erm/vendor/github.com/hajimehoshi/ebiten/v2/shader.go

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2021-07-30 22:29:20 +00:00
// Copyright 2020 The Ebiten Authors
//
// 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.
package ebiten
import (
"bytes"
"fmt"
"go/parser"
"go/token"
"strings"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
"github.com/hajimehoshi/ebiten/v2/internal/shader"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
var shaderSuffix string
func init() {
shaderSuffix = `
var __imageDstTextureSize vec2
// imageSrcTextureSize returns the destination image's texture size in pixels.
func imageDstTextureSize() vec2 {
return __imageDstTextureSize
}
`
shaderSuffix += fmt.Sprintf(`
var __textureSizes [%[1]d]vec2
// imageSrcTextureSize returns the source image's texture size in pixels.
// As an image is a part of internal texture, the texture is usually bigger than the image.
// The texture's size is useful when you want to calculate pixels from texels.
func imageSrcTextureSize() vec2 {
return __textureSizes[0]
}
// The unit is the source texture's texel.
var __textureDestinationRegionOrigin vec2
// The unit is the source texture's texel.
var __textureDestinationRegionSize vec2
// imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture.
// The unit is the source texture's texel.
//
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
func imageDstRegionOnTexture() (vec2, vec2) {
return __textureDestinationRegionOrigin, __textureDestinationRegionSize
}
// The unit is the source texture's texel.
var __textureSourceOffsets [%[2]d]vec2
// The unit is the source texture's texel.
var __textureSourceRegionOrigin vec2
// The unit is the source texture's texel.
var __textureSourceRegionSize vec2
// imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture.
// The unit is the source texture's texel.
//
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
func imageSrcRegionOnTexture() (vec2, vec2) {
return __textureSourceRegionOrigin, __textureSourceRegionSize
}
`, graphics.ShaderImageNum, graphics.ShaderImageNum-1)
for i := 0; i < graphics.ShaderImageNum; i++ {
pos := "pos"
if i >= 1 {
// Convert the position in texture0's texels to the target texture texels.
pos = fmt.Sprintf("(pos + __textureSourceOffsets[%d]) * __textureSizes[0] / __textureSizes[%d]", i-1, i)
}
// __t%d is a special variable for a texture variable.
shaderSuffix += fmt.Sprintf(`
func imageSrc%[1]dUnsafeAt(pos vec2) vec4 {
// pos is the position in texels of the source texture (= 0th image's texture).
return texture2D(__t%[1]d, %[2]s)
}
func imageSrc%[1]dAt(pos vec2) vec4 {
// pos is the position in texels of the source texture (= 0th image's texture).
return texture2D(__t%[1]d, %[2]s) *
step(__textureSourceRegionOrigin.x, pos.x) *
(1 - step(__textureSourceRegionOrigin.x + __textureSourceRegionSize.x, pos.x)) *
step(__textureSourceRegionOrigin.y, pos.y) *
(1 - step(__textureSourceRegionOrigin.y + __textureSourceRegionSize.y, pos.y))
}
`, i, pos)
}
shaderSuffix += `
func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
return mat4(
2/__imageDstTextureSize.x, 0, 0, 0,
0, 2/__imageDstTextureSize.y, 0, 0,
0, 0, 1, 0,
-1, -1, 0, 1,
) * vec4(position, 0, 1), texCoord, color
}
`
}
// Shader represents a compiled shader program.
//
// For the details about the shader, see https://ebiten.org/documents/shader.html.
type Shader struct {
shader *mipmap.Shader
uniformNames []string
uniformTypes []shaderir.Type
}
// NewShader compiles a shader program in the shading language Kage, and retruns the result.
//
// If the compilation fails, NewShader returns an error.
//
// For the details about the shader, see https://ebiten.org/documents/shader.html.
func NewShader(src []byte) (*Shader, error) {
var buf bytes.Buffer
buf.Write(src)
buf.WriteString(shaderSuffix)
fs := token.NewFileSet()
f, err := parser.ParseFile(fs, "", buf.Bytes(), parser.AllErrors)
if err != nil {
return nil, err
}
const (
vert = "__vertex"
frag = "Fragment"
)
s, err := shader.Compile(fs, f, vert, frag, graphics.ShaderImageNum)
if err != nil {
return nil, err
}
if s.VertexFunc.Block == nil {
return nil, fmt.Errorf("ebiten: vertex shader entry point '%s' is missing", vert)
}
if s.FragmentFunc.Block == nil {
return nil, fmt.Errorf("ebiten: fragment shader entry point '%s' is missing", frag)
}
return &Shader{
shader: mipmap.NewShader(s),
uniformNames: s.UniformNames,
uniformTypes: s.Uniforms,
}, nil
}
// Dispose disposes the shader program.
// After disposing, the shader is no longer available.
func (s *Shader) Dispose() {
s.shader.MarkDisposed()
s.shader = nil
}
func (s *Shader) convertUniforms(uniforms map[string]interface{}) []interface{} {
type index struct {
resultIndex int
shaderUniformIndex int
}
names := map[string]index{}
var idx int
for i, n := range s.uniformNames {
if strings.HasPrefix(n, "__") {
continue
}
names[n] = index{
resultIndex: idx,
shaderUniformIndex: i,
}
idx++
}
us := make([]interface{}, len(names))
for name, idx := range names {
if v, ok := uniforms[name]; ok {
// TODO: Check the uniform variable types?
us[idx.resultIndex] = v
continue
}
t := s.uniformTypes[idx.shaderUniformIndex]
v := zeroUniformValue(t)
if v == nil {
panic(fmt.Sprintf("ebiten: unexpected uniform variable type: %s", t.String()))
}
us[idx.resultIndex] = v
}
// TODO: Panic if uniforms include an invalid name
return us
}
func zeroUniformValue(t shaderir.Type) interface{} {
switch t.Main {
case shaderir.Bool:
return false
case shaderir.Int:
return 0
case shaderir.Float:
return float32(0)
case shaderir.Array:
switch t.Sub[0].Main {
case shaderir.Bool:
return make([]bool, t.Length)
case shaderir.Int:
return make([]int, t.Length)
default:
return make([]float32, t.FloatNum())
}
default:
return make([]float32, t.FloatNum())
}
}