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https://github.com/FunkinCrew/Funkin.git
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244 lines
7 KiB
Haxe
244 lines
7 KiB
Haxe
package funkin.graphics.framebuffer;
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import flash.geom.ColorTransform;
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import flixel.FlxCamera;
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import flixel.graphics.FlxGraphic;
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import flixel.graphics.frames.FlxFrame;
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import flixel.math.FlxMatrix;
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import flixel.math.FlxRect;
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import flixel.system.FlxAssets.FlxShader;
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import funkin.shaderslmfao.RuntimeCustomBlendShader;
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import openfl.Lib;
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import openfl.display.BitmapData;
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import openfl.display.BlendMode;
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import openfl.display3D.textures.TextureBase;
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import openfl.filters.BitmapFilter;
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import openfl.filters.ShaderFilter;
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/**
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* A camera, but grabbable. Also supports several additional blend modes.
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*/
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@:access(openfl.display.DisplayObject)
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@:access(openfl.display.BitmapData)
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@:access(openfl.display3D.Context3D)
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@:access(openfl.display3D.textures.TextureBase)
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@:access(flixel.graphics.FlxGraphic)
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@:access(flixel.graphics.frames.FlxFrame)
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class GrabbableCamera extends FlxCamera
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{
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final grabbed:Array<BitmapData> = [];
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final texturePool:Array<TextureBase> = [];
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final bgTexture:TextureBase;
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final bgBitmap:BitmapData;
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final bgFrame:FlxFrame;
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final customBlendShader:RuntimeCustomBlendShader;
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final customBlendFilter:ShaderFilter;
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var filtersApplied:Bool = false;
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var bgItemCount:Int = 0;
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public function new(x:Int = 0, y:Int = 0, width:Int = 0, height:Int = 0, zoom:Float = 0)
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{
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super(x, y, width, height, zoom);
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bgTexture = pickTexture(width, height);
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bgBitmap = FixedBitmapData.fromTexture(bgTexture);
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bgFrame = new FlxFrame(new FlxGraphic('', null));
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bgFrame.parent.bitmap = bgBitmap;
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bgFrame.frame = new FlxRect();
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customBlendShader = new RuntimeCustomBlendShader();
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customBlendFilter = new ShaderFilter(customBlendShader);
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}
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/**
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* Grabs the camera screen and returns it as a `BitmapData`. The returned bitmap
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* will not be referred by the camera so, changing it will not affect the scene.
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* The returned bitmap **will be reused in the next frame**, so the content is available
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* only in the current frame.
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* @param applyFilters if this is `true`, the camera's filters will be applied to the grabbed bitmap,
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* and the camera's filters will be disabled until the beginning of the next frame
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* @param isolate if this is `true`, sprites to be rendered will only be rendered to the grabbed bitmap,
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* and the grabbed bitmap will not include any previously rendered sprites
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* @return the grabbed bitmap data
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*/
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public function grabScreen(applyFilters:Bool, isolate:Bool = false):BitmapData
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{
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final texture = pickTexture(width, height);
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final bitmap = FixedBitmapData.fromTexture(texture);
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squashTo(bitmap, applyFilters, isolate);
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grabbed.push(bitmap);
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return bitmap;
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}
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/**
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* Applies the filter immediately to the camera. This will be done independently from
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* the camera's filters. This method can only be called after the first `grabScreen`
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* in the frame.
