mirror of
https://github.com/hajimehoshi/ebiten.git
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170 lines
4.0 KiB
Go
170 lines
4.0 KiB
Go
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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 shader
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import (
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"fmt"
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"go/ast"
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"go/parser"
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"go/token"
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"regexp"
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"sort"
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"strings"
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)
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const (
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varyingStructName = "VertexOut"
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)
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var (
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kageTagRe = regexp.MustCompile("^`" + `kage:\"(.+)\"` + "`$")
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)
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type nameAndType struct {
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name string
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typ typ
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}
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type Shader struct {
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// position is the field name of VertexOut that represents a vertex position (gl_Position in GLSL).
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position nameAndType
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// varyings is a set of varying variables.
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varyings []nameAndType
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errs []string
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}
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type ParseError struct {
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errs []string
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}
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func (p *ParseError) Error() string {
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return strings.Join(p.errs, "\n")
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}
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func NewShader(src []byte) (*Shader, error) {
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f, err := parser.ParseFile(token.NewFileSet(), "", src, parser.AllErrors)
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if err != nil {
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return nil, err
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}
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s := &Shader{}
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s.parse(f)
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if len(s.errs) > 0 {
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return nil, &ParseError{s.errs}
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}
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// TODO: Make a call graph and reorder the elements.
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return s, nil
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}
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func (s *Shader) parse(f *ast.File) {
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// TODO: Accumulate errors
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for name, obj := range f.Scope.Objects {
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switch name {
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case varyingStructName:
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s.parseVaryingStruct(obj)
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}
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}
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}
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func (sh *Shader) parseVaryingStruct(obj *ast.Object) {
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name := obj.Name
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if obj.Kind != ast.Typ {
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sh.errs = append(sh.errs, fmt.Sprintf("%s must be a type but %s", name, obj.Kind))
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return
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}
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t := obj.Decl.(*ast.TypeSpec).Type
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s, ok := t.(*ast.StructType)
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if !ok {
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sh.errs = append(sh.errs, fmt.Sprintf("%s must be a struct but not", name))
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return
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}
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for _, f := range s.Fields.List {
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if f.Tag != nil {
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tag := f.Tag.Value
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m := kageTagRe.FindStringSubmatch(tag)
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if m == nil {
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sh.errs = append(sh.errs, fmt.Sprintf("invalid struct tag: %s", tag))
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continue
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}
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if m[1] != "position" {
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sh.errs = append(sh.errs, fmt.Sprintf("struct tag value must be position in %s but %s", varyingStructName, m[1]))
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continue
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}
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if len(f.Names) != 1 {
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sh.errs = append(sh.errs, fmt.Sprintf("position members must be one"))
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continue
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}
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t, err := parseType(f.Type)
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if err != nil {
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sh.errs = append(sh.errs, err.Error())
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continue
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}
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if t != typVec4 {
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sh.errs = append(sh.errs, fmt.Sprintf("position must be vec4 but %s", t))
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continue
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}
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sh.position = nameAndType{
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name: f.Names[0].Name,
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typ: t,
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}
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continue
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}
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t, err := parseType(f.Type)
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if err != nil {
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sh.errs = append(sh.errs, err.Error())
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continue
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}
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if !t.numeric() {
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sh.errs = append(sh.errs, fmt.Sprintf("members in %s must be numeric but %s", varyingStructName, t))
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continue
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}
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for _, n := range f.Names {
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sh.varyings = append(sh.varyings, nameAndType{
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name: n.Name,
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typ: t,
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})
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}
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}
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sort.Slice(sh.varyings, func(a, b int) bool {
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return sh.varyings[a].name < sh.varyings[b].name
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})
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}
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// Dump dumps the shader state in an intermediate language.
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func (s *Shader) Dump() string {
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var lines []string
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lines = append(lines, fmt.Sprintf("var %s varying %s // position", s.position.name, s.position.typ))
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for _, v := range s.varyings {
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lines = append(lines, fmt.Sprintf("var %s varying %s", v.name, v.typ))
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}
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return strings.Join(lines, "\n") + "\n"
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}
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func (s *Shader) GlslVertex() string {
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var lines []string
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for _, v := range s.varyings {
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// TODO: variable names must be escaped not to conflict with keywords.
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lines = append(lines, fmt.Sprintf("varying %s %s;", v.typ.glslString(), v.name))
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}
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return strings.Join(lines, "\n") + "\n"
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}
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