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

173 lines
5.6 KiB
Java

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.thread.ThreadBindingExecutor;
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 java.time.Duration;
import java.time.temporal.TemporalUnit;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
public abstract class GLFWCapableBuffer {
protected final byte[] colors;
private final ByteBuffer pixels;
private final long glfwWindow;
private final int width;
private final int height;
private final ByteBuffer colorsBuffer;
private boolean onlyMapColors;
private static ThreadBindingExecutor threadBindingPool;
protected GLFWCapableBuffer(int width, int height) {
this(width, height, GLFW_NATIVE_CONTEXT_API, GLFW_OPENGL_API);
}
/**
* Creates the framebuffer and initializes a new context
*/
protected GLFWCapableBuffer(int width, int height, int apiContext, int clientAPI) {
this.width = width;
this.height = height;
this.colors = new byte[width*height];
colorsBuffer = BufferUtils.createByteBuffer(width*height);
this.pixels = BufferUtils.createByteBuffer(width*height*4);
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.");
}
}
synchronized(GLFWCapableBuffer.class) {
if(threadBindingPool == null) {
threadBindingPool = new ThreadBindingExecutor(Runtime.getRuntime().availableProcessors()/2,
"GLFWCapableBuffer-ThreadBindingPool");
}
}
}
public GLFWCapableBuffer unbindContextFromThread() {
glfwMakeContextCurrent(0L);
return this;
}
public void changeRenderingThreadToCurrent() {
glfwMakeContextCurrent(glfwWindow);
GL.createCapabilities();
}
public Task setupRenderLoop(long period, TemporalUnit unit, Runnable rendering) {
return setupRenderLoop(Duration.of(period, unit), rendering);
}
public Task setupRenderLoop(Duration period, Runnable rendering) {
return MinecraftServer.getSchedulerManager()
.buildTask(new Runnable() {
private boolean first = true;
private final Runnable subAction = () -> {
if(first) {
changeRenderingThreadToCurrent();
first = false;
}
render(rendering);
};
@Override
public void run() {
threadBindingPool.execute(subAction);
}
})
.repeat(period)
.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}
*/
public void prepareMapColors() {
if(onlyMapColors) {
colorsBuffer.rewind();
glReadPixels(0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, colorsBuffer);
colorsBuffer.get(colors);
} else {
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, width)*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, width)] = MapColors.closestColor(argb).getIndex();
}
}
}
}
public void cleanup() {
glfwTerminate();
}
public long getGLFWWindow() {
return glfwWindow;
}
public int width() {
return width;
}
public int height() {
return height;
}
/**
* Tells this buffer that the **RED** channel contains the index of the map color to use.
*
* This allows for optimizations and fast rendering (because there is no need for a conversion)
*/
public void useMapColors() {
onlyMapColors = true;
}
/**
* Opposite to {@link #useMapColors()}
*/
public void useRGB() {
onlyMapColors = false;
}
}