mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 03:08:54 +01:00
internal/ui: move convertUniforms to ui.Shader
This is a preparation to use a Kage program as the screen filter. Update #2046
This commit is contained in:
parent
7703ab17fc
commit
3b50e57f19
@ -15,17 +15,27 @@
|
|||||||
package ui
|
package ui
|
||||||
|
|
||||||
import (
|
import (
|
||||||
|
"fmt"
|
||||||
|
"strings"
|
||||||
|
|
||||||
"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
|
"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
|
||||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||||
)
|
)
|
||||||
|
|
||||||
type Shader struct {
|
type Shader struct {
|
||||||
shader *mipmap.Shader
|
shader *mipmap.Shader
|
||||||
|
|
||||||
|
uniformNames []string
|
||||||
|
uniformTypes []shaderir.Type
|
||||||
|
uniformNameToIndex map[string]int
|
||||||
|
uniformNameToType map[string]shaderir.Type
|
||||||
}
|
}
|
||||||
|
|
||||||
func NewShader(ir *shaderir.Program) *Shader {
|
func NewShader(ir *shaderir.Program) *Shader {
|
||||||
return &Shader{
|
return &Shader{
|
||||||
shader: mipmap.NewShader(ir),
|
shader: mipmap.NewShader(ir),
|
||||||
|
uniformNames: ir.UniformNames,
|
||||||
|
uniformTypes: ir.Uniforms,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -33,3 +43,46 @@ func (s *Shader) MarkDisposed() {
|
|||||||
s.shader.MarkDisposed()
|
s.shader.MarkDisposed()
|
||||||
s.shader = nil
|
s.shader = nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (s *Shader) ConvertUniforms(uniforms map[string]interface{}) [][]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++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
us := make([][]float32, len(s.uniformNameToIndex))
|
||||||
|
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
|
||||||
|
}
|
||||||
|
52
shader.go
52
shader.go
@ -15,11 +15,7 @@
|
|||||||
package ebiten
|
package ebiten
|
||||||
|
|
||||||
import (
|
import (
|
||||||
"fmt"
|
|
||||||
"strings"
|
|
||||||
|
|
||||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
|
||||||
"github.com/hajimehoshi/ebiten/v2/internal/ui"
|
"github.com/hajimehoshi/ebiten/v2/internal/ui"
|
||||||
)
|
)
|
||||||
|
|
||||||
@ -28,11 +24,6 @@ import (
|
|||||||
// For the details about the shader, see https://ebiten.org/documents/shader.html.
|
// For the details about the shader, see https://ebiten.org/documents/shader.html.
|
||||||
type Shader struct {
|
type Shader struct {
|
||||||
shader *ui.Shader
|
shader *ui.Shader
|
||||||
|
|
||||||
uniformNames []string
|
|
||||||
uniformTypes []shaderir.Type
|
|
||||||
uniformNameToIndex map[string]int
|
|
||||||
uniformNameToType map[string]shaderir.Type
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// NewShader compiles a shader program in the shading language Kage, and retruns the result.
|
// NewShader compiles a shader program in the shading language Kage, and retruns the result.
|
||||||
@ -47,8 +38,6 @@ func NewShader(src []byte) (*Shader, error) {
|
|||||||
}
|
}
|
||||||
return &Shader{
|
return &Shader{
|
||||||
shader: ui.NewShader(ir),
|
shader: ui.NewShader(ir),
|
||||||
uniformNames: ir.UniformNames,
|
|
||||||
uniformTypes: ir.Uniforms,
|
|
||||||
}, nil
|
}, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -60,44 +49,5 @@ func (s *Shader) Dispose() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 {
|
func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 {
|
||||||
nameToF32s := map[string][]float32{}
|
return s.shader.ConvertUniforms(uniforms)
|
||||||
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++
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
us := make([][]float32, len(s.uniformNameToIndex))
|
|
||||||
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
|
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user