ebiten/internal/ui/shader.go

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// Copyright 2022 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 ui
import (
"fmt"
"strings"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
type Shader struct {
shader *mipmap.Shader
uniformNames []string
uniformTypes []shaderir.Type
uniformNameToIndex map[string]int
uniformNameToType map[string]shaderir.Type
}
func NewShader(ir *shaderir.Program) *Shader {
return &Shader{
shader: mipmap.NewShader(ir),
uniformNames: ir.UniformNames,
uniformTypes: ir.Uniforms,
}
}
func (s *Shader) MarkDisposed() {
s.shader.MarkDisposed()
s.shader = nil
}
func (s *Shader) ConvertUniforms(uniforms map[string]any) [][]float32 {
nameToF32s := map[string][]float32{}
for name, v := range uniforms {
switch v := v.(type) {
case float32:
nameToF32s[name] = []float32{v}
case []float32:
nameToF32s[name] = v
default:
panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v))
}
}
if s.uniformNameToIndex == nil {
s.uniformNameToIndex = map[string]int{}
s.uniformNameToType = map[string]shaderir.Type{}
var idx int
for i, n := range s.uniformNames {
if strings.HasPrefix(n, "__") {
continue
}
s.uniformNameToIndex[n] = idx
s.uniformNameToType[n] = s.uniformTypes[i]
idx++
}
}
// Allocate a new slice with an extra capacity. This slice's length is extended at internal/graphicscommand.
us := make([][]float32, len(s.uniformNameToIndex), len(s.uniformNameToIndex)+graphics.PreservedUniformVariablesCount)
for name, idx := range s.uniformNameToIndex {
if v, ok := nameToF32s[name]; ok {
us[idx] = v
continue
}
t := s.uniformNameToType[name]
us[idx] = make([]float32, t.FloatCount())
}
// TODO: Panic if uniforms include an invalid name
return us
}