately", true, "expand using simpler polygon math (just approximate, removes a render pass)")
)
type renderer struct {
world *World
// visiblePolygonCenter is the current eye position.
visiblePolygonCenter m.Pos
// visiblePolygon is the currently visible polygon.
visiblePolygon []m.Pos
// expandedVisiblePolygon is the visible polygon, expanded to show some walls.
expandedVisiblePolygon []m.Pos
// needPrevImage is set whenever the last call was Update.
needPrevImage bool
// Images retained across frames.
// whiteImage is a single white pixel.
whiteImage *ebiten.Image
// prevImage is the previous screen content.
prevImage *ebiten.Image
// offScreenBuffer is the previous screen content after masking.
offScreenBuffer *ebiten.Image
// prevScrollPos is previous frame's scroll pos.
prevScrollPos m.Pos
// The shader for drawing visibility masks.
visibilityMaskShader *ebiten.Shader
// Temp storage within frames.
// blurImage is an offscreen image used for blurring.
blurImage *ebiten.Image
// visibilityMaskImage is an offscreen image used for masking the visible area.
visibilityMaskImage *ebiten.Image
}
func (r *renderer) Init(w *World) {
r.world = w
r.whiteImage = ebiten.NewImage(1, 1)
r.whiteImage = ebiten.NewImage(1, 1)
r.whiteImage.Fill(color.Gray{255})
r.blurImage = ebiten.NewImage(GameWidth, GameHeight)
r.prevImage = ebiten.NewImage(GameWidth, GameHeight)
r.prevImage.Fill(color.Gray{0})
r.offScreenBuffer = ebiten.NewImage(GameWidth, GameHeight)
r.offScreenBuffer.Fill(color.Gray{0})
r.visibilityMaskImage = ebiten.NewImage(GameWidth, GameHeight)
if *debugUseShaders {
var err error
r.visibilityMaskShader, err = shader.Load("visibility_mask.kage", nil)
if err != nil {
log.Errorf("BROKEN RENDERER, WILL FALLBACK: could not load visibility mask shader: %v", err)
r.visibilityMaskShader = nil
}
}
}
func setGeoM(geoM *ebiten.GeoM, pos m.Pos, resize bool, entSize, imgSize m.Delta, orientation m.Orientation) {
// Note: the logic here is rather inefficient but easy to verify.
// If this turns out to be performance relevant, let's optimize.
// Step 1: compute the raw corners at source and destination.
rectI := m.Rect{Origin: m.Pos{}, Size: imgSize}
var rectR m.Rect
var scaledImgSize m.Delta
if resize {
scaledImgSize = entSize
if orientation.Right.DX == 0 {
scaledImgSize.DX, scaledImgSize.DY = scaledImgSize.DY, scaledImgSize.DX
}
rectR = m.Rect{Origin: pos, Size: entSize}
} else {
scaledImgSize = imgSize
flippedSize := imgSize
if orientation.Right.DX == 0 {
flippedSize.DX, flippedSize.DY = flippedSize.DY, flippedSize.DX
}
rectR = m.Rect{Origin: pos, Size: flippedSize}
}
// Step 2: actually match up image corners with destination.
rectIR := orientation.ApplyToRect2(m.Pos{}, rectI)
rectIRS := orientation.ApplyToRect2(m.Pos{}, m.Rect{Origin: m.Pos{}, Size: scaledImgSize})
// Step 3: rotate the image first.
geoM.SetElement(0, 0, float64(orientation.Right.DX))
geoM.SetElement(1, 0, float64(orientation.Right.DY))
geoM.SetElement(0, 1, float64(orientation.Down.DX))
geoM.SetElement(1, 1, float64(orientation.Down.DY))
// Step 4: scale the image to the intended size.
geoM.Scale(float64(rectR.Size.DX)/float64(rectIR.Size.DX),
float64(rectR.Size.DY)/float64(rectIR.Size.DY))
// Step 5: translate the image to the intended position.
geoM.Translate(float64(rectR.Origin.X-rectIRS.Origin.X),
float64(rectR.Origin.Y-rectIRS.Origin.Y))
}
func (r *renderer) drawTiles(screen *ebiten.Image, scrollDelta m.Delta) {
r.world.forEachTile(func(pos m.Pos, tile *level.Tile) {
if tile.ImageSrc == "" {
return
}
screenPos := pos.Mul(level.TileSize).Add(scrollDelta)
img, err := image.Load("tiles", tile.ImageSrc)
if err != nil {
log.Errorf("could not load already cached image %q for tile: %v", tile.ImageSrc, err)
return
}
opts := ebiten.DrawImageOptions{
// Note: could be CompositeModeCopy, but that can't be merged with entities pass.
