2020-05-29 21:36:24 +02:00
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// 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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2022-04-03 19:15:33 +02:00
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"fmt"
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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/shaderir"
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2022-03-19 17:24:47 +01:00
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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2020-05-29 21:36:24 +02:00
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)
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2020-09-23 10:13:18 +02:00
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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 *ui.Shader
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uniformNames []string
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uniformTypes []shaderir.Type
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uniformNameToIndex map[string]int
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uniformNameToType map[string]shaderir.Type
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}
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2020-09-23 10:13:18 +02:00
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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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2020-07-17 18:09:58 +02:00
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func NewShader(src []byte) (*Shader, error) {
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ir, err := graphics.CompileShader(src)
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if err != nil {
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return nil, err
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}
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return &Shader{
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shader: ui.NewShader(ir),
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uniformNames: ir.UniformNames,
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uniformTypes: ir.Uniforms,
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}, nil
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}
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2020-09-23 10:13:18 +02:00
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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{}) [][]float32 {
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nameToF32s := map[string][]float32{}
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for name, v := range uniforms {
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switch v := v.(type) {
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case float32:
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nameToF32s[name] = []float32{v}
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case []float32:
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nameToF32s[name] = v
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default:
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panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v))
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}
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}
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if s.uniformNameToIndex == nil {
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s.uniformNameToIndex = map[string]int{}
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s.uniformNameToType = map[string]shaderir.Type{}
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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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s.uniformNameToIndex[n] = idx
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s.uniformNameToType[n] = s.uniformTypes[i]
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idx++
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}
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}
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us := make([][]float32, len(s.uniformNameToIndex))
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for name, idx := range s.uniformNameToIndex {
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if v, ok := nameToF32s[name]; ok {
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us[idx] = v
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continue
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}
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t := s.uniformNameToType[name]
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us[idx] = make([]float32, t.FloatNum())
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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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