Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add advanced image usage tools with examples #870

Merged
merged 5 commits into from
Oct 4, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
258 changes: 258 additions & 0 deletions ReflectiveBoundTexture.go
Original file line number Diff line number Diff line change
@@ -0,0 +1,258 @@
package giu

import (
"errors"
"hash/crc32"
"image"
"image/color"
"sync"

"github.com/AllenDang/cimgui-go/imgui"
)

// ErrNilRGBA is an error that indicates the RGBA surface result is nil.
var ErrNilRGBA = errors.New("surface RGBA Result is nil")

// defaultSurface returns a default RGBA surface with a uniform color.
func defaultSurface() *image.RGBA {
surface, _ := NewUniformLoader(128.0, 128.0, color.RGBA{255, 255, 255, 255}).ServeRGBA()
return surface
}

// ReflectiveBoundTexture represents a texture that can be dynamically updated and bound to a GPU.
type ReflectiveBoundTexture struct {
Surface *image.RGBA // Surface is the RGBA image data for the texture.
tex *Texture // tex is the GPU texture resource.
lastSum uint32 // lastSum is the checksum of the last surface data.
mu sync.Mutex // mu is a mutex to protect concurrent access to the texture.
fsroot string // fsroot is the root filesystem path for the texture when using file scheme in URL Surface Loader
}

/* Return a waranted:
* - Initialized
* - With proper resources bindings against gpu (free old, bound new)
* - Up to date Texture.
*/

// commit updates the ReflectiveBoundTexture by checking if the surface has changed,
// and if so, rebinds the texture to the GPU. It returns the updated ReflectiveBoundTexture
// and a boolean indicating whether the texture has changed.
//
// The method locks the texture for concurrent access, calculates the checksum of the
// current surface, and compares it with the last stored checksum. If the checksums differ,
// it unbinds the old texture, binds the new one, and updates the checksum.
//
// Returns:
// - *ReflectiveBoundTexture: The updated texture object.
// - bool: True if the texture has changed, false otherwise.
func (i *ReflectiveBoundTexture) commit() (*ReflectiveBoundTexture, bool) {
i.mu.Lock()
defer i.mu.Unlock()

if i.Surface == nil {
i.Surface = defaultSurface()
}

var hasChanged bool
if sum := crc32.ChecksumIEEE(i.Surface.Pix); sum != i.lastSum {
hasChanged = true

i.unbind()
i.bind()
i.lastSum = sum
}

return i, hasChanged
}

// SetSurfaceFromRGBA sets the surface of the ReflectiveBoundTexture from the provided RGBA image.
// If the provided image is nil, it returns an error. If the commit flag is true, it commits the changes.
//
// Parameters:
// - img: The RGBA image to set as the surface.
// - commit: A boolean flag indicating whether to commit the changes.
//
// Returns:
// - error: An error if the provided image is nil, otherwise nil.
func (i *ReflectiveBoundTexture) SetSurfaceFromRGBA(img *image.RGBA, commit bool) error {
if img != nil {
i.Surface = img
} else {
return ErrNilRGBA
}

if commit {
i.commit()
}

return nil
}

// ToImageWidget converts the ReflectiveBoundTexture to an ImageWidget.
//
// Returns:
// - *ImageWidget: The ImageWidget representation of the ReflectiveBoundTexture.
func (i *ReflectiveBoundTexture) ToImageWidget() *ImageWidget {
return Image(i.Texture())
}

// ImguiImageVOptionStruct represents the options for rendering an image in ImGui.
type ImguiImageVOptionStruct struct {
Uv0 imgui.Vec2 // The UV coordinate of the top-left corner of the image.
Uv1 imgui.Vec2 // The UV coordinate of the bottom-right corner of the image.
TintCol imgui.Vec4 // The tint color to apply to the image.
BorderCol imgui.Vec4 // The border color to apply to the image.
}

// GetImGuiImageVDefaultOptionsStruct returns the default options for rendering an image in ImGui.
//
// Returns:
// - ImguiImageVOptionStruct: The default options for rendering an image.
func (i *ReflectiveBoundTexture) GetImGuiImageVDefaultOptionsStruct() ImguiImageVOptionStruct {
return ImguiImageVOptionStruct{
Uv0: imgui.Vec2{X: 0, Y: 0},
Uv1: imgui.Vec2{X: 1, Y: 1},
TintCol: imgui.Vec4{X: 1, Y: 1, Z: 1, W: 1},
BorderCol: imgui.Vec4{X: 0, Y: 0, Z: 0, W: 0},
}
}

