mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-24 18:58:54 +01:00
internal/ui: move the dependency on graphicscommand from ebiten to ui
This commit is contained in:
parent
e78f34aa26
commit
1d9982ee6d
@ -19,7 +19,6 @@ import (
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
type Image struct {
|
||||
@ -79,18 +78,3 @@ func (i *Image) SetIndependent(independent bool) {
|
||||
func (i *Image) SetVolatile(volatile bool) {
|
||||
i.mipmap.SetVolatile(volatile)
|
||||
}
|
||||
|
||||
type Shader struct {
|
||||
shader *mipmap.Shader
|
||||
}
|
||||
|
||||
func NewShader(program *shaderir.Program) *Shader {
|
||||
return &Shader{
|
||||
shader: mipmap.NewShader(program),
|
||||
}
|
||||
}
|
||||
|
||||
func (s *Shader) MarkDisposed() {
|
||||
s.shader.MarkDisposed()
|
||||
s.shader = nil
|
||||
}
|
||||
|
218
internal/ui/shader.go
Normal file
218
internal/ui/shader.go
Normal file
@ -0,0 +1,218 @@
|
||||
// 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 (
|
||||
"bytes"
|
||||
"fmt"
|
||||
"go/parser"
|
||||
"go/token"
|
||||
"strings"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shader"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
var shaderSuffix string
|
||||
|
||||
func init() {
|
||||
shaderSuffix = `
|
||||
var __imageDstTextureSize vec2
|
||||
|
||||
// imageSrcTextureSize returns the destination image's texture size in pixels.
|
||||
func imageDstTextureSize() vec2 {
|
||||
return __imageDstTextureSize
|
||||
}
|
||||
`
|
||||
|
||||
shaderSuffix += fmt.Sprintf(`
|
||||
var __textureSizes [%[1]d]vec2
|
||||
|
||||
// imageSrcTextureSize returns the source image's texture size in pixels.
|
||||
// As an image is a part of internal texture, the texture is usually bigger than the image.
|
||||
// The texture's size is useful when you want to calculate pixels from texels.
|
||||
func imageSrcTextureSize() vec2 {
|
||||
return __textureSizes[0]
|
||||
}
|
||||
|
||||
// The unit is the source texture's texel.
|
||||
var __textureDestinationRegionOrigin vec2
|
||||
|
||||
// The unit is the source texture's texel.
|
||||
var __textureDestinationRegionSize vec2
|
||||
|
||||
// imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture.
|
||||
// The unit is the source texture's texel.
|
||||
//
|
||||
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
|
||||
func imageDstRegionOnTexture() (vec2, vec2) {
|
||||
return __textureDestinationRegionOrigin, __textureDestinationRegionSize
|
||||
}
|
||||
|
||||
// The unit is the source texture's texel.
|
||||
var __textureSourceOffsets [%[2]d]vec2
|
||||
|
||||
// The unit is the source texture's texel.
|
||||
var __textureSourceRegionOrigin vec2
|
||||
|
||||
// The unit is the source texture's texel.
|
||||
var __textureSourceRegionSize vec2
|
||||
|
||||
// imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture.
|
||||
// The unit is the source texture's texel.
|
||||
//
|
||||
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
|
||||
func imageSrcRegionOnTexture() (vec2, vec2) {
|
||||
return __textureSourceRegionOrigin, __textureSourceRegionSize
|
||||
}
|
||||
`, graphics.ShaderImageNum, graphics.ShaderImageNum-1)
|
||||
|
||||
for i := 0; i < graphics.ShaderImageNum; i++ {
|
||||
pos := "pos"
|
||||
if i >= 1 {
|
||||
// Convert the position in texture0's texels to the target texture texels.
|
||||
pos = fmt.Sprintf("(pos + __textureSourceOffsets[%d]) * __textureSizes[0] / __textureSizes[%d]", i-1, i)
|
||||
}
|
||||
// __t%d is a special variable for a texture variable.
|
||||
shaderSuffix += fmt.Sprintf(`
|
||||
func imageSrc%[1]dUnsafeAt(pos vec2) vec4 {
|
||||
// pos is the position in texels of the source texture (= 0th image's texture).
