427 lines
11 KiB
Plaintext
427 lines
11 KiB
Plaintext
var graphics = this
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graphics[cell.DOC] = `
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Provides functionality for loading and managing images, fonts, textures, and sprite meshes.
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Includes both JavaScript and C-implemented routines for creating geometry buffers, performing
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rectangle packing, etc.
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`
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var renderer_actor = arg?.[0] || null
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var io = use('io')
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var time = use('time')
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var res = use('resources')
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var json = use('json')
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var GPU = Symbol()
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var CPU = Symbol()
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var LASTUSE = Symbol()
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var LOADING = Symbol()
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var cache = {}
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graphics.setup = function(renderer)
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{
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renderer_actor = renderer
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}
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// Image constructor function
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graphics.Image = function(surfaceData) {
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// Initialize private properties
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this[CPU] = surfaceData || null;
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this[GPU] = null;
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this[LOADING] = false;
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this[LASTUSE] = time.number();
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this.rect = {x:0, y:0, width:surfaceData.width, height:surfaceData.height};
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}
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// Define getters and methods on the prototype
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Object.defineProperties(graphics.Image.prototype, {
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gpu: {
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get: function() {
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if (!this[GPU] && !this[LOADING] && renderer_actor) {
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this[LOADING] = true;
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var self = this;
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// Send message to load texture
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send(renderer_actor, {
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kind: "renderer",
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op: "loadTexture",
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data: this[CPU]
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}, function(response) {
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if (response.error) {
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log.error("Failed to load texture:")
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log.error(response.error)
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self[LOADING] = false;
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} else {
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self[GPU] = response;
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decorate_rect_px(self);
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self[LOADING] = false;
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}
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});
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}
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return this[GPU]
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}
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},
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texture: {
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get: function() { return this.gpu }
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},
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cpu: {
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get: function() {
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return this[CPU]
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}
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},
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surface: {
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get: function() { return this.cpu }
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},
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width: {
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get: function() {
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return this[CPU]?.width || 0
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}
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},
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height: {
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get: function() {
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return this[CPU]?.height || 0
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}
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}
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});
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// Add methods to prototype
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graphics.Image.prototype.unload_gpu = function() {
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this[GPU] = null
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}
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graphics.Image.prototype.unload_cpu = function() {
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this[CPU] = null
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}
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function calc_image_size(img) {
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if (!img.rect) return
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if (img.texture) {
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return [img.texture.width * img.rect.width, img.texture.height * img.rect.height]
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} else if (img[CPU]) {
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return [img[CPU].width * img.rect.width, img[CPU].height * img.rect.height]
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}
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return [0, 0]
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}
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function decorate_rect_px(img) {
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// default UV rect is the whole image if none supplied
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img.rect ??= {x:0, y:0, width:1, height:1} // [u0,v0,uw,vh] in 0-1
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var width = 0, height = 0;
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if (img.texture) {
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width = img.texture.width;
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height = img.texture.height;
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} else if (img[CPU]) {
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width = img[CPU].width;
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height = img[CPU].height;
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} else {
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return;
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}
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// store pixel-space version: [x, y, w, h] in texels
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img.rect_px = {
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x:Math.round(img.rect.x * width),
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y:Math.round(img.rect.y * height),
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width:Math.round(img.rect.width * width),
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height:Math.round(img.rect.height * height)
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}
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}
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function make_handle(obj)
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{
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var img = new graphics.Image(obj);
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decorate_rect_px(img);
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return img;
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}
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function wrapSurface(surf, maybeRect){
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def h = make_handle(surf);
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if(maybeRect) h.rect = maybeRect; /* honour frame sub-rect */
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return h;
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}
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function wrapFrames(arr){ /* [{surface,time,rect}, …] → [{image,time}] */
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return arr.map(f => ({