// ImguiImage renders the ReflectiveBoundTexture as an image in ImGui.
//
// Parameters:
// - width: The width of the image. If set to -1, it will use the available content region width.
// - height: The height of the image. If set to -1, it will use the available content region height.
// - options: The options for rendering the image.
func (i *ReflectiveBoundTexture) ImguiImage(width, height float32) {
size := imgui.Vec2{X: width, Y: height}

if size.X == -1 {
rect := imgui.ContentRegionAvail()
size.X = rect.X
}

if size.Y == -1 {
rect := imgui.ContentRegionAvail()
size.Y = rect.Y
}

imgui.Image(i.Texture().ID(), size)
}

// ImguiImageV renders the ReflectiveBoundTexture as an image in ImGui with additional options.
//
// Parameters:
// - width: The width of the image. If set to -1, it will use the available content region width.
// - height: The height of the image. If set to -1, it will use the available content region height.
// - options: The options for rendering the image, including UV coordinates, tint color, and border color.
func (i *ReflectiveBoundTexture) ImguiImageV(width, height float32, options ImguiImageVOptionStruct) {
size := imgui.Vec2{X: width, Y: height}

if size.X == -1 {
rect := imgui.ContentRegionAvail()
size.X = rect.X
}

if size.Y == -1 {
rect := imgui.ContentRegionAvail()
size.Y = rect.Y
}

imgui.ImageV(i.Texture().ID(), size, options.Uv0, options.Uv1, options.TintCol, options.BorderCol)
}

// ImguiImageButtonV renders the ReflectiveBoundTexture as an image button in ImGui with additional options.
//
// Parameters:
// - id: The ID of the image button.
// - width: The width of the image button. If set to -1, it will use the available content region width.
// - height: The height of the image button. If set to -1, it will use the available content region height.
// - options: The options for rendering the image button, including UV coordinates, tint color, and border color.
func (i *ReflectiveBoundTexture) ImguiImageButtonV(id string, width, height float32, options ImguiImageVOptionStruct) {
size := imgui.Vec2{X: width, Y: height}

if size.X == -1 {
rect := imgui.ContentRegionAvail()
size.X = rect.X
}

if size.Y == -1 {
rect := imgui.ContentRegionAvail()
size.Y = rect.Y
}

imgui.ImageButtonV(id, i.Texture().ID(), size, options.Uv0, options.Uv1, options.TintCol, options.BorderCol)
}

// unbind releases the texture associated with the ReflectiveBoundTexture from the backend.
func (i *ReflectiveBoundTexture) unbind() {
if i.tex != nil {
Context.Backend().DeleteTexture(i.tex.ID())
i.tex = nil
}
}

// bind creates a new texture from the RGBA surface and assigns it to the ReflectiveBoundTexture.
func (i *ReflectiveBoundTexture) bind() {
NewTextureFromRgba(i.Surface, func(tex *Texture) {
i.tex = tex
})
}

// GetSurfaceWidth returns the width of the RGBA surface.
func (i *ReflectiveBoundTexture) GetSurfaceWidth() int {
return i.Surface.Bounds().Dx()
}

// GetSurfaceHeight returns the height of the RGBA surface.
func (i *ReflectiveBoundTexture) GetSurfaceHeight() int {
return i.Surface.Bounds().Dy()
}

// GetSurfaceSize returns the size of the RGBA surface as an image.Point.
func (i *ReflectiveBoundTexture) GetSurfaceSize() image.Point {
return i.Surface.Bounds().Size()
}

// Texture commits any pending changes to the RGBA surface and returns the associated texture.
func (i *ReflectiveBoundTexture) Texture() *Texture {
i.commit()
return i.tex
}

// TextureID commits any pending changes and returns the ImGui TextureID of the associated texture.
func (i *ReflectiveBoundTexture) TextureID() imgui.TextureID {
return i.Texture().ID()
}

// GetRGBA returns the RGBA surface of the ReflectiveBoundTexture.
// If the commit parameter is true, it commits any pending changes before returning the surface.
//
// Parameters:
// - commit: A boolean indicating whether to commit any pending changes.
//
// Returns:
// - *image.RGBA: The RGBA surface of the ReflectiveBoundTexture.
func (i *ReflectiveBoundTexture) GetRGBA(commit bool) *image.RGBA {
if commit {
i.commit()
}

return i.Surface
}

// ForceRelease forces releasing resources against all finalizers,
// effectively losing the object but ensuring both RAM and VRAM
// are freed.
func (i *ReflectiveBoundTexture) ForceRelease() {
i.unbind()
i.Surface = nil

var u uint32
i.lastSum = u
}

// ForceCommit forces committing.
func (i *ReflectiveBoundTexture) ForceCommit() (*ReflectiveBoundTexture, bool) {
return i.commit()
}
Loading
Loading