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drawsdf.go
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package ui
import (
"context"
"github.com/Yeicor/sdfx-ui/internal"
"github.com/deadsy/sdfx/sdf"
v2 "github.com/deadsy/sdfx/vec/v2"
"github.com/deadsy/sdfx/vec/v2i"
"github.com/hajimehoshi/ebiten"
"image"
"image/color"
"log"
"math"
"runtime/debug"
"time"
)
func (r *Renderer) drawSDF(screen *ebiten.Image) {
// Draw latest SDF render (and overlay the latest partial render)
r.implStateLock.RLock()
defer r.implStateLock.RUnlock()
r.cachedRenderLock.RLock()
defer r.cachedRenderLock.RUnlock()
drawOpts := &ebiten.DrawImageOptions{}
var tr v2.Vec
if r.translateFrom.X != math.MaxInt && !r.smoothCamera { // Preview translations without rendering (until mouse release)
cx, cy := getCursor()
if r.translateFromStop.X != math.MaxInt {
cx, cy = r.translateFromStop.X, r.translateFromStop.Y
}
tr = v2.Vec{X: float64(cx), Y: float64(cy)}.Sub(v2.Vec{X: float64(r.translateFrom.X), Y: float64(r.translateFrom.Y)}).DivScalar(float64(r.implState.ResInv))
// TODO: Place SDF2 render at the right location during special renders (zooming, changing resolution)
}
drawOpts.GeoM.Translate(tr.X, tr.Y)
cachedRenderWidth, cachedRenderHeight := r.cachedRender.Size()
drawOpts.GeoM.Scale(float64(r.screenSize.X)/float64(cachedRenderWidth), float64(r.screenSize.Y)/float64(cachedRenderHeight))
err := screen.DrawImage(r.cachedRender, drawOpts)
if err != nil {
panic(err) // Can this happen?
}
drawOpts.GeoM.Reset()
cachedPartialRenderWidth, cachedPartialRenderHeight := r.cachedPartialRender.Size()
drawOpts.GeoM.Scale(float64(r.screenSize.X)/float64(cachedPartialRenderWidth), float64(r.screenSize.Y)/float64(cachedPartialRenderHeight))
err = screen.DrawImage(r.cachedPartialRender, drawOpts)
if err != nil {
panic(err) // Can this happen?
}
}
// rerender will discard any current rendering and start a new render (use it when something changes).
// It does not lock execution (queues a new render in background).
func (r *Renderer) rerender(callbacks ...func(err error)) {
r.rerenderOpt(true, callbacks...)
}
func (r *Renderer) rerenderOpt(forceCancel bool, callbacks ...func(err error)) {
r.cachedRenderLock.RLock()
if r.cachedRender == nil {
log.Println("Trying to render too soon (before first Update())")
debug.PrintStack()
}
r.cachedRenderLock.RUnlock()
go func(callbacks ...func(err error)) {
var err error
defer func() {
for _, callback := range callbacks {
callback(err)
}
}()
//lint:ignore SA1012 package API allows this
if !r.renderingLock.TryLock(nil) {
if !forceCancel {
return
}
r.implStateLock.RLock() // Avoid race condition with creating a new context
r.renderingCtxCancel()
r.implStateLock.RUnlock()
r.renderingLock.Lock() // Wait for previous render to finish (should be very fast)
}
defer r.renderingLock.Unlock()
var renderCtx context.Context
r.implStateLock.Lock()
renderCtx, r.renderingCtxCancel = context.WithCancel(context.Background())
renderSize := v2i.Vec{X: int(float64(r.screenSize.X) / float64(r.implState.ResInv)), Y: int(float64(r.screenSize.Y) / float64(r.implState.ResInv))}
r.implStateLock.Unlock()
partialRenders := make(chan *image.RGBA)
r.goPartialRendersHandler(partialRenders, renderSize)
renderStartTime := time.Now()
r.implStateLock.RLock()
sameSize := r.cachedRenderCPU != nil && (v2i.Vec{r.cachedRenderCPU.Rect.Max.X, r.cachedRenderCPU.Rect.Max.Y} == renderSize)
if !sameSize {
r.cachedRenderCPU = image.NewRGBA(image.Rect(0, 0, renderSize.X, renderSize.Y))
}
implState := r.implState
if r.smoothCamera {
if r.translateFrom.X != math.MaxInt {
cx, cy := getCursor()
switch r.implDimCache {
case 2:
implState = r.apply2DCameraMoveTo(cx, cy)
case 3:
implState = r.apply3DCameraMoveTo(cx, cy)
}
}
}
r.implStateLock.RUnlock()
r.implLock.RLock()
err = r.impl.Render(&internal.RenderArgs{
Ctx: renderCtx,
State: implState,
StateLock: r.implStateLock,
CachedRenderLock: r.cachedRenderLock,
PartialRenders: partialRenders,
FullRender: r.cachedRenderCPU,
})
r.implLock.RUnlock()
if err != nil {
if err != context.Canceled {
log.Println("[DevRenderer] Error rendering:", err)
}
return
}
renderGPUStartTime := time.Now()
renderGpuImg, err := ebiten.NewImageFromImage(r.cachedRenderCPU, ebiten.FilterDefault)
if err != nil {
log.Println("Error sending image to GPU:", err)
return
}
log.Println("[DevRenderer] CPU Render took:", renderGPUStartTime.Sub(renderStartTime), "- Sending to GPU took:", time.Since(renderGPUStartTime))
r.implLock.RLock()
r.implStateLock.Lock() // WARNING: Locking order (to avoid deadlocks)
r.implDimCache = r.impl.Dimensions() // Only updated here
if r.implDimCache == 2 {
r.cachedRenderBb2 = r.implState.Bb
} else {
r.cachedRenderBb2 = sdf.Box2{}
}
r.implStateLock.Unlock()
r.implLock.RUnlock()
r.cachedRenderLock.Lock()
// Need to resize the rendering result: overwrite
r.cachedRender = renderGpuImg
// TODO: reuse the previous render for the parts that did not change (SDF2 only)
r.cachedRenderLock.Unlock()
}(callbacks...)
}
func (r *Renderer) goPartialRendersHandler(partialRenders chan *image.RGBA, renderSize v2i.Vec) {
go func(renderSize v2i.Vec) {
partialRenderCopy := image.NewRGBA(image.Rect(0, 0, renderSize.X, renderSize.Y))
lastPartialRender := time.Now()
for partialRender := range partialRenders {
if time.Since(lastPartialRender) < r.partialRenderEvery {
continue // Skip this partial render (throttled) as it slows down significantly the full render
}
lastPartialRender = time.Now()
r.cachedRenderLock.RLock()
copy(partialRenderCopy.Pix, partialRender.Pix)
r.cachedRenderLock.RUnlock()
// WARNING: This blocks the main rendering thread: call sparingly
gpuImg, err := ebiten.NewImageFromImage(partialRenderCopy, ebiten.FilterDefault)
if err != nil {
log.Println("Error sending image to GPU:", err)
continue
}
r.cachedRenderLock.Lock()
r.cachedPartialRender = gpuImg
r.cachedRenderLock.Unlock()
}
r.cachedRenderLock.Lock() // Use the cached render as the partial one (to make sure it is complete)
err := r.cachedPartialRender.Fill(color.Transparent)
if err != nil {
log.Println("cachedPartialRender.Fill(color.Transparent) error:", err)
}
r.cachedRenderLock.Unlock()
}(renderSize)
}