mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-24 02:38:53 +01:00
parent
02db3bad53
commit
6710808cd1
19
image.go
19
image.go
@ -497,7 +497,7 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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offsets[i][1] = -sy + float32(b.Min.Y)
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}
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i.image.DrawTriangles(imgs, vs, is, affine.ColorMIdentity{}, mode, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dstRegion, sr, offsets, shader.shader, convertUniforms(options.Uniforms), options.FillRule == EvenOdd, false)
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i.image.DrawTriangles(imgs, vs, is, affine.ColorMIdentity{}, mode, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dstRegion, sr, offsets, shader.shader, shader.convertUniforms(options.Uniforms), options.FillRule == EvenOdd, false)
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}
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// DrawRectShaderOptions represents options for DrawRectShader.
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@ -608,7 +608,7 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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offsets[i][1] = -sy + float32(b.Min.Y)
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}
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i.image.DrawTriangles(imgs, vs, is, affine.ColorMIdentity{}, mode, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dstRegion, sr, offsets, shader.shader, convertUniforms(options.Uniforms), false, canSkipMipmap(options.GeoM, graphicsdriver.FilterNearest))
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i.image.DrawTriangles(imgs, vs, is, affine.ColorMIdentity{}, mode, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dstRegion, sr, offsets, shader.shader, shader.convertUniforms(options.Uniforms), false, canSkipMipmap(options.GeoM, graphicsdriver.FilterNearest))
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}
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// SubImage returns an image representing the portion of the image p visible through r.
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@ -883,18 +883,3 @@ func colorMToScale(colorm affine.ColorM) (newColorM affine.ColorM, r, g, b, a fl
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return affine.ColorMIdentity{}, r, g, b, a
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}
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func convertUniforms(uniforms map[string]interface{}) map[string][]float32 {
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us := 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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us[name] = []float32{v}
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case []float32:
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us[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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return us
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}
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@ -404,13 +404,13 @@ func (i *Image) processSrc(src *Image) {
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// 5: Color G
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// 6: Color B
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// 7: Color Y
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms map[string][]float32, evenOdd bool) {
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool) {
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backendsM.Lock()
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defer backendsM.Unlock()
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i.drawTriangles(srcs, vertices, indices, colorm, mode, filter, address, dstRegion, srcRegion, subimageOffsets, shader, uniforms, evenOdd, false)
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}
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func (i *Image) drawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms map[string][]float32, evenOdd bool, keepOnAtlas bool) {
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func (i *Image) drawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, keepOnAtlas bool) {
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if i.disposed {
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panic("atlas: the drawing target image must not be disposed (DrawTriangles)")
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}
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@ -18,15 +18,16 @@ import (
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"runtime"
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"github.com/hajimehoshi/ebiten/v2/internal/restorable"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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type Shader struct {
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shader *restorable.Shader
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}
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func NewShader(src []byte) *Shader {
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func NewShader(ir *shaderir.Program) *Shader {
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s := &Shader{
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shader: restorable.NewShader(src),
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shader: restorable.NewShader(ir),
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}
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runtime.SetFinalizer(s, (*Shader).MarkDisposed)
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return s
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@ -21,6 +21,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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type Image struct {
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@ -228,7 +229,7 @@ func (img *Image) replacePendingPixels(pix []byte, x, y, width, height int) {
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// DrawTriangles draws the src image with the given vertices.
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//
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// Copying vertices and indices is the caller's responsibility.
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms map[string][]float32, evenOdd bool) {
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool) {
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for _, src := range srcs {
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if i == src {
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panic("buffered: Image.DrawTriangles: source images must be different from the receiver")
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@ -272,9 +273,9 @@ type Shader struct {
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shader *atlas.Shader
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}
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func NewShader(src []byte) *Shader {
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func NewShader(ir *shaderir.Program) *Shader {
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return &Shader{
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shader: atlas.NewShader(src),
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shader: atlas.NewShader(ir),
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}
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}
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140
internal/graphics/shader.go
Normal file
140
internal/graphics/shader.go
Normal file
@ -0,0 +1,140 @@
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// Copyright 2022 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 graphics
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import (
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"bytes"
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"fmt"
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"go/parser"
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"go/token"
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"github.com/hajimehoshi/ebiten/v2/internal/shader"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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var shaderSuffix string
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func init() {
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shaderSuffix = `
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var __imageDstTextureSize vec2
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// imageSrcTextureSize returns the destination image's texture size in pixels.
