ichigo/engine/drawlist.go

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package engine
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import (
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"image"
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"math"
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"drjosh.dev/gurgle/geom"
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"github.com/hajimehoshi/ebiten/v2"
)
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var _ Drawer = tombstone{}
type tombstone struct{}
func (tombstone) Draw(*ebiten.Image, *ebiten.DrawImageOptions) {}
func (tombstone) DrawAfter(x Drawer) bool { return x != tombstone{} }
func (tombstone) DrawBefore(Drawer) bool { return false }
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func (tombstone) String() string { return "tombstone" }
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type drawList struct {
list []Drawer
rev map[Drawer]int
}
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// edge reports if there is a draw ordering constraint between u and v (where
// u draws before v).
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func edge(u, v Drawer, πsign image.Point) bool {
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// Common logic for known interfaces (BoundingBoxer, ZPositioner), to
// simplify DrawOrderer implementations.
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switch u := u.(type) {
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case BoundingBoxer:
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ub := u.BoundingBox()
switch v := v.(type) {
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case BoundingBoxer:
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vb := v.BoundingBox()
if ub.Min.Z >= vb.Max.Z { // u is in front of v
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return false
}
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if ub.Max.Z <= vb.Min.Z { // u is behind v
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return true
}
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if πsign.X != 0 {
if ub.Max.X*πsign.X <= vb.Min.X*πsign.X { // u is to the left of v
return false
}
if ub.Min.X*πsign.X >= vb.Max.X*πsign.X { // u is to the right of v
return true
}
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}
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if πsign.Y != 0 {
if ub.Max.Y*πsign.Y <= vb.Min.Y*πsign.Y { // u is above v
return false
}
if ub.Min.Y*πsign.Y >= vb.Max.Y*πsign.Y { // u is below v
return true
}
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}
case ZPositioner:
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return ub.Max.Z < v.ZPos() // u is before v
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}
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case ZPositioner:
switch y := v.(type) {
case BoundingBoxer:
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return u.ZPos() < y.BoundingBox().Min.Z
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case ZPositioner:
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return u.ZPos() < y.ZPos()
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}
}
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// Fallback case: ask the components themselves if they have an opinion
if do, ok := u.(DrawOrderer); ok && do.DrawBefore(v) {
return true
}
if do, ok := v.(DrawOrderer); ok && do.DrawAfter(u) {
return true
}
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// No relation
return false
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}
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var wholePlane = image.Rect(math.MinInt, math.MinInt, math.MaxInt, math.MaxInt)
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// Topological sort. Uses a projection π to flatten bounding boxes for
// overlap tests, in order to reduce edge count.
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func (d *drawList) topsort(π geom.Projector) {
// Produce edge lists and count indegrees - O(|V|^2)
// TODO: optimise this
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edges := make([][]int, len(d.list))
indegree := make([]int, len(d.list))
for i, u := range d.list {
if u == (tombstone{}) {
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// Prevents processing this vertex later on
indegree[i] = -1
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continue
}
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// If we can't get a more specific bounding rect, assume entire plane.
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ubr := wholePlane
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if x, ok := u.(BoundingBoxer); ok {
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ubr = x.BoundingBox().BoundingRect(π)
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}
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// For each possible neighbor...
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for j, v := range d.list {
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if i == j || v == (tombstone{}) {
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continue
}
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// Does it have a bounding rect? Do overlap test.
if y, ok := v.(BoundingBoxer); ok {
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if vbr := y.BoundingBox().BoundingRect(π); !ubr.Overlaps(vbr) {
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continue
}
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}
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// If the edge goes u->v, add it.
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if edge(u, v, π.Sign()) {
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edges[i] = append(edges[i], j)
indegree[j]++
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}
}
}
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// Initialise queue with all the zero-indegree vertices
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var queue []int
for i, n := range indegree {
if n == 0 {
queue = append(queue, i)
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}
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}
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// Process into new list. O(|V| + |E|)
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list := make([]Drawer, 0, len(d.list))
for len(queue) > 0 {
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// Get front of queue.
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i := queue[0]
queue = queue[1:]
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// Add to output list.
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d.rev[d.list[i]] = len(list)
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list = append(list, d.list[i])
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// Reduce indegree for all outgoing edges, enqueue if indegree now 0.
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for _, j := range edges[i] {
indegree[j]--
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if indegree[j] == 0 {
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queue = append(queue, j)
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}
}
}
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// Job done!
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d.list = list
}