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https://github.com/hajimehoshi/ebiten.git
synced 2025-01-12 03:58:55 +01:00
shaderir: Implement fragment function
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parent
ddaed674dd
commit
66e76597d8
@ -58,6 +58,13 @@ func (p *Program) Glsl() string {
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lines = append(lines, "}")
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}
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// Fragment func
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if len(p.FragmentFunc.Block.Stmts) > 0 {
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lines = append(lines, "void main(void) {")
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lines = append(lines, p.glslBlock(&p.FragmentFunc.Block, 0, 0)...)
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lines = append(lines, "}")
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}
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var stLines []string
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for i, t := range p.structTypes {
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stLines = append(stLines, fmt.Sprintf("struct S%d {", i))
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@ -151,7 +158,8 @@ func (p *Program) glslBlock(b *Block, level int, localVarIndex int) []string {
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return fmt.Sprintf("U%d", e.Variable.Index)
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case Local:
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idx := e.Variable.Index
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if b == &p.VertexFunc.Block {
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switch b {
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case &p.VertexFunc.Block:
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na := len(p.Attributes)
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nv := len(p.Varyings)
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switch {
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@ -162,9 +170,19 @@ func (p *Program) glslBlock(b *Block, level int, localVarIndex int) []string {
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case idx == na+nv:
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return "gl_Position"
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default:
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return fmt.Sprintf("l%d", idx-(na+nv))
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return fmt.Sprintf("l%d", idx-(na+nv+1))
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}
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} else {
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case &p.FragmentFunc.Block:
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nv := len(p.Varyings)
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switch {
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case idx < nv:
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return fmt.Sprintf("V%d", idx)
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case idx == nv:
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return "gl_FragCoord"
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default:
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return fmt.Sprintf("l%d", idx-(nv+1))
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}
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default:
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return fmt.Sprintf("l%d", idx)
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}
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default:
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@ -566,6 +566,80 @@ void main(void) {
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gl_Position = A0;
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V0 = A1;
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V1 = A2;
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}`,
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},
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{
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Name: "FragmentFunc",
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Program: Program{
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Uniforms: []Type{
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{Main: Float},
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},
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Attributes: []Type{
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{Main: Vec4},
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{Main: Float},
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{Main: Vec2},
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},
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Varyings: []Type{
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{Main: Float},
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{Main: Vec2},
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},
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VertexFunc: VertexFunc{
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Block: block(
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nil,
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assignStmt(
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varNameExpr(Local, 5),
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varNameExpr(Local, 0),
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),
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assignStmt(
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varNameExpr(Local, 3),
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varNameExpr(Local, 1),
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),
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assignStmt(
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varNameExpr(Local, 4),
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varNameExpr(Local, 2),
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),
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),
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},
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FragmentFunc: FragmentFunc{
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Block: block(
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[]Type{
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{Main: Vec2},
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{Main: Vec4},
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{Main: Float},
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},
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assignStmt(
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varNameExpr(Local, 5),
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varNameExpr(Local, 0),
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),
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assignStmt(
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varNameExpr(Local, 3),
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varNameExpr(Local, 1),
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),
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assignStmt(
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varNameExpr(Local, 4),
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varNameExpr(Local, 2),
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),
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),
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},
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},
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Glsl: `uniform float U0;
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attribute vec4 A0;
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attribute float A1;
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attribute vec2 A2;
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varying float V0;
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varying vec2 V1;
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void main(void) {
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gl_Position = A0;
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V0 = A1;
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V1 = A2;
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}
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void main(void) {
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vec2 l0;
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vec4 l1;
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float l2;
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l2 = V0;
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l0 = V1;
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l1 = gl_FragCoord;
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}`,
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},
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}
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