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path: root/fakecanvas.lua
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assert(debug, "fake canvases require access to the debug library")

local canvas_supported      = love.graphics.isSupported "canvas"
local npot_supported        = love.graphics.isSupported "npot"
local pixeleffect_supported = love.graphics.isSupported "pixeleffect"

local function nextpo2 (x) return 2^math.ceil(math.log(x) / math.log(2)) end
local function prevpo2 (x) return 2^math.floor(math.log(x) / math.log(2)) end

local _types = { "Canvas" == true, "Object" == true, "Drawable" == true }
local canvas = { }
local canvasmt = { __index = canvas }

local canvases = setmetatable({ }, { __mode = "k" })

function canvas:clear (...) -- other option is chucking out the imagedata and creating a new one, but i'd probably end up using mapPixel anyway
	local nargs = select("#", ...)
	
	if nargs == 0 then
		canvases[self]._imagedata:mapPixel(function () return 0, 0, 0, 0 end)
	elseif nargs == 1 and type(...) == "table" then
		local t = ...
		local r, g, b, a = tonumber(t[1]) or 0, tonumber(t[2]) or 0, tonumber(t[3]) or 0, tonumber(t[4]) or 255
		canvases[self]._imagedata:mapPixel(function () return r, g, b, a end)
	else
		local r, g, b, a = ...
		r, g, b, a = tonumber(r) or 0, tonumber(g) or 0, tonumber(b) or 0, tonumber(a) or 255
		canvases[self]._imagedata:mapPixel(function () return r, g, b, a end)
	end
end

function canvas:getFilter () 
	return canvases[self]._image:getFilter() 
end

function canvas:getImageData () 
	return canvases[self]._imagedata 
end

function canvas:getWrap () 
	return canvases[self]._image:getWrap() 
end

function canvas:renderTo (renderfunc) 
	love.graphics.setCanvas(self)
	renderfunc()
	love.graphics.setCanvas()
end

function canvas:setFilter (min, mag) 
	canvases[self]._image:setFilter(min, mag) 
end

function canvas:setWrap (h, v) 
	canvases[self]._image:setWrap(h, v) 
end

function canvas:type () 
	return "Canvas" 
end

function canvas:typeOf (type) 
	return _types[type] 
end

-- internal
function canvas:_getImage ()
	return canvases[self]._image
end

function canvas:_getQuad ()
	return canvases[self]._quad
end

local function Canvas (width, height)
	local c = { }
	
	local sw, sh = love.graphics.getWidth(), love.graphics.getHeight()
	
	local w, h
	if npot_supported then -- awesome, just limit to screen size
		w = math.min(sw, tonumber(width) or sw)
		h = math.min(sh, tonumber(height) or sh)
	else -- well that sucks
		w = math.min(prevpo2(sw), nextpo2(tonumber(width) or 1))
		h = math.min(prevpo2(sh), nextpo2(tonumber(height) or 1))
	end
	
	c._imagedata  = love.image.newImageData(w, h)
	c._image      = love.graphics.newImage(c._imagedata)
	c._quad       = love.graphics.newQuad(0, 0, w, h, w, h)
	
	c._quad:flip(false, true) -- flip vertically part 0
	
	local p = newproxy(true)
	
	canvases[p] = c
	
	getmetatable(p).__index = canvasmt.__index
	
	return p --setmetatable(p, canvasmt)
end

local current_canvas
local function getCanvas ()
	return current_canvas
end

local _fb_state 
local function savefbstate ()
	_fb_state = {
		color   = { love.graphics.getBackgroundColor() },
		data    = love.graphics.newScreenshot(),
		scissor = { love.graphics.getScissor() },
	}
	_fb_state.image = love.graphics.newImage(_fb_state.data)
	--_fb_state.data:encode("__fb.png")
end

savefbstate()

local function setCanvas (...)
	assert(select("#", ...) == 0 or (select("#", ...) == 1 and type(...) == "userdata"), "Incorrect parameter type: expected userdata")
	local to = ...
	if to then
		current_canvas = canvases[to]
		--print "saving background state"
		savefbstate()
		
		--print "rendering setup"
		love.graphics.setScissor()
		love.graphics.setBackgroundColor(0, 0, 0, 0)
		love.graphics.clear()
	else
		--print "saving to canvas"
		local tempdata = love.graphics.newScreenshot()
		
		love.graphics.setBackgroundColor(0, 0, 0, 0)
		love.graphics.clear()
		