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func imageDstTextureSize() vec2 {
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return __imageDstTextureSize
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}
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`
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shaderSuffix += fmt.Sprintf(`
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var __textureSizes [%[1]d]vec2
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// imageSrcTextureSize returns the source image's texture size in pixels.
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// As an image is a part of internal texture, the texture is usually bigger than the image.
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// The texture's size is useful when you want to calculate pixels from texels.
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func imageSrcTextureSize() vec2 {
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return __textureSizes[0]
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}
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// The unit is the source texture's texel.
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var __textureDestinationRegionOrigin vec2
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// The unit is the source texture's texel.
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var __textureDestinationRegionSize vec2
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// imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture.
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// The unit is the source texture's texel.
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//
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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func imageDstRegionOnTexture() (vec2, vec2) {
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return __textureDestinationRegionOrigin, __textureDestinationRegionSize
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}
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// The unit is the source texture's texel.
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var __textureSourceOffsets [%[2]d]vec2
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// The unit is the source texture's texel.
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var __textureSourceRegionOrigin vec2
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// The unit is the source texture's texel.
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var __textureSourceRegionSize vec2
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// imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture.
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// The unit is the source texture's texel.
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//
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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func imageSrcRegionOnTexture() (vec2, vec2) {
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return __textureSourceRegionOrigin, __textureSourceRegionSize
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}
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`, ShaderImageNum, ShaderImageNum-1)
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for i := 0; i < ShaderImageNum; i++ {
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pos := "pos"
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if i >= 1 {
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// Convert the position in texture0's texels to the target texture texels.
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pos = fmt.Sprintf("(pos + __textureSourceOffsets[%d]) * __textureSizes[0] / __textureSizes[%d]", i-1, i)
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}
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// __t%d is a special variable for a texture variable.
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shaderSuffix += fmt.Sprintf(`
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func imageSrc%[1]dUnsafeAt(pos vec2) vec4 {
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// pos is the position in texels of the source texture (= 0th image's texture).
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return texture2D(__t%[1]d, %[2]s)
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}
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func imageSrc%[1]dAt(pos vec2) vec4 {
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// pos is the position in texels of the source texture (= 0th image's texture).
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return texture2D(__t%[1]d, %[2]s) *
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step(__textureSourceRegionOrigin.x, pos.x) *
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(1 - step(__textureSourceRegionOrigin.x + __textureSourceRegionSize.x, pos.x)) *
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step(__textureSourceRegionOrigin.y, pos.y) *
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(1 - step(__textureSourceRegionOrigin.y + __textureSourceRegionSize.y, pos.y))
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}
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`, i, pos)
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}
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}
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func CompileShader(src []byte) (*shaderir.Program, error) {
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var buf bytes.Buffer
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buf.Write(src)
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buf.WriteString(shaderSuffix)
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buf.WriteString(`var __projectionMatrix mat4
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func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
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return __projectionMatrix * vec4(position, 0, 1), texCoord, color
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}
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`)
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fs := token.NewFileSet()
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f, err := parser.ParseFile(fs, "", buf.Bytes(), parser.AllErrors)
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if err != nil {
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return nil, err
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}
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const (
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vert = "__vertex"
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frag = "Fragment"
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)
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ir, err := shader.Compile(fs, f, vert, frag, ShaderImageNum)
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if err != nil {
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return nil, err
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}
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if ir.VertexFunc.Block == nil {
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return nil, fmt.Errorf("graphicscommand: vertex shader entry point '%s' is missing", vert)
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}
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if ir.FragmentFunc.Block == nil {
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return nil, fmt.Errorf("graphicscommand: fragment shader entry point '%s' is missing", frag)
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}
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return ir, nil
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}
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@ -23,6 +23,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/debug"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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// command represents a drawing command.