CompositeMode: ebiten.CompositeModeSourceOver,
Filter: ebiten.FilterNearest,
}
setGeoM(&opts.GeoM, screenPos, false, m.Delta{DX: level.TileSize, DY: level.TileSize}, m.Delta{DX: level.TileSize, DY: level.TileSize}, tile.Orientation)
opts.ColorM = r.world.GlobalColorM
screen.DrawImage(img, &opts)
})
}
func (r *renderer) drawEntities(screen *ebiten.Image, scrollDelta m.Delta) {
minZ, maxZ := zBounds(len(r.world.entitiesByZ))
for z := minZ; z <= maxZ; z++ {
for _, colormods := range []bool{true, false} {
r.world.entitiesByZ[encodeZ(z)].forEach(func(ent *Entity) error {
if ent.Image == nil || ent.Alpha == 0 || (ent.ColorAdd != [4]float64{0, 0, 0, 0}) != colormods {
return nil
}
screenPos := ent.Rect.Origin.Add(scrollDelta).Add(ent.RenderOffset)
opts := ebiten.DrawImageOptions{
CompositeMode: ebiten.CompositeModeSourceOver,
Filter: ebiten.FilterNearest,
}
w, h := ent.Image.Size()
imageSize := m.Delta{DX: w, DY: h}
setGeoM(&opts.GeoM, screenPos, ent.ResizeImage, ent.Rect.Size, imageSize, ent.Orientation)
opts.ColorM.Scale(ent.ColorMod[0], ent.ColorMod[1], ent.ColorMod[2], ent.ColorMod[3])
opts.ColorM.Translate(ent.ColorAdd[0], ent.ColorAdd[1], ent.ColorAdd[2], ent.ColorAdd[3])
opts.ColorM.Scale(1.0, 1.0, 1.0, ent.Alpha)
opts.ColorM.Concat(r.world.GlobalColorM)
screen.DrawImage(ent.Image, &opts)
return nil
})
}
}
}
func (r *renderer) drawDebug(screen *ebiten.Image, scrollDelta m.Delta) {
r.world.forEachTile(func(pos m.Pos, tile *level.Tile) {
screenPos := pos.Mul(level.TileSize).Add(scrollDelta)
if *debugShowNeighbors {
neighborScreenPos := tile.LoadedFromNeighbor.Mul(level.TileSize).Add(scrollDelta)
startx := float64(neighborScreenPos.X) + level.TileSize/2
starty := float64(neighborScreenPos.Y) + level.TileSize/2
endx := float64(screenPos.X) + level.TileSize/2
endy := float64(screenPos.Y) + level.TileSize/2
arrowpx := (startx + endx*2) / 3
arrowpy := (starty + endy*2) / 3
arrowdx := (endx - startx) / 6
arrowdy := (endy - starty) / 6
// Right only (1 0): left side goes by (-1, -1), right side by (-1, 1)
// Down right (1 1): left side goes by (0, -2), right side by (-2, 0)
// Down only (0 1): left side goes by (1, -1), right side by (-1, -1)
// ax + by
arrowlx := arrowpx - arrowdx + arrowdy
arrowly := arrowpy - arrowdx - arrowdy
arrowrx := arrowpx - arrowdx - arrowdy
arrowry := arrowpy + arrowdx - arrowdy
c := color.Gray{64}
if tile.VisibilityFlags&level.FrameVis == r.world.frameVis {
c = color.Gray{192}
}
ebitenutil.DrawLine(screen, startx, starty, endx, endy, c)
ebitenutil.DrawLine(screen, arrowlx, arrowly, arrowpx, arrowpy, c)
ebitenutil.DrawLine(screen, arrowrx, arrowry, arrowpx, arrowpy, c)
}
if *debugShowCoords {
c := color.Gray{128}
font.DebugSmall.Draw(screen, fmt.Sprintf("%d,%d", tile.LevelPos.X, tile.LevelPos.Y), screenPos.Add(m.Delta{
DX: 0,
DY: level.TileSize - 1,
}), false, c, color.Transparent)
}
if *debugShowOrientations {
midx := float64(screenPos.X) + level.TileSize/2
midy := float64(screenPos.Y) + level.TileSize/2
dx := tile.Orientation.Apply(m.Delta{DX: 4, DY: 0})
ebitenutil.DrawLine(screen, midx, midy, midx+float64(dx.DX), midy+float64(dx.DY), color.NRGBA{R: 255, G: 0, B: 0, A: 255})
dy := tile.Orientation.Apply(m.Delta{DX: 0, DY: 4})
ebitenutil.DrawLine(screen, midx, midy, midx+float64(dy.DX), midy+float64(dy.DY), color.NRGBA{R: 0, G: 255, B: 0, A: 255})