|
||||
return texture2D(__t%[1]d, %[2]s)
|
||||
}
|
||||
|
||||
func imageSrc%[1]dAt(pos vec2) vec4 {
|
||||
// pos is the position in texels of the source texture (= 0th image's texture).
|
||||
return texture2D(__t%[1]d, %[2]s) *
|
||||
step(__textureSourceRegionOrigin.x, pos.x) *
|
||||
(1 - step(__textureSourceRegionOrigin.x + __textureSourceRegionSize.x, pos.x)) *
|
||||
step(__textureSourceRegionOrigin.y, pos.y) *
|
||||
(1 - step(__textureSourceRegionOrigin.y + __textureSourceRegionSize.y, pos.y))
|
||||
}
|
||||
`, i, pos)
|
||||
}
|
||||
}
|
||||
|
||||
type Shader struct {
|
||||
shader *mipmap.Shader
|
||||
uniformNames []string
|
||||
uniformTypes []shaderir.Type
|
||||
}
|
||||
|
||||
func NewShader(src []byte) (*Shader, error) {
|
||||
var buf bytes.Buffer
|
||||
buf.Write(src)
|
||||
buf.WriteString(shaderSuffix)
|
||||
if graphicscommand.NeedsInvertY() {
|
||||
buf.WriteString(`
|
||||
func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
|
||||
return mat4(
|
||||
2/__imageDstTextureSize.x, 0, 0, 0,
|
||||
0, -2/__imageDstTextureSize.y, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
-1, 1, 0, 1,
|
||||
) * vec4(position, 0, 1), texCoord, color
|
||||
}
|
||||
`)
|
||||
} else {
|
||||
buf.WriteString(`
|
||||
func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
|
||||
return mat4(
|
||||
2/__imageDstTextureSize.x, 0, 0, 0,
|
||||
0, 2/__imageDstTextureSize.y, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
-1, -1, 0, 1,
|
||||
) * vec4(position, 0, 1), texCoord, color
|
||||
}
|
||||
`)
|
||||
}
|
||||
|
||||
fs := token.NewFileSet()
|
||||
f, err := parser.ParseFile(fs, "", buf.Bytes(), parser.AllErrors)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
const (
|
||||
vert = "__vertex"
|
||||
frag = "Fragment"
|
||||
)
|
||||
s, err := shader.Compile(fs, f, vert, frag, graphics.ShaderImageNum)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
if s.VertexFunc.Block == nil {
|
||||
return nil, fmt.Errorf("ui: vertex shader entry point '%s' is missing", vert)
|
||||
}
|
||||
if s.FragmentFunc.Block == nil {
|
||||
return nil, fmt.Errorf("ui: fragment shader entry point '%s' is missing", frag)
|
||||
}
|
||||
|
||||
return &Shader{
|
||||
shader: mipmap.NewShader(s),
|
||||
uniformNames: s.UniformNames,
|
||||
uniformTypes: s.Uniforms,
|
||||
}, nil
|
||||
}
|
||||
|
||||
func (s *Shader) ConvertUniforms(uniforms map[string]interface{}) [][]float32 {
|
||||
type index struct {
|
||||
resultIndex int
|
||||
shaderUniformIndex int
|
||||
}
|
||||
|
||||
names := map[string]index{}
|
||||
var idx int
|
||||
for i, n := range s.uniformNames {
|
||||
if strings.HasPrefix(n, "__") {
|
||||
continue
|
||||
}
|
||||
names[n] = index{
|
||||
resultIndex: idx,
|
||||
shaderUniformIndex: i,
|
||||
}
|
||||
idx++
|
||||
}
|
||||
|
||||
us := make([][]float32, len(names))
|
||||
for name, idx := range names {
|
||||
if v, ok := uniforms[name]; ok {
|
||||
switch v := v.(type) {
|
||||
case float32:
|
||||
us[idx.resultIndex] = []float32{v}
|
||||
case []float32:
|
||||
us[idx.resultIndex] = v
|
||||
default:
|
||||
panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v))
|
||||
}
|
||||
continue
|
||||
}
|
||||
|
||||
t := s.uniformTypes[idx.shaderUniformIndex]
|
||||
us[idx.resultIndex] = make([]float32, t.FloatNum())
|
||||
}
|
||||
|
||||
// TODO: Panic if uniforms include an invalid name
|
||||
|
||||
return us
|
||||
}
|
||||
|
||||
func (s *Shader) MarkDisposed() {
|
||||
s.shader.MarkDisposed()
|
||||
s.shader = nil
|
||||
}
|
182
shader.go
182
shader.go
@ -15,105 +15,14 @@
|
||||
package ebiten
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"fmt"
|
||||
"go/parser"
|
||||
"go/token"
|
||||
"strings"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shader"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/ui"
|
||||
)
|
||||
|
||||
var shaderSuffix string
|
||||
|
||||
func init() {
|
||||
shaderSuffix = `
|
||||
var __imageDstTextureSize vec2
|
||||
|
||||
// imageSrcTextureSize returns the destination image's texture size in pixels.
