236 lines
6.5 KiB
Go
236 lines
6.5 KiB
Go
// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ebiten
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import (
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"bytes"
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"fmt"
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"go/parser"
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"go/token"
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"strings"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
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"github.com/hajimehoshi/ebiten/v2/internal/shader"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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var shaderSuffix string
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func init() {
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shaderSuffix = `
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var __imageDstTextureSize vec2
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// imageSrcTextureSize returns the destination image's texture size in pixels.
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func imageDstTextureSize() vec2 {
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return __imageDstTextureSize
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}
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`
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shaderSuffix += fmt.Sprintf(`
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var __textureSizes [%[1]d]vec2
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// imageSrcTextureSize returns the source image's texture size in pixels.
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// As an image is a part of internal texture, the texture is usually bigger than the image.
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// The texture's size is useful when you want to calculate pixels from texels.
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func imageSrcTextureSize() vec2 {
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return __textureSizes[0]
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}
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// The unit is the source texture's texel.
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var __textureDestinationRegionOrigin vec2
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// The unit is the source texture's texel.
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var __textureDestinationRegionSize vec2
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// imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture.
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// The unit is the source texture's texel.
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//
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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func imageDstRegionOnTexture() (vec2, vec2) {
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return __textureDestinationRegionOrigin, __textureDestinationRegionSize
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}
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// The unit is the source texture's texel.
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var __textureSourceOffsets [%[2]d]vec2
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// The unit is the source texture's texel.
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var __textureSourceRegionOrigin vec2
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// The unit is the source texture's texel.
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var __textureSourceRegionSize vec2
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// imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture.
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// The unit is the source texture's texel.
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//
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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func imageSrcRegionOnTexture() (vec2, vec2) {
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return __textureSourceRegionOrigin, __textureSourceRegionSize
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}
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`, graphics.ShaderImageNum, graphics.ShaderImageNum-1)
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for i := 0; i < graphics.ShaderImageNum; i++ {
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pos := "pos"
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if i >= 1 {
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// Convert the position in texture0's texels to the target texture texels.
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pos = fmt.Sprintf("(pos + __textureSourceOffsets[%d]) * __textureSizes[0] / __textureSizes[%d]", i-1, i)
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}
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// __t%d is a special variable for a texture variable.
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shaderSuffix += fmt.Sprintf(`
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func imageSrc%[1]dUnsafeAt(pos vec2) vec4 {
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// pos is the position in texels of the source texture (= 0th image's texture).
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return texture2D(__t%[1]d, %[2]s)
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}
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func imageSrc%[1]dAt(pos vec2) vec4 {
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// pos is the position in texels of the source texture (= 0th image's texture).
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return texture2D(__t%[1]d, %[2]s) *
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step(__textureSourceRegionOrigin.x, pos.x) *
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(1 - step(__textureSourceRegionOrigin.x + __textureSourceRegionSize.x, pos.x)) *
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step(__textureSourceRegionOrigin.y, pos.y) *
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(1 - step(__textureSourceRegionOrigin.y + __textureSourceRegionSize.y, pos.y))
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}
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`, i, pos)
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}
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shaderSuffix += `
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func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
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return mat4(
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2/__imageDstTextureSize.x, 0, 0, 0,
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0, 2/__imageDstTextureSize.y, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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) * vec4(position, 0, 1), texCoord, color
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}
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`
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}
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// Shader represents a compiled shader program.
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//
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// For the details about the shader, see https://ebiten.org/documents/shader.html.
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type Shader struct {
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shader *mipmap.Shader
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uniformNames []string
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uniformTypes []shaderir.Type
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}
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// NewShader compiles a shader program in the shading language Kage, and retruns the result.
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//
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// If the compilation fails, NewShader returns an error.
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//
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// For the details about the shader, see https://ebiten.org/documents/shader.html.
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func NewShader(src []byte) (*Shader, error) {
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var buf bytes.Buffer
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buf.Write(src)
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buf.WriteString(shaderSuffix)
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fs := token.NewFileSet()
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f, err := parser.ParseFile(fs, "", buf.Bytes(), parser.AllErrors)
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if err != nil {
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return nil, err
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}
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const (
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vert = "__vertex"
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frag = "Fragment"
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)
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s, err := shader.Compile(fs, f, vert, frag, graphics.ShaderImageNum)
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if err != nil {
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return nil, err
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}
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if s.VertexFunc.Block == nil {
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return nil, fmt.Errorf("ebiten: vertex shader entry point '%s' is missing", vert)
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}
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if s.FragmentFunc.Block == nil {
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return nil, fmt.Errorf("ebiten: fragment shader entry point '%s' is missing", frag)
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}
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return &Shader{
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shader: mipmap.NewShader(s),
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uniformNames: s.UniformNames,
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uniformTypes: s.Uniforms,
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}, nil
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}
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// Dispose disposes the shader program.
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// After disposing, the shader is no longer available.
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func (s *Shader) Dispose() {
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s.shader.MarkDisposed()
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s.shader = nil
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}
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func (s *Shader) convertUniforms(uniforms map[string]interface{}) []interface{} {
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type index struct {
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resultIndex int
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shaderUniformIndex int
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}
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names := map[string]index{}
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var idx int
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for i, n := range s.uniformNames {
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if strings.HasPrefix(n, "__") {
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continue
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}
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names[n] = index{
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resultIndex: idx,
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shaderUniformIndex: i,
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}
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idx++
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}
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us := make([]interface{}, len(names))
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for name, idx := range names {
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if v, ok := uniforms[name]; ok {
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// TODO: Check the uniform variable types?
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us[idx.resultIndex] = v
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continue
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}
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t := s.uniformTypes[idx.shaderUniformIndex]
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v := zeroUniformValue(t)
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if v == nil {
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panic(fmt.Sprintf("ebiten: unexpected uniform variable type: %s", t.String()))
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}
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us[idx.resultIndex] = v
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}
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// TODO: Panic if uniforms include an invalid name
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return us
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}
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func zeroUniformValue(t shaderir.Type) interface{} {
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switch t.Main {
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case shaderir.Bool:
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return false
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case shaderir.Int:
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return 0
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case shaderir.Float:
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return float32(0)
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case shaderir.Array:
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switch t.Sub[0].Main {
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case shaderir.Bool:
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return make([]bool, t.Length)
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case shaderir.Int:
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return make([]int, t.Length)
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default:
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return make([]float32, t.FloatNum())
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}
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default:
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return make([]float32, t.FloatNum())
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}
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}
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