Capy64/Capy64/Runtime/Libraries/GPU.cs

555 lines
14 KiB
C#

// This file is part of Capy64 - https://github.com/Ale32bit/Capy64
// Copyright 2023 Alessandro "AlexDevs" Proto
//
// Licensed under the Apache License, Version 2.0 (the "License").
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using Capy64.API;
using Capy64.Core;
using Capy64.Runtime.Objects;
using KeraLua;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading.Tasks;
using System.Xml.Linq;
namespace Capy64.Runtime.Libraries;
public class GPU : IComponent
{
private static IGame _game;
public GPU(IGame game)
{
_game = game;
}
private LuaRegister[] gpuLib = new LuaRegister[] {
new()
{
name = "getSize",
function = L_GetSize,
},
new()
{
name = "setSize",
function = L_SetSize,
},
new()
{
name = "getPixel",
function = L_GetPixel,
},
new()
{
name = "plot",
function = L_Plot,
},
new()
{
name = "plots",
function = L_Plots,
},
new()
{
name = "drawPoint",
function = L_DrawPoint,
},
new()
{
name = "drawCircle",
function = L_DrawCircle
},
new()
{
name = "drawLine",
function = L_DrawLine
},
new()
{
name = "drawRectangle",
function = L_DrawRectangle
},
new()
{
name = "drawPolygon",
function = L_DrawPolygon
},
new()
{
name = "drawEllipse",
function = L_DrawEllipse
},
new()
{
name = "drawString",
function = L_DrawString
},
new()
{
name = "measureString",
function = L_MeasureString
},
new()
{
name = "getBuffer",
function = L_GetBuffer,
},
new()
{
name = "setBuffer",
function = L_SetBuffer,
},
new()
{
name = "newBuffer",
function = L_NewBuffer,
},
new()
{
name = "drawBuffer",
function = L_DrawBuffer,
},
new()
{
name = "loadImageAsync",
function = L_LoadImageAsync,
},
new()
{
name = "clear",
function = L_Clear,
},
new(), // NULL
};
public void LuaInit(Lua state)
{
state.RequireF("gpu", OpenLib, false);
}
public int OpenLib(IntPtr state)
{
var l = Lua.FromIntPtr(state);
l.NewLib(gpuLib);
return 1;
}
public static void GetColor(uint c, out byte r, out byte g, out byte b)
{
if (_game.EngineMode == EngineMode.Classic)
c = ColorPalette.GetColor(c);
Utils.UnpackRGB(c, out r, out g, out b);
}
private static int L_GetSize(IntPtr state)
{
var L = Lua.FromIntPtr(state);
L.PushInteger(_game.Width);
L.PushInteger(_game.Height);
return 2;
}
private static int L_SetSize(IntPtr state)
{
var L = Lua.FromIntPtr(state);
if (_game.EngineMode == EngineMode.Classic)
{
L.PushBoolean(false);
return 1;
}
var w = L.CheckInteger(1);
var h = L.CheckInteger(2);
_game.Width = (int)w;
_game.Height = (int)h;
_game.UpdateSize();
L.PushBoolean(true);
return 1;
}
private static int L_GetPixel(IntPtr state)
{
var L = Lua.FromIntPtr(state);
var x = (int)L.CheckNumber(1) - 1;
var y = (int)L.CheckNumber(2) - 1;
var c = _game.Drawing.GetPixel(new(x, y));
L.PushInteger(Utils.PackRGB(c));
return 1;
}
private static int L_Plot(IntPtr state)
{
var L = Lua.FromIntPtr(state);
var x = (int)L.CheckNumber(1) - 1;
var y = (int)L.CheckNumber(2) - 1;
var c = L.CheckInteger(3);
GetColor((uint)c, out var r, out var g, out var b);
_game.Drawing.Plot(new Point(x, y), new Color(r, g, b));
return 0;
}
private static int L_Plots(IntPtr state)
{
var L = Lua.FromIntPtr(state);
L.CheckType(1, LuaType.Table);
var c = L.CheckInteger(2);
L.SetTop(1);
int size = (int)L.Length(1);