}
if *debugShowTransforms {
midx := float64(screenPos.X) + level.TileSize/2
midy := float64(screenPos.Y) + level.TileSize/2
dx := tile.Transform.Apply(m.Delta{DX: 4, DY: 0})
ebitenutil.DrawLine(screen, midx, midy, midx+float64(dx.DX), midy+float64(dx.DY), color.NRGBA{R: 255, G: 0, B: 0, A: 255})
dy := tile.Transform.Apply(m.Delta{DX: 0, DY: 4})
ebitenutil.DrawLine(screen, midx, midy, midx+float64(dy.DX), midy+float64(dy.DY), color.NRGBA{R: 0, G: 255, B: 0, A: 255})
}
})
if *cheatShowBboxes {
r.world.entities.forEach(func(ent *Entity) error {
boxColor := color.NRGBA{R: 128, G: 128, B: 128, A: 128}
if ent.contents.PlayerSolid() {
boxColor.R = 255
}
if ent.contents.ObjectSolid() {
boxColor.G = 255
}
if ent.contents.Opaque() {
boxColor.B = 255
}
ebitenutil.DrawRect(screen, float64(ent.Rect.Origin.X+scrollDelta.DX), float64(ent.Rect.Origin.Y+scrollDelta.DY), float64(ent.Rect.Size.DX), float64(ent.Rect.Size.DY), boxColor)
if ent.BorderPixels > 0 {
boxColor.A = 255
ebitenutil.DrawRect(screen, float64(ent.Rect.Origin.X+scrollDelta.DX-ent.BorderPixels), float64(ent.Rect.Origin.Y+scrollDelta.DY-ent.BorderPixels), float64(ent.Rect.Size.DX+ent.BorderPixels), float64(ent.BorderPixels), boxColor)
ebitenutil.DrawRect(screen, float64(ent.Rect.Origin.X+scrollDelta.DX+ent.Rect.Size.DX), float64(ent.Rect.Origin.Y+scrollDelta.DY-ent.BorderPixels), float64(ent.BorderPixels), float64(ent.Rect.Size.DY+ent.BorderPixels), boxColor)
ebitenutil.DrawRect(screen, float64(ent.Rect.Origin.X+scrollDelta.DX), float64(ent.Rect.Origin.Y+scrollDelta.DY+ent.Rect.Size.DY), float64(ent.Rect.Size.DX+ent.BorderPixels), float64(ent.BorderPixels), boxColor)
ebitenutil.DrawRect(screen, float64(ent.Rect.Origin.X+scrollDelta.DX-ent.BorderPixels), float64(ent.Rect.Origin.Y+scrollDelta.DY), float64(ent.BorderPixels), float64(ent.Rect.Size.DY+ent.BorderPixels), boxColor)
}
return nil
})
}
if *debugShowVisiblePolygon {
texM := ebiten.GeoM{}
texM.Scale(0, 0)
adjustedPolygon := make([]m.Pos, len(r.expandedVisiblePolygon))
for i, pos := range r.expandedVisiblePolygon {
adjustedPolygon[i] = pos.Add(scrollDelta)
}
DrawPolyLine(screen, 3, adjustedPolygon, r.whiteImage, color.NRGBA{R: 255, G: 0, B: 0, A: 255}, &texM, &ebiten.DrawTrianglesOptions{})
adjustedPolygon = make([]m.Pos, len(r.visiblePolygon))
for i, pos := range r.visiblePolygon {
adjustedPolygon[i] = pos.Add(scrollDelta)
}
DrawPolyLine(screen, 3, adjustedPolygon, r.whiteImage, color.NRGBA{R: 0, G: 0, B: 255, A: 255}, &texM, &ebiten.DrawTrianglesOptions{})
}
}
func (r *renderer) rawDrawDest(screen *ebiten.Image) *ebiten.Image {
if *drawVisibilityMask && *drawOutside {
return r.offScreenBuffer
}
return screen
}
func (r *renderer) drawVisibilityMask(screen, drawDest *ebiten.Image, scrollDelta m.Delta) {
// Draw trace polygon to buffer.
geoM := ebiten.GeoM{}
geoM.Translate(float64(scrollDelta.DX), float64(scrollDelta.DY))
texM := ebiten.GeoM{}
texM.Scale(0, 0)
if *expandUsingVertices && !*expandUsingVerticesAccurately && !*drawBlurs && !*drawOutside {
drawAntiPolygonAround(screen, r.visiblePolygonCenter, r.expandedVisiblePolygon, r.whiteImage, color.Gray{0}, geoM, texM, &ebiten.DrawTrianglesOptions{})
return
}
if r.needPrevImage {
// Optimization note:
// - This isn't optimal. Visibility mask maybe shouldn't even exist?
