ebiten/internal/shader/type.go

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// 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 shader
import (
"fmt"
"go/ast"
)
type typ int
// TODO: What about array types?
const (
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typNone typ = iota
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typFloat
typVec2
typVec3
typVec4
typMat2
typMat3
typMat4
typSampler2d
)
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func parseType(expr ast.Expr) typ {
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switch t := expr.(type) {
case *ast.Ident:
switch t.Name {
case "float":
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return typFloat
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case "vec2":
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return typVec2
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case "vec3":
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return typVec3
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case "vec4":
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return typVec4
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case "mat2":
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return typMat2
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case "mat3":
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return typMat3
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case "mat4":
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return typMat4
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case "sampler2d":
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return typSampler2d
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}
// TODO: Parse array types
}
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return typNone
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}
func (t typ) String() string {
switch t {
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case typNone:
return "(none)"
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case typFloat:
return "float"
case typVec2:
return "vec2"
case typVec3:
return "vec3"
case typVec4:
return "vec4"
case typMat2:
return "mat2"
case typMat3:
return "mat3"
case typMat4:
return "mat4"
case typSampler2d:
return "sampler2d"
default:
return fmt.Sprintf("unknown(%d)", t)
}
}
func (t typ) numeric() bool {
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return t != typNone && t != typSampler2d
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}
func (t typ) glslString() string {
switch t {
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case typNone:
return "?(none)"
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case typFloat:
return "float"
case typVec2:
return "vec2"
case typVec3:
return "vec3"
case typVec4:
return "vec4"
case typMat2:
return "mat2"
case typMat3:
return "mat3"
case typMat4:
return "mat4"
case typSampler2d:
return "?(sampler2d)"
default:
return fmt.Sprintf("?(%d)", t)
}
}