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image : wrapSurface(f.surface || f), /* accept bare surface too */
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time: f.time,
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rect: f.rect /* keep for reference */
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}));
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}
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function makeAnim(frames, loop=true){
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return { frames, loop }
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}
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function decode_image(bytes, ext)
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{
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switch(ext) {
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case 'gif':
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var g = graphics.make_gif(bytes)
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if (g.frames) return g.frames[0]
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return g
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case 'ase':
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case 'aseprite': return graphics.make_aseprite(bytes)
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default: return {surface:graphics.make_texture(bytes)}
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}
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}
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function create_image(path){
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try{
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def bytes = io.slurpbytes(path);
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let raw = decode_image(bytes, path.ext());
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/* ── Case A: static image ─────────────────────────────────── */
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if(raw.surface) {
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var gg = new graphics.Image(raw.surface)
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return gg
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}
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/* ── Case B: GIF helpers returned array [surf, …] ─────────── */
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if(Array.isArray(raw))
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return makeAnim( wrapFrames(raw), true );
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/* ── Case C: GIF helpers returned {frames,loop} ───────────── */
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if(raw.frames && Array.isArray(raw.frames))
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return makeAnim( wrapFrames(raw.frames), !!raw.loop );
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/* ── Case D: ASE helpers returned { animName:{frames,loop}, … } ── */
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def anims = {};
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for(def [name, anim] of Object.entries(raw)){
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if(anim && Array.isArray(anim.frames))
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anims[name] = makeAnim( wrapFrames(anim.frames), !!anim.loop );
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else if(anim && anim.surface) /* ase with flat surface */
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anims[name] = makeAnim(
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[{image:make_handle(anim.surface),time:0}], true );
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}
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if(Object.keys(anims).length) return anims;
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throw new Error('Unsupported image structure from decoder');
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}catch(e){
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log.error(`Error loading image ${path}: ${e.message}`);
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throw e;
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}
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}
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var image = {}
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image.dimensions = function() {
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var width = 0, height = 0;
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if (this.texture) {
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width = this.texture.width;
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height = this.texture.height;
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} else if (this[CPU]) {
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width = this[CPU].width;
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height = this[CPU].height;
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}
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return [width, height].scale([this.rect[2], this.rect[3]])
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}
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image.dimensions[cell.DOC] = `
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:return: A 2D array [width, height] that is the scaled size of this image (texture size * rect size).
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`
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var spritesheet
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var sheet_frames = []
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var sheetsize = 1024
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/**
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Pack multiple images into a single texture sheet for efficiency.
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Currently unimplemented (returns immediately).
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*/
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function pack_into_sheet(images) {
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return
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// This code is currently disabled with an immediate return.
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// Implementation details commented out below.
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}
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graphics.is_image = function(obj) {
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if (obj.texture && obj.rect) return true
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}
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graphics.is_image[cell.DOC] = `
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:param obj: An object to check.
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:return: True if 'obj' has a .texture and a .rect property, indicating it's an image object.
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`
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graphics.texture_from_data = function(data)
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{
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if (!(data instanceof ArrayBuffer)) return null
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var image = graphics.make_texture(data);
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var img = make_handle(image)
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if (renderer_actor) img.gpu;
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return img;
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}
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graphics.from_surface = function(id, surf)
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{
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return make_handle(surf)
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}
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graphics.from = function(id, data)
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{
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if (typeof id != 'string')
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throw new Error('Expected a string ID')
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if (data instanceof ArrayBuffer)
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return graphics.texture_from_data(data)
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}
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graphics.texture = function texture(path) {
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if (path instanceof graphics.Image) return path
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if (typeof path != 'string')
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throw new Error('need a string for graphics.texture')
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var id = path //.split(':')[0]
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if (cache[id]) return cache[id]
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var ipath = res.find_image(id)
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if (!ipath)
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throw new Error(`unknown image ${id}`)
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var image = create_image(ipath)
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cache[id] = image
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return image
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}
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graphics.texture[cell.DOC] = `
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:param path: A string path to an image file or an already-loaded image object.
