ichigo/engine/drawlist.go
2021-09-17 14:39:23 +10:00

150 lines
3.6 KiB
Go

package engine
import (
"image"
"math"
"drjosh.dev/gurgle/geom"
"github.com/hajimehoshi/ebiten/v2"
)
const commonDrawerComparisons = true
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 }
func (tombstone) String() string { return "tombstone" }
type drawList struct {
list []Drawer
rev map[Drawer]int
}
func (d drawList) Less(i, j int) bool {
// Deal with tombstones first, in case anything else thinks it
// needs to go last.
if d.list[i] == (tombstone{}) {
return false
}
if d.list[j] == (tombstone{}) {
return true
}
if commonDrawerComparisons {
// Common logic for known interfaces (BoundingBoxer, ZPositioner), to
// simplify Draw{Before,After} implementations.
switch x := d.list[i].(type) {
case BoundingBoxer:
xb := x.BoundingBox()
switch y := d.list[j].(type) {
case BoundingBoxer:
yb := y.BoundingBox()
if xb.Min.Z >= yb.Max.Z { // x is in front of y
return false
}
if xb.Max.Z <= yb.Min.Z { // x is behind y
return true
}
if xb.Max.Y <= yb.Min.Y { // x is above y
return false
}
if xb.Min.Y >= yb.Max.Y { // x is below y
return true
}
case ZPositioner:
return xb.Max.Z < y.ZPos() // x is before y
}
case ZPositioner:
switch y := d.list[j].(type) {
case BoundingBoxer:
return x.ZPos() < y.BoundingBox().Min.Z
case ZPositioner:
return x.ZPos() < y.ZPos()
}
}
}
// Fallback case: ask the components themselves
return d.list[i].DrawBefore(d.list[j]) || d.list[j].DrawAfter(d.list[i])
}
func (d drawList) Len() int { return len(d.list) }
func (d drawList) Swap(i, j int) {
d.rev[d.list[i]], d.rev[d.list[j]] = j, i
d.list[i], d.list[j] = d.list[j], d.list[i]
}
// Slow topological sort. Uses a projection π to flatten bounding boxes for
// overlap tests, in order to reduce edge count.
func (d *drawList) topsort(π geom.Projector) {
// Produce edge lists and count indegrees - O(|V|^2)
// TODO: optimise this
edges := make([][]int, len(d.list))
indegree := make([]int, len(d.list))
for i, u := range d.list {
if u == (tombstone{}) {
// Prevents processing this vertex later on
indegree[i] = -1
continue
}
// If we can't get a more specific bounding rect, assume entire plane.
ub := image.Rect(math.MinInt, math.MinInt, math.MaxInt, math.MaxInt)
if x, ok := u.(BoundingBoxer); ok {
ub = x.BoundingBox().BoundingRect(π)
}
// For each possible neighbor...
for j, v := range d.list {
if i == j || v == (tombstone{}) {
continue
}
// Does it have a bounding rect? Do overlap test.
if y, ok := v.(BoundingBoxer); ok {
if vb := y.BoundingBox().BoundingRect(π); !ub.Overlaps(vb) {
continue
}
}
// If the edge goes u->v, add it.
if d.Less(i, j) {
edges[i] = append(edges[i], j)
indegree[j]++
}
}
}
// Initialise queue with all the zero-indegree vertices
var queue []int
for i, n := range indegree {
if n == 0 {
queue = append(queue, i)
}
}
// Process into new list. O(|V| + |E|)
list := make([]Drawer, 0, len(d.list))
for len(queue) > 0 {
// Get front of queue.
i := queue[0]
queue = queue[1:]
// Add to output list.
d.rev[d.list[i]] = len(list)
list = append(list, d.list[i])
// Reduce indegree for all outgoing edges, enqueue if indegree now 0.
for _, j := range edges[i] {
indegree[j]--
if indegree[j] == 0 {
queue = append(queue, j)
}
}
}
// Job done!
d.list = list
}