Funkin/source/funkin/graphics/framebuffer/GrabbableCamera.hx

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2023-09-23 14:59:24 -04:00
package funkin.graphics.framebuffer;
import flixel.FlxCamera;
import flixel.FlxG;
import flixel.graphics.FlxGraphic;
import flixel.graphics.frames.FlxFrame;
import flixel.math.FlxMatrix;
import flixel.math.FlxRect;
import flixel.system.FlxAssets.FlxShader;
import openfl.Lib;
import openfl.display.BitmapData;
import openfl.display3D.textures.TextureBase;
/**
* A camera, but grabbable.
*/
@:access(openfl.display.DisplayObject)
@:access(openfl.display.BitmapData)
@:access(openfl.display3D.Context3D)
@:access(openfl.display3D.textures.TextureBase)
@:access(flixel.graphics.FlxGraphic)
@:access(flixel.graphics.frames.FlxFrame)
class GrabbableCamera extends FlxCamera
{
final grabbed:Array<BitmapData> = [];
final texturePool:Array<TextureBase> = [];
final defaultShader:FlxShader = new FlxShader();
final bgTexture:TextureBase;
final bgBitmap:BitmapData;
final bgFrame:FlxFrame;
public function new(x:Int = 0, y:Int = 0, width:Int = 0, height:Int = 0, zoom:Float = 0)
{
super(x, y, width, height, zoom);
bgTexture = pickTexture(width, height);
bgBitmap = FixedBitmapData.fromTexture(bgTexture);
bgFrame = new FlxFrame(new FlxGraphic('', null));
bgFrame.parent.bitmap = bgBitmap;
bgFrame.frame = new FlxRect();
}
/**
* Grabs the camera screen and returns it as a `BitmapData`. The returned bitmap
* will not be referred by the camera, so changing it will not affect the scene.
* @param applyFilters if this is `true`, the camera's filters will be applied to the grabbed bitmap
* @return the grabbed bitmap data
*/
public function grabScreen(applyFilters:Bool):BitmapData
{
final texture = pickTexture(width, height);
final bitmap = FixedBitmapData.fromTexture(texture);
squashTo(bitmap, applyFilters);
return bitmap;
}
function squashTo(bitmap:BitmapData, applyFilters:Bool):Void
{
static final matrix = new FlxMatrix();
// resize the background bitmap if needed
if (bgTexture.__width != width || bgTexture.__height != height)
{
resizeTexture(bgTexture, width, height);
bgBitmap.__resize(width, height);
bgFrame.parent.bitmap = bgBitmap;
}
// grab the bitmap
render();
bitmap.fillRect(bitmap.rect, 0);
matrix.setTo(1, 0, 0, 1, flashSprite.x, flashSprite.y);
if (applyFilters)
{
bitmap.draw(flashSprite, matrix);
}
else
{
final tmp = flashSprite.filters;
flashSprite.filters = null;
bitmap.draw(flashSprite, matrix);
flashSprite.filters = tmp;
}
// also copy to the background bitmap
bgBitmap.fillRect(bgBitmap.rect, 0);
bgBitmap.draw(bitmap);
// clear graphics data
super.clearDrawStack();
canvas.graphics.clear();
// render the background bitmap
bgFrame.frame.set(0, 0, width, height);
matrix.setTo(viewWidth / width, 0, 0, viewHeight / height, viewMarginLeft, viewMarginTop);
drawPixels(bgFrame, matrix);
}
function resizeTexture(texture:TextureBase, width:Int, height:Int):Void
{
texture.__width = width;
texture.__height = height;
final context = texture.__context;
final gl = context.gl;
context.__bindGLTexture2D(texture.__textureID);
gl.texImage2D(gl.TEXTURE_2D, 0, texture.__internalFormat, width, height, 0, texture.__format, gl.UNSIGNED_BYTE, null);
context.__bindGLTexture2D(null);
}
override function destroy():Void
{
super.destroy();
disposeTextures();
}
override function clearDrawStack():Void
{
super.clearDrawStack();
// also clear grabbed bitmaps
for (bitmap in grabbed)
{
texturePool.push(@:privateAccess bitmap.__texture);
bitmap.dispose();
}
grabbed.clear();
}
function pickTexture(width:Int, height:Int):TextureBase
{
// zero-sized textures will be problematic
width = width < 1 ? 1 : width;
height = height < 1 ? 1 : height;
if (texturePool.length > 0)
{
final res = texturePool.pop();
if (res.__width != width || res.__height != height)
{
resizeTexture(res, width, height);
}
return res;
}
return Lib.current.stage.context3D.createTexture(width, height, BGRA, true);
}
function disposeTextures():Void
{
trace('disposing textures');
for (bitmap in grabbed)
{
bitmap.dispose();
}
grabbed.clear();
for (texture in texturePool)
{
texture.dispose();
}
texturePool.resize(0);
bgTexture.dispose();
bgBitmap.dispose();
}
}