L.ArgumentCheck(size % 2 == 0, 1, "expected an even table");
List<Point> pts = new();
for (int i = 1; i <= size; i += 2)
{
L.GetInteger(1, i);
L.ArgumentCheck(L.IsNumber(-1), 1, "expected number at index " + i);
var x = (int)L.ToNumber(-1) - 1;
L.Pop(1);
L.GetInteger(1, i + 1);
L.ArgumentCheck(L.IsNumber(-1), 1, "expected number at index " + (i + 1));
var y = (int)L.ToNumber(-1) - 1;
L.Pop(1);
pts.Add(new Point(x, y));
}
GetColor((uint)c, out var r, out var g, out var b);
_game.Drawing.Plot(pts, new(r, g, b));
return 0;
}
private static int L_DrawPoint(IntPtr state)
{
var L = Lua.FromIntPtr(state);
var x = (int)L.CheckNumber(1) - 1;
var y = (int)L.CheckNumber(2) - 1;
var c = L.CheckInteger(3);
var s = (int)L.OptNumber(4, 1);
GetColor((uint)c, out var r, out var g, out var b);
_game.Drawing.DrawPoint(new(x, y), new Color(r, g, b), s);
return 0;
}
private static int L_DrawCircle(IntPtr state)
{
var L = Lua.FromIntPtr(state);
var x = (int)L.CheckNumber(1) - 1;
var y = (int)L.CheckNumber(2) - 1;
var rad = (int)L.CheckNumber(3);
var c = L.CheckInteger(4);
var t = (int)L.OptNumber(5, 1);
var s = (int)L.OptInteger(6, -1);
GetColor((uint)c, out var r, out var g, out var b);
_game.Drawing.DrawCircle(new(x, y), rad, new Color(r, g, b), t, s);
return 0;
}
private static int L_DrawLine(IntPtr state)
{
var L = Lua.FromIntPtr(state);
var x1 = (int)L.CheckNumber(1);
var y1 = (int)L.CheckNumber(2);
var x2 = (int)L.CheckNumber(3);
var y2 = (int)L.CheckNumber(4);
var c = L.CheckInteger(5);
var s = (int)L.OptNumber(6, 1);
GetColor((uint)c, out var r, out var g, out var b);
_game.Drawing.DrawLine(new(x1, y1), new(x2, y2), new Color(r, g, b), s);
return 0;
}
private static int L_DrawRectangle(IntPtr state)
{
var L = Lua.FromIntPtr(state);
var x = (int)L.CheckNumber(1) - 1;
var y = (int)L.CheckNumber(2) - 1;
var w = (int)L.CheckNumber(3);
var h = (int)L.CheckNumber(4);
var c = L.CheckInteger(5);
var s = (int)L.OptNumber(6, 1);
GetColor((uint)c, out var r, out var g, out var b);
_game.Drawing.DrawRectangle(new(x, y), new(w, h), new Color(r, g, b), s);
return 0;
}
private static int L_DrawPolygon(IntPtr state)
{
var L = Lua.FromIntPtr(state);
var x = (int)L.CheckNumber(1) - 1;
var y = (int)L.CheckNumber(2) - 1;
L.CheckType(3, LuaType.Table);
var c = L.CheckInteger(4);
var s = (int)L.OptNumber(5, 1);
int size = (int)L.Length(3);
L.ArgumentCheck(size % 2 == 0, 1, "expected an even table");
List<Vector2> pts = new();
for (int i = 1; i <= size; i += 2)
{
L.GetInteger(3, i);
L.ArgumentCheck(L.IsNumber(-1), 1, "expected number at index " + i);
var xp = (int)L.ToNumber(-1) - 1;
L.Pop(1);
L.GetInteger(3, i + 1);
L.ArgumentCheck(L.IsNumber(-1), 1, "expected number at index " + (i + 1));
var yp = (int)L.ToNumber(-1) - 1;
L.Pop(1);
pts.Add(new(xp, yp));
}
GetColor((uint)c, out var r, out var g, out var b);
_game.Drawing.DrawPolygon(new(x, y), pts.ToArray(), new(r, g, b), s);
return 0;
}
private static int L_DrawEllipse(IntPtr state)
{
var L = Lua.FromIntPtr(state);
var x = (int)L.CheckNumber(1) - 1;
var y = (int)L.CheckNumber(2) - 1;
var rx = (int)L.CheckNumber(3);
var ry = (int)L.CheckNumber(4);
var c = L.CheckInteger(5);
var s = (int)L.OptNumber(6, 1);
GetColor((uint)c, out var r, out var g, out var b);