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* @param filter the filter
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*/
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public function applyFilter(filter:BitmapFilter):Void
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{
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if (grabbed.length == 0)
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{
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FlxG.log.error('grab screen before you can apply a filter!');
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return;
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}
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BitmapDataUtil.applyFilter(bgBitmap, filter);
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}
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function squashTo(bitmap:BitmapData, applyFilters:Bool, isolate:Bool):Void
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{
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if (applyFilters && isolate)
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{
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FlxG.log.error('cannot apply filters while isolating!');
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}
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if (filtersApplied && applyFilters)
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{
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FlxG.log.warn('filters already applied!');
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}
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static final matrix = new FlxMatrix();
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// resize the background bitmap if needed
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if (bgTexture.__width != width || bgTexture.__height != height)
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{
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BitmapDataUtil.resizeTexture(bgTexture, width, height);
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bgBitmap.__resize(width, height);
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bgFrame.parent.bitmap = bgBitmap;
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}
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// grab the bitmap
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renderSkipping(isolate ? bgItemCount : 0);
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bitmap.fillRect(bitmap.rect, 0);
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matrix.setTo(1, 0, 0, 1, flashSprite.x, flashSprite.y);
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if (applyFilters)
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{
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bitmap.draw(flashSprite, matrix);
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flashSprite.filters = null;
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filtersApplied = true;
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}
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else
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{
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final tmp = flashSprite.filters;
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flashSprite.filters = null;
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bitmap.draw(flashSprite, matrix);
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flashSprite.filters = tmp;
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}
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if (!isolate)
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{
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// also copy to the background bitmap
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bgBitmap.fillRect(bgBitmap.rect, 0);
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bgBitmap.draw(bitmap);
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}
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// clear graphics data
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super.clearDrawStack();
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canvas.graphics.clear();
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// render the background bitmap
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bgFrame.frame.set(0, 0, width, height);
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matrix.setTo(viewWidth / width, 0, 0, viewHeight / height, viewMarginLeft, viewMarginTop);
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drawPixels(bgFrame, matrix);
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// count background draw items for future isolation
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bgItemCount = 0;
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{
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var item = _headOfDrawStack;
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while (item != null)
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{
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item = item.next;
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bgItemCount++;
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}
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}
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}
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function renderSkipping(count:Int):Void
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{
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var item = _headOfDrawStack;
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while (item != null)
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{
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if (--count < 0) item.render(this);
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item = item.next;
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}
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}
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override function drawPixels(?frame:FlxFrame, ?pixels:BitmapData, matrix:FlxMatrix, ?transform:ColorTransform, ?blend:BlendMode, ?smoothing:Bool = false,
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?shader:FlxShader):Void
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{
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if ( switch blend
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{
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case DARKEN | HARDLIGHT | LIGHTEN | OVERLAY: true;
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case _: false;
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})
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{
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// squash the screen
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grabScreen(false);
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// render without blend
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super.drawPixels(frame, pixels, matrix, transform, null, smoothing, shader);
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// get the isolated bitmap
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final isolated = grabScreen(false, true);
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// apply fullscreen blend
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customBlendShader.blend = blend;
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customBlendShader.source = isolated;
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customBlendShader.updateViewInfo(FlxG.width, FlxG.height, this);
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applyFilter(customBlendFilter);
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}
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else
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{
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super.drawPixels(frame, pixels, matrix, transform, blend, smoothing, shader);
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}
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}
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override function destroy():Void
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{
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super.destroy();
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disposeTextures();
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}
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override function clearDrawStack():Void
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{
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super.clearDrawStack();
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// also clear grabbed bitmaps
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for (bitmap in grabbed)
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{
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texturePool.push(bitmap.__texture);
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bitmap.dispose(); // this doesn't release the texture
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}
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grabbed.clear();
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// clear filters applied flag
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filtersApplied = false;
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bgItemCount = 0;
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}
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function pickTexture(width:Int, height:Int):TextureBase
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{
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// zero-sized textures will be problematic
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width = width < 1 ? 1 : width;
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height = height < 1 ? 1 : height;
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if (texturePool.length > 0)
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{
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final res = texturePool.pop();
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BitmapDataUtil.resizeTexture(res, width, height);
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return res;
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}
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return Lib.current.stage.context3D.createTexture(width, height, BGRA, true);
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}
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function disposeTextures():Void
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{
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trace('disposing textures');
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for (bitmap in grabbed)
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{
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bitmap.dispose();
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}
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grabbed.clear();
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for (texture in texturePool)
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{
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texture.dispose();
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}
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texturePool.resize(0);
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bgTexture.dispose();
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bgBitmap.dispose();
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}
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}
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