package funkin.graphics; import flash.geom.ColorTransform; import flixel.FlxCamera; import flixel.graphics.FlxGraphic; import flixel.graphics.frames.FlxFrame; import flixel.math.FlxMatrix; import flixel.math.FlxRect; import flixel.system.FlxAssets.FlxShader; import funkin.graphics.shaders.RuntimeCustomBlendShader; import funkin.graphics.framebuffer.BitmapDataUtil; import funkin.graphics.framebuffer.FixedBitmapData; import openfl.Lib; import openfl.display.BitmapData; import openfl.display.BlendMode; import openfl.display3D.textures.TextureBase; import openfl.filters.BitmapFilter; import openfl.filters.ShaderFilter; /** * A FlxCamera with additional powerful features: * - Grab the camera screen as a `BitmapData` and use it as a texture * - Support `sprite.blend = DARKEN/HARDLIGHT/LIGHTEN/OVERLAY` to apply visual effects using certain sprites * - NOTE: Several other blend modes work without FunkinCamera. Some still do not work. * - NOTE: Framerate-independent camera tweening is fixed in Flixel 6.x. Rest in peace, SwagCamera. */ @:access(openfl.display.DisplayObject) @:access(openfl.display.BitmapData) @:access(openfl.display3D.Context3D) @:access(openfl.display3D.textures.TextureBase) @:access(flixel.graphics.FlxGraphic) @:access(flixel.graphics.frames.FlxFrame) class FunkinCamera extends FlxCamera { final grabbed:Array = []; final texturePool:Array = []; final bgTexture:TextureBase; final bgBitmap:BitmapData; final bgFrame:FlxFrame; final customBlendShader:RuntimeCustomBlendShader; final customBlendFilter:ShaderFilter; var filtersApplied:Bool = false; var bgItemCount:Int = 0; public var shouldDraw:Bool = true; public function new(x:Int = 0, y:Int = 0, width:Int = 0, height:Int = 0, zoom:Float = 0) { super(x, y, width, height, zoom); bgTexture = pickTexture(width, height); bgBitmap = FixedBitmapData.fromTexture(bgTexture); bgFrame = new FlxFrame(new FlxGraphic('', null)); bgFrame.parent.bitmap = bgBitmap; bgFrame.frame = new FlxRect(); customBlendShader = new RuntimeCustomBlendShader(); customBlendFilter = new ShaderFilter(customBlendShader); } /** * Grabs the camera screen and returns it as a `BitmapData`. The returned bitmap * will not be referred by the camera so, changing it will not affect the scene. * The returned bitmap **will be reused in the next frame**, so the content is available * only in the current frame. * @param applyFilters if this is `true`, the camera's filters will be applied to the grabbed bitmap, * and the camera's filters will be disabled until the beginning of the next frame * @param isolate if this is `true`, sprites to be rendered will only be rendered to the grabbed bitmap, * and the grabbed bitmap will not include any previously rendered sprites * @return the grabbed bitmap data */ public function grabScreen(applyFilters:Bool, isolate:Bool = false):BitmapData { final texture = pickTexture(width, height); final bitmap = FixedBitmapData.fromTexture(texture); squashTo(bitmap, applyFilters, isolate); grabbed.push(bitmap); return bitmap; } /** * Applies the filter immediately to the camera. This will be done independently from * the camera's filters. This method can only be called after the first `grabScreen` * in the frame. * @param filter the filter */ public function applyFilter(filter:BitmapFilter):Void { if (grabbed.length == 0) { FlxG.log.error('grab screen before you can apply a filter!'); return; } BitmapDataUtil.applyFilter(bgBitmap, filter); } function squashTo(bitmap:BitmapData, applyFilters:Bool, isolate:Bool, clearScreen:Bool = false):Void { if (applyFilters && isolate) { FlxG.log.error('cannot apply filters while isolating!'); } if (filtersApplied && applyFilters) { FlxG.log.warn('filters already applied!'); } static final matrix = new FlxMatrix(); // resize the background bitmap if needed if (bgTexture.__width != width || bgTexture.__height != height) { BitmapDataUtil.resizeTexture(bgTexture, width, height); bgBitmap.__resize(width, height); bgFrame.parent.bitmap = bgBitmap; } // grab the bitmap renderSkipping(isolate ? bgItemCount : 0); bitmap.fillRect(bitmap.rect, 0); matrix.setTo(1, 0, 0, 1, flashSprite.x, flashSprite.y); if (applyFilters) { bitmap.draw(flashSprite, matrix); flashSprite.filters = null; filtersApplied = true; } else { final tmp = flashSprite.filters; flashSprite.filters = null; bitmap.draw(flashSprite, matrix); flashSprite.filters = tmp; } if (!isolate) { // also copy to the background bitmap bgBitmap.fillRect(bgBitmap.rect, 0); bgBitmap.draw(bitmap); } if (clearScreen) { // clear graphics data super.clearDrawStack(); canvas.graphics.clear(); } // render the background bitmap bgFrame.frame.set(0, 0, width, height); matrix.setTo(viewWidth / width, 0, 0, viewHeight / height, viewMarginLeft, viewMarginTop); drawPixels(bgFrame, matrix); // count background draw items for future isolation bgItemCount = 0; { var item = _headOfDrawStack; while (item != null) { item = item.next; bgItemCount++; } } } function renderSkipping(count:Int):Void { var item = _headOfDrawStack; while (item != null) { if (--count < 0) item.render(this); item = item.next; } } override function drawPixels(?frame:FlxFrame, ?pixels:BitmapData, matrix:FlxMatrix, ?transform:ColorTransform, ?blend:BlendMode, ?smoothing:Bool = false, ?shader:FlxShader):Void { if (!shouldDraw) return; if ( switch blend { case DARKEN | HARDLIGHT | LIGHTEN | OVERLAY: true; case _: false; }) { // squash the screen grabScreen(false); // render without blend super.drawPixels(frame, pixels, matrix, transform, null, smoothing, shader); // get the isolated bitmap final isolated = grabScreen(false, true); // apply fullscreen blend customBlendShader.blendSwag = blend; customBlendShader.sourceSwag = isolated; customBlendShader.updateViewInfo(FlxG.width, FlxG.height, this); applyFilter(customBlendFilter); } else { super.drawPixels(frame, pixels, matrix, transform, blend, smoothing, shader); } } override function destroy():Void { super.destroy(); disposeTextures(); } override function clearDrawStack():Void { super.clearDrawStack(); // also clear grabbed bitmaps for (bitmap in grabbed) { texturePool.push(bitmap.__texture); bitmap.dispose(); // this doesn't release the texture } grabbed.clear(); // clear filters applied flag filtersApplied = false; bgItemCount = 0; } function pickTexture(width:Int, height:Int):TextureBase { // zero-sized textures will be problematic width = width < 1 ? 1 : width; height = height < 1 ? 1 : height; if (texturePool.length > 0) { final res = texturePool.pop(); BitmapDataUtil.resizeTexture(res, width, height); return res; } return Lib.current.stage.context3D.createTexture(width, height, BGRA, true); } function disposeTextures():Void { trace('disposing textures'); for (bitmap in grabbed) { bitmap.dispose(); } grabbed.clear(); for (texture in texturePool) { texture.dispose(); } texturePool.resize(0); bgTexture.dispose(); bgBitmap.dispose(); } }