|
||||
func imageDstTextureSize() vec2 {
|
||||
return __imageDstTextureSize
|
||||
}
|
||||
`
|
||||
|
||||
shaderSuffix += fmt.Sprintf(`
|
||||
var __textureSizes [%[1]d]vec2
|
||||
|
||||
// imageSrcTextureSize returns the source image's texture size in pixels.
|
||||
// As an image is a part of internal texture, the texture is usually bigger than the image.
|
||||
// The texture's size is useful when you want to calculate pixels from texels.
|
||||
func imageSrcTextureSize() vec2 {
|
||||
return __textureSizes[0]
|
||||
}
|
||||
|
||||
// The unit is the source texture's texel.
|
||||
var __textureDestinationRegionOrigin vec2
|
||||
|
||||
// The unit is the source texture's texel.
|
||||
var __textureDestinationRegionSize vec2
|
||||
|
||||
// imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture.
|
||||
// The unit is the source texture's texel.
|
||||
//
|
||||
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
|
||||
func imageDstRegionOnTexture() (vec2, vec2) {
|
||||
return __textureDestinationRegionOrigin, __textureDestinationRegionSize
|
||||
}
|
||||
|
||||
// The unit is the source texture's texel.
|
||||
var __textureSourceOffsets [%[2]d]vec2
|
||||
|
||||
// The unit is the source texture's texel.
|
||||
var __textureSourceRegionOrigin vec2
|
||||
|
||||
// The unit is the source texture's texel.
|
||||
var __textureSourceRegionSize vec2
|
||||
|
||||
// imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture.
|
||||
// The unit is the source texture's texel.
|
||||
//
|
||||
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
|
||||
func imageSrcRegionOnTexture() (vec2, vec2) {
|
||||
return __textureSourceRegionOrigin, __textureSourceRegionSize
|
||||
}
|
||||
`, graphics.ShaderImageNum, graphics.ShaderImageNum-1)
|
||||
|
||||
for i := 0; i < graphics.ShaderImageNum; i++ {
|
||||
pos := "pos"
|
||||
if i >= 1 {
|
||||
// Convert the position in texture0's texels to the target texture texels.
|
||||
pos = fmt.Sprintf("(pos + __textureSourceOffsets[%d]) * __textureSizes[0] / __textureSizes[%d]", i-1, i)
|
||||
}
|
||||
// __t%d is a special variable for a texture variable.
|
||||
shaderSuffix += fmt.Sprintf(`
|
||||
func imageSrc%[1]dUnsafeAt(pos vec2) vec4 {
|
||||
// pos is the position in texels of the source texture (= 0th image's texture).
|
||||
return texture2D(__t%[1]d, %[2]s)
|
||||
}
|
||||
|
||||
func imageSrc%[1]dAt(pos vec2) vec4 {
|
||||
// pos is the position in texels of the source texture (= 0th image's texture).
|
||||
return texture2D(__t%[1]d, %[2]s) *
|
||||
step(__textureSourceRegionOrigin.x, pos.x) *
|
||||
(1 - step(__textureSourceRegionOrigin.x + __textureSourceRegionSize.x, pos.x)) *
|
||||
step(__textureSourceRegionOrigin.y, pos.y) *
|
||||
(1 - step(__textureSourceRegionOrigin.y + __textureSourceRegionSize.y, pos.y))
|
||||
}
|
||||
`, i, pos)
|
||||
}
|
||||
}
|
||||
|
||||
// Shader represents a compiled shader program.
