Minestom/src/lwjgl/java/net/minestom/server/map/framebuffers/GLFWFramebuffer.java

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2020-08-04 23:01:35 +02:00
package net.minestom.server.map.framebuffers;
import net.minestom.server.MinecraftServer;
import net.minestom.server.map.Framebuffer;
import net.minestom.server.map.MapColors;
import net.minestom.server.timer.Task;
import net.minestom.server.utils.time.TimeUnit;
import org.lwjgl.BufferUtils;
import org.lwjgl.PointerBuffer;
import org.lwjgl.glfw.GLFWErrorCallback;
import org.lwjgl.opengl.GL;
import org.lwjgl.system.MemoryStack;
import java.nio.ByteBuffer;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
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/**
* GLFW-based framebuffer.
*
* Due to its interfacing with OpenGL(-ES), extra care needs to be applied when using this framebuffer.
* Rendering to this framebuffer should only be done via the thread on which the context is present.
* To perform map conversion at the end of a frame, it is advised to use {@link #render(Runnable)} to render to the map.
*
* Use {@link #changeRenderingThreadToCurrent} in a thread to switch the thread on which to render.
*
* Use {@link #setupRenderLoop} with a callback to setup a task in the {@link net.minestom.server.timer.SchedulerManager}
* to automatically render to the offscreen buffer on a specialized thread.
*
* GLFWFramebuffer does not provide guarantee that the result of {@link #toMapColors()} is synchronized with rendering, but
* it will be updated after each frame rendered through {@link #render(Runnable)} or {@link #setupRenderLoop(long, TimeUnit, Runnable)}.
*
* This framebuffer is meant to render to a single map (ie it is only compatible with 128x128 rendering)
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*/
public class GLFWFramebuffer implements Framebuffer {
private final byte[] colors = new byte[WIDTH*HEIGHT];
private final ByteBuffer pixels = BufferUtils.createByteBuffer(WIDTH*HEIGHT*4);
private final long glfwWindow;
public GLFWFramebuffer() {
this(GLFW_NATIVE_CONTEXT_API, GLFW_OPENGL_API);
}
/**
* Creates the framebuffer and initializes a new EGL context
*/
public GLFWFramebuffer(int apiContext, int clientAPI) {
if(!glfwInit()) {
throw new RuntimeException("Failed to init GLFW");
}
GLFWErrorCallback.createPrint().set();
glfwDefaultWindowHints();
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
glfwWindowHint(GLFW_CONTEXT_CREATION_API, apiContext);
glfwWindowHint(GLFW_CLIENT_API, clientAPI);
this.glfwWindow = glfwCreateWindow(WIDTH, HEIGHT, "", 0L, 0L);
if(glfwWindow == 0L) {
try(var stack = MemoryStack.stackPush()) {
PointerBuffer desc = stack.mallocPointer(1);
int errcode = glfwGetError(desc);
throw new RuntimeException("("+errcode+") Failed to create GLFW Window.");
}
}
}
public GLFWFramebuffer unbindContextFromThread() {
glfwMakeContextCurrent(0L);
return this;
}
public void changeRenderingThreadToCurrent() {
glfwMakeContextCurrent(glfwWindow);
GL.createCapabilities();
}
public Task setupRenderLoop(long period, TimeUnit unit, Runnable rendering) {
return MinecraftServer.getSchedulerManager()
.buildTask(new Runnable() {
private boolean first = true;
@Override
public void run() {
if(first) {
changeRenderingThreadToCurrent();
first = false;
}
render(rendering);
}
})
.repeat(period, unit)
.schedule();
}
public void render(Runnable rendering) {
rendering.run();
glfwSwapBuffers(glfwWindow);
prepareMapColors();
}
/**
* Called in render after glFlush to read the pixel buffer contents and convert it to map colors.
* Only call if you do not use {@link #render(Runnable)} nor {@link #setupRenderLoop(long, TimeUnit, Runnable)}
*/
public void prepareMapColors() {
glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
for (int y = 0; y < HEIGHT; y++) {
for (int x = 0; x < WIDTH; x++) {
int i = Framebuffer.index(x, y)*4;
int red = pixels.get(i) & 0xFF;
int green = pixels.get(i+1) & 0xFF;
int blue = pixels.get(i+2) & 0xFF;
int alpha = pixels.get(i+3) & 0xFF;
int argb = (alpha << 24) | (red << 16) | (green << 8) | blue;
colors[Framebuffer.index(x, y)] = MapColors.closestColor(argb).getIndex();
}
}
}
public void cleanup() {
glfwTerminate();
}
public long getGLFWWindow() {
return glfwWindow;
}
@Override
public byte[] toMapColors() {
return colors;
}
}