		-- flip vertically (unfortunately) so it can later be drawn unflipped in order to match texcoords of real canvases. part 1
		local flipped = love.graphics.newImage(tempdata) 
		love.graphics.draw(flipped, 0, current_canvas._imagedata:getHeight(), 0, 1, -1)
		
		local newdata = love.graphics.newScreenshot()
		
		--newdata:encode("__canvas.png")
		
		current_canvas._imagedata:paste(newdata, 0, 0, 0, 0, current_canvas._imagedata:getWidth(), current_canvas._imagedata:getHeight())
		current_canvas._image = love.graphics.newImage(current_canvas._imagedata) -- apparently images don't update when their imagedata changes, so
		
		--print "restoring background state"
		love.graphics.setBackgroundColor(0, 0, 0, 0)
		love.graphics.clear()
		love.graphics.clear()
		love.graphics.setScissor()
		love.graphics.draw(_fb_state.image, 0, 0)
		love.graphics.setBackgroundColor(unpack(_fb_state.color))
		love.graphics.setScissor(unpack(_fb_state.scissor))
		current_canvas = nil
	end
end

local registry = debug.getregistry() -- naughty!

 -- throwaway, forces LOVE to load the :send() method
love.graphics.newPixelEffect [[vec4 effect( vec4 x, Image y, vec2 z, vec2 w) { return vec4(0, 0, 0, 0); }]]

local _love_funcs = { 
	getCanvas = love.graphics.getCanvas,
	setCanvas = love.graphics.setCanvas,
	newCanvas = love.graphics.newCanvas,
	
	draw      = love.graphics.draw,
	drawq     = love.graphics.drawq,
	
	pe_send   = registry.PixelEffect.send,
	--technically sendCanvas should also be wrapped but that's not officially exposed
}
local _wrap_funcs = { 
	getCanvas = getCanvas,
	setCanvas = setCanvas,
	newCanvas = Canvas,
	
	draw = function (obj,  x, y, r, sw, sh, ox, oy, kx, ky)
		if canvases[obj] then
			return _love_funcs.drawq(obj:_getImage(), obj:_getQuad(), x, y, r, sw, sh, ox, oy, kx, ky) -- flip texcoords part 2
		end
		return _love_funcs.draw(obj, x, y, r, sw, sh, ox, oy, kx, ky)
	end,
	drawq = function (obj, x, y, r, sw, sh, ox, oy, kx, ky)
		if canvases[obj] then
			return _love_funcs.drawq(obj:_getImage(), x, y, r, sw, sh, ox, oy, kx, ky)
		end
		return _love_funcs.drawq(obj, x, y, r, sw, sh, ox, oy, kx, ky)
	end,
	
	pe_send   = function (pe, name, data)
		if canvases[data] then
			return _love_funcs.pe_send(pe, name, data:_getImage())
		end
		return _love_funcs.pe_send(pe, name, data)
	end,
}

local M = { }

-- enable use of fake canvases
-- state: 
--    true:  use fake canvases even if real ones are supported 
--    false: disable canvases entirely
--    nil:   use real or fake canvases based on support
function M.enable (state)
	if state == true or not canvas_supported then
		love.graphics.getCanvas = _wrap_funcs.getCanvas
		love.graphics.setCanvas = _wrap_funcs.setCanvas
		love.graphics.newCanvas = _wrap_funcs.newCanvas
		love.graphics.draw      = _wrap_funcs.draw
		love.graphics.drawq     = _wrap_funcs.drawq
		
		registry.PixelEffect.send = _wrap_funcs.pe_send
	elseif state == false then 
		love.graphics.getCanvas = function () return nil end
		love.graphics.setCanvas = function () end
		love.graphics.newCanvas = function () error("canvases disabled", 2) end
		
		love.graphics.draw      = _love_funcs.draw
		love.graphics.drawq     = _love_funcs.drawq
		
		registry.PixelEffect.send = _love_funcs.pe_send
	elseif state == nil and canvas_supported then
		love.graphics.getCanvas = _love_funcs.getCanvas
		love.graphics.setCanvas = _love_funcs.setCanvas
		love.graphics.newCanvas = _love_funcs.newCanvas
		love.graphics.draw      = _love_funcs.draw
		love.graphics.drawq     = _love_funcs.drawq
		
		registry.PixelEffect.send = _love_funcs.pe_send
	end
	return M
end

function M.getMaxCanvasSize (hw, hh)
	local w, h = love.graphics.getWidth(), love.graphics.getHeight()
	if npot_supported then
		return math.min(hw, w), math.min(hh, h)
	else
		return prevpo2(math.min(hw, w)), prevpo2(math.min(hh, h))
	end
end

M.enable()

return M