// - If screen were a separate image, we could instead copy image to screen masked by polygon.
// - Would remove one render call.
// - Wouldn't allow blur though...?
// Note: we put the mask on ALL four channels.
r.visibilityMaskImage.Fill(color.NRGBA{R: 0, G: 0, B: 0, A: 0})
drawPolygonAround(r.visibilityMaskImage, r.visiblePolygonCenter, r.expandedVisiblePolygon, r.whiteImage, color.Gray{255}, geoM, texM, &ebiten.DrawTrianglesOptions{})
e := expandSize
if *expandUsingVertices {
e = 0
}
BlurExpandImage(r.visibilityMaskImage, r.blurImage, r.visibilityMaskImage, blurSize, e, 1.0, 0.0)
}
if *drawOutside {
if r.visibilityMaskShader != nil {
delta := r.world.scrollPos.Delta(r.prevScrollPos)
screen.DrawRectShader(GameWidth, GameHeight, r.visibilityMaskShader, &ebiten.DrawRectShaderOptions{
CompositeMode: ebiten.CompositeModeCopy,
Uniforms: map[string]interface{}{
"Scroll": []float32{float32(delta.DX) / GameWidth, float32(delta.DY) / GameHeight},
},
Images: [4]*ebiten.Image{
r.visibilityMaskImage,
drawDest,
r.prevImage,
nil,
},
})
} else {
// First set the alpha channel to the visibility mask.
drawDest.DrawImage(r.visibilityMaskImage, &ebiten.DrawImageOptions{
CompositeMode: ebiten.CompositeModeMultiply,
Filter: ebiten.FilterNearest,
})
// Then draw the background.
delta := r.world.scrollPos.Delta(r.prevScrollPos)
screen.DrawTriangles([]ebiten.Vertex{
{
DstX: 0, DstY: 0,
SrcX: float32(delta.DX), SrcY: float32(delta.DY),
ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1,
},
{
DstX: GameWidth, DstY: 0,
SrcX: GameWidth + float32(delta.DX), SrcY: float32(delta.DY),
ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1,
},
{
DstX: 0, DstY: GameHeight,
SrcX: float32(delta.DX), SrcY: GameHeight + float32(delta.DY),
ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1,
},
{
DstX: GameWidth, DstY: GameHeight,
SrcX: GameWidth + float32(delta.DX), SrcY: GameHeight + float32(delta.DY),
ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1,
},
}, []uint16{0, 1, 2, 1, 2, 3}, r.prevImage, &ebiten.DrawTrianglesOptions{
CompositeMode: ebiten.CompositeModeCopy,
Filter: ebiten.FilterNearest,
Address: ebiten.AddressClampToZero,
})
// Finally put the masked foreground on top.
screen.DrawImage(drawDest, &ebiten.DrawImageOptions{
CompositeMode: ebiten.CompositeModeSourceOver,
Filter: ebiten.FilterNearest,
})
}
if r.needPrevImage {
// Remember last image. Only do this once per update.
BlurImage(screen, r.blurImage, r.prevImage, frameBlurSize, frameDarkenAlpha, frameDarkenAmount, 1.0)
r.prevScrollPos = r.world.scrollPos
}
} else {
screen.DrawImage(r.visibilityMaskImage, &ebiten.DrawImageOptions{
CompositeMode: ebiten.CompositeModeDestinationIn,
Filter: ebiten.FilterNearest,
})
}
r.needPrevImage = false
}
func (r *renderer) Draw(screen *ebiten.Image) {
scrollDelta := m.Pos{X: GameWidth / 2, Y: GameHeight / 2}.Delta(r.world.scrollPos)
dest := r.rawDrawDest(screen)
dest.Fill(color.Gray{0})
r.drawTiles(dest, scrollDelta)
r.drawEntities(dest, scrollDelta)
if *drawVisibilityMask {
r.drawVisibilityMask(screen, dest, scrollDelta)
}
centerprint.Draw(screen)
// Debug stuff comes last.
r.drawDebug(screen, scrollDelta)
}