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:return: An image object with {surface, texture, frames?, etc.} depending on the format.
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Load or retrieve a cached image, converting it into a GPU texture. If 'path' is already an object, it’s returned directly.
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`
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graphics.texture.total_size = function() {
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var size = 0
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// Not yet implemented, presumably sum of (texture.width * texture.height * 4) for images in RAM
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return size
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}
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graphics.texture.total_size[cell.DOC] = `
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:return: The total estimated memory size of all cached textures in RAM, in bytes. (Not yet implemented.)
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`
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graphics.texture.total_vram = function() {
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var vram = 0
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// Not yet implemented, presumably sum of GPU memory usage
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return vram
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}
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graphics.texture.total_vram[cell.DOC] = `
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:return: The total estimated GPU memory usage of all cached textures, in bytes. (Not yet implemented.)
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`
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graphics.tex_hotreload = function tex_hotreload(file) {
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// Extract just the filename without path and extension
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var basename = file.split('/').pop().split('.')[0]
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// Check if this basename exists in our cache
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if (!(basename in cache)) return
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// Find the full path for this image
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var fullpath = res.find_image(basename)
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if (!fullpath) return
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var img = create_image(fullpath)
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var oldimg = cache[basename]
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// Preserve the GPU texture ID if it exists
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var oldGPU = oldimg[GPU]
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// Update the CPU surface data
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oldimg[CPU] = img[CPU]
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// Clear GPU texture to force reload
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oldimg[GPU] = null
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oldimg[LOADING] = false
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// Update dimensions
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if (img[CPU]) {
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oldimg.rect = {x:0, y:0, width:img[CPU].width, height:img[CPU].height}
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decorate_rect_px(oldimg)
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}
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// If the texture was on GPU, trigger reload
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if (oldGPU && renderer_actor) {
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oldimg.gpu // This getter will trigger the reload
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}
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}
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graphics.tex_hotreload[cell.DOC] = `
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:param file: The file path that was changed on disk.
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:return: None
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Reload the image for the given file, updating the cached copy in memory and GPU.
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`
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/**
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Merges specific properties from nv into ov, using an array of property names.
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*/
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function merge_objects(ov, nv, arr) {
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arr.forEach(x => ov[x] = nv[x])
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}
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/**
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Unimplemented function for creating a spritesheet out of multiple images.
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*/
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function make_spritesheet(paths, width, height) {
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return
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}
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/**
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Stores previously loaded fonts. Keyed by e.g. "path.ttf.16" -> fontObject.
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*/
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var fontcache = {}
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var datas = []
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graphics.get_font = function get_font(path, size) {
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var parts = path.split('.')
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if (!isNaN(parts[1])) {
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path = parts[0]
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size = Number(parts[1])
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}
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var fullpath = res.find_font(path)
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if (!fullpath) throw new Error(`Cannot load font ${path}`)
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var fontstr = `${fullpath}.${size}`
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if (fontcache[fontstr]) return fontcache[fontstr]
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var data = io.slurpbytes(fullpath)
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var font = graphics.make_font(data,size)
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// Load font texture via renderer actor (async)
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if (renderer_actor) {
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send(renderer_actor, {
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kind: "renderer",
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op: "loadTexture",
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data: font.surface
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}, function(response) {
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if (response.error) {
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log.error("Failed to load font texture:", response.error);
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} else {
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font.texture = response;
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}
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});
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}
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fontcache[fontstr] = font
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return font
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}
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graphics.queue_sprite_mesh = function(queue) {
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var sprites = queue.filter(x => x.type == 'sprite')
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if (sprites.length == 0) return []
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var mesh = graphics.make_sprite_mesh(sprites)
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for (var i = 0; i < sprites.length; i++) {
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sprites[i].mesh = mesh
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sprites[i].first_index = i*6
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sprites[i].num_indices = 6
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}
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return [mesh.pos, mesh.uv, mesh.color, mesh.indices]
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}
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return graphics
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