_game.Drawing.DrawEllipse(new(x, y), new(rx, ry), new Color(r, g, b), s);
return 0;
}
private static int L_DrawString(IntPtr state)
{
var L = Lua.FromIntPtr(state);
var x = (int)L.CheckNumber(1) - 1;
var y = (int)L.CheckNumber(2) - 1;
var c = L.CheckInteger(3);
var t = L.CheckString(4);
GetColor((uint)c, out var r, out var g, out var b);
try
{
_game.Drawing.DrawString(new Vector2(x, y), t, new Color(r, g, b));
}
catch (ArgumentException ex) // UTF-16 fuckery
{
L.Error(ex.Message);
}
return 0;
}
private static int L_MeasureString(IntPtr state)
{
var L = Lua.FromIntPtr(state);
var t = L.CheckString(1);
var sizes = _game.Drawing.MeasureString(t);
L.PushNumber((int)sizes.X);
L.PushNumber((int)sizes.Y);
return 2;
}
private static int L_GetBuffer(IntPtr state)
{
var L = Lua.FromIntPtr(state);
var buffer = new uint[_game.Width * _game.Height];
_game.Drawing.Canvas.GetData(buffer);
ObjectManager.PushObject(L, buffer);
L.SetMetaTable(GPUBufferMeta.ObjectType);
return 1;
}
private static int L_SetBuffer(IntPtr state)
{
var L = Lua.FromIntPtr(state);
var buffer = GPUBufferMeta.CheckBuffer(L, false);
_game.Drawing.Canvas.SetData(buffer.Buffer);
return 0;
}
private static int L_NewBuffer(IntPtr state)
{
var L = Lua.FromIntPtr(state);
var width = L.OptInteger(1, _game.Width);
var height = L.OptInteger(2, _game.Height);
var buffer = new uint[width * height];
ObjectManager.PushObject(L, buffer);
L.SetMetaTable(GPUBufferMeta.ObjectType);
return 1;
}
private static int L_DrawBuffer(IntPtr state)
{
var L = Lua.FromIntPtr(state);
var buffer = GPUBufferMeta.CheckBuffer(L, false);
var x = (int)L.CheckInteger(2) - 1;
var y = (int)L.CheckInteger(3) - 1;
_game.Drawing.DrawBuffer(buffer.Buffer, new()
{
X = x,
Y = y,
Width = buffer.Width,
Height = buffer.Height,
});
return 0;
}
private static int L_LoadImageAsync(IntPtr state)
{
var L = Lua.FromIntPtr(state);
var path = L.CheckString(1);
path = FileSystem.Resolve(path);
if (!File.Exists(path))
{
L.Error("file not found");
return 0;
}
var task = TaskMeta.Push(L, GPUBufferMeta.ObjectType);
Texture2D texture;
try
{
texture = Texture2D.FromFile(Capy64.Instance.Drawing.Canvas.GraphicsDevice, path);
}
catch (Exception e)
{
task.Reject(e.Message);
return 1;
}
var data = new uint[texture.Width * texture.Height];
texture.GetData(data);
Task.Run(() =>
{
if (_game.EngineMode == EngineMode.Classic)
{
for (int i = 0; i < data.Length; i++)
{
var value = data[i];
// ABGR to RGB
value =
((value & 0x00_00_00_FFU) << 16) | // move R
(value & 0x00_00_FF_00U) | // move G
((value & 0x00_FF_00_00U) >> 16); // move B
value = ColorPalette.GetColor(value);
// RGB to ABGR
value =
((value & 0x00_FF_00_00U) >> 16) | // move R
(value & 0x00_00_FF_00U) | // move G
((value & 0x00_00_00_FFU) << 16) | // move B
0xFF_00_00_00U;
data[i] = value;
}
}
var buffer = new GPUBufferMeta.GPUBuffer
{
Buffer = data,
Height = texture.Height,
Width = texture.Width,
};
task.Fulfill(lk =>
{
ObjectManager.PushObject(lk, buffer);
lk.SetMetaTable(GPUBufferMeta.ObjectType);
});
texture.Dispose();
});
return 1;
}
private static int L_Clear(IntPtr state)
{
var L = Lua.FromIntPtr(state);
var c = L.OptInteger(1, 0x000000);
GetColor((uint)c, out var r, out var g, out var b);
_game.Drawing.Clear(new Color(r, g, b));
return 0;
}
}