|
||||
//
|
||||
// For the details about the shader, see https://ebiten.org/documents/shader.html.
|
||||
type Shader struct {
|
||||
shader *ui.Shader
|
||||
uniformNames []string
|
||||
uniformTypes []shaderir.Type
|
||||
}
|
||||
|
||||
// NewShader compiles a shader program in the shading language Kage, and retruns the result.
|
||||
@ -122,59 +31,12 @@ type Shader struct {
|
||||
//
|
||||
// For the details about the shader, see https://ebiten.org/documents/shader.html.
|
||||
func NewShader(src []byte) (*Shader, error) {
|
||||
var buf bytes.Buffer
|
||||
buf.Write(src)
|
||||
buf.WriteString(shaderSuffix)
|
||||
if graphicscommand.NeedsInvertY() {
|
||||
buf.WriteString(`
|
||||
func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
|
||||
return mat4(
|
||||
2/__imageDstTextureSize.x, 0, 0, 0,
|
||||
0, -2/__imageDstTextureSize.y, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
-1, 1, 0, 1,
|
||||
) * vec4(position, 0, 1), texCoord, color
|
||||
}
|
||||
`)
|
||||
} else {
|
||||
buf.WriteString(`
|
||||
func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
|
||||
return mat4(
|
||||
2/__imageDstTextureSize.x, 0, 0, 0,
|
||||
0, 2/__imageDstTextureSize.y, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
-1, -1, 0, 1,
|
||||
) * vec4(position, 0, 1), texCoord, color
|
||||
}
|
||||
`)
|
||||
}
|
||||
|
||||
fs := token.NewFileSet()
|
||||
f, err := parser.ParseFile(fs, "", buf.Bytes(), parser.AllErrors)
|
||||
s, err := ui.NewShader(src)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
const (
|
||||
vert = "__vertex"
|
||||
frag = "Fragment"
|
||||
)
|
||||
s, err := shader.Compile(fs, f, vert, frag, graphics.ShaderImageNum)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
if s.VertexFunc.Block == nil {
|
||||
return nil, fmt.Errorf("ebiten: vertex shader entry point '%s' is missing", vert)
|
||||
}
|
||||
if s.FragmentFunc.Block == nil {
|
||||
return nil, fmt.Errorf("ebiten: fragment shader entry point '%s' is missing", frag)
|
||||
}
|
||||
|
||||
return &Shader{
|
||||
shader: ui.NewShader(s),
|
||||
uniformNames: s.UniformNames,
|
||||
uniformTypes: s.Uniforms,
|
||||
shader: s,
|
||||
}, nil
|
||||
}
|
||||
|
||||
@ -186,43 +48,5 @@ func (s *Shader) Dispose() {
|
||||
}
|
||||
|
||||
func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 {
|
||||
type index struct {
|
||||
resultIndex int
|
||||
shaderUniformIndex int
|
||||
}
|
||||
|
||||
names := map[string]index{}
|
||||
var idx int
|
||||
for i, n := range s.uniformNames {
|
||||
if strings.HasPrefix(n, "__") {
|
||||
continue
|
||||
}
|
||||
names[n] = index{
|
||||
resultIndex: idx,
|
||||
shaderUniformIndex: i,
|
||||
}
|
||||
idx++
|
||||
}
|
||||
|
||||
us := make([][]float32, len(names))
|
||||
for name, idx := range names {
|
||||
if v, ok := uniforms[name]; ok {
|
||||
switch v := v.(type) {
|
||||
case float32:
|
||||
us[idx.resultIndex] = []float32{v}
|
||||
case []float32:
|
||||
us[idx.resultIndex] = v
|
||||
default:
|
||||
panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v))
|
||||
}
|
||||
continue
|
||||
}
|
||||
|
||||
t := s.uniformTypes[idx.shaderUniformIndex]
|
||||
us[idx.resultIndex] = make([]float32, t.FloatNum())
|
||||
}
|
||||
|
||||
// TODO: Panic if uniforms include an invalid name
|
||||
|
||||
return us
|
||||
return s.shader.ConvertUniforms(uniforms)
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user