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@ -117,7 +118,7 @@ func mustUseDifferentVertexBuffer(nextNumVertexFloats, nextNumIndices int) bool
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}
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// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
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func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, color affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms map[string][]float32, evenOdd bool) {
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func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, color affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) {
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if len(indices) > graphics.IndicesNum {
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panic(fmt.Sprintf("graphicscommand: len(indices) must be <= graphics.IndicesNum but not at EnqueueDrawTrianglesCommand: len(indices): %d, graphics.IndicesNum: %d", len(indices), graphics.IndicesNum))
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}
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@ -294,7 +295,7 @@ type drawTrianglesCommand struct {
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dstRegion graphicsdriver.Region
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srcRegion graphicsdriver.Region
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shader *Shader
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uniforms map[string][]float32
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uniforms [][]float32
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evenOdd bool
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}
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@ -392,7 +393,6 @@ func (c *drawTrianglesCommand) Exec(graphicsDriver graphicsdriver.Graphics, inde
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var shaderID graphicsdriver.ShaderID = graphicsdriver.InvalidShaderID
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var imgs [graphics.ShaderImageNum]graphicsdriver.ImageID
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var us [][]float32
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if c.shader != nil {
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shaderID = c.shader.shader.ID()
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for i, src := range c.srcs {
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@ -402,12 +402,11 @@ func (c *drawTrianglesCommand) Exec(graphicsDriver graphicsdriver.Graphics, inde
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}
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imgs[i] = src.image.ID()
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}
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us = c.shader.convertUniforms(c.uniforms)
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} else {
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imgs[0] = c.srcs[0].image.ID()
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}
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return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.offsets, shaderID, c.nindices, indexOffset, c.mode, c.color, c.filter, c.address, c.dstRegion, c.srcRegion, us, c.evenOdd)
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return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.offsets, shaderID, c.nindices, indexOffset, c.mode, c.color, c.filter, c.address, c.dstRegion, c.srcRegion, c.uniforms, c.evenOdd)
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}
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func (c *drawTrianglesCommand) numVertices() int {
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@ -428,7 +427,7 @@ func (c *drawTrianglesCommand) addNumIndices(n int) {
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// CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
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// with the drawTrianglesCommand c.
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func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageNum]*Image, vertices []float32, color affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms map[string][]float32, evenOdd bool) bool {
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func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageNum]*Image, vertices []float32, color affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) bool {
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if c.shader != shader {
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return false
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}
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@ -436,16 +435,12 @@ func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs
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if len(c.uniforms) != len(uniforms) {
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return false
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}
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for name, v0 := range c.uniforms {
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v1, ok := uniforms[name]
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if !ok {
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for i := range c.uniforms {
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if len(c.uniforms[i]) != len(uniforms[i]) {
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return false
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}
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if len(v0) != len(v1) {
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return false
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}
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for i := range v0 {
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if v0[i] != v1[i] {
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for j := range c.uniforms[i] {
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if c.uniforms[i][j] != uniforms[i][j] {
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return false
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}
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}
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@ -657,7 +652,7 @@ func (c *newScreenFramebufferImageCommand) Exec(graphicsDriver graphicsdriver.Gr
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// newShaderCommand is a command to create a shader.
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type newShaderCommand struct {
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result *Shader
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src []byte
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ir *shaderir.Program
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}
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func (c *newShaderCommand) String() string {
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@ -666,18 +661,11 @@ func (c *newShaderCommand) String() string {
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// Exec executes a newShaderCommand.
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func (c *newShaderCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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ir, err := compileShader(c.src)
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if err != nil {
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return err
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}
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s, err := graphicsDriver.NewShader(ir)
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s, err := graphicsDriver.NewShader(c.ir)
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if err != nil {
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return err
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}
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c.result.shader = s
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c.result.uniformNames = ir.UniformNames
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c.result.uniformTypes = ir.Uniforms
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return nil
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}
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@ -141,7 +141,7 @@ func (i *Image) InternalSize() (int, int) {
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//
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// If the source image is not specified, i.e., src is nil and there is no image in the uniform variables, the
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// elements for the source image are not used.
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, clr affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms map[string][]float32, evenOdd bool) {
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, clr affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) {
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if shader == nil {
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// Fast path for rendering without a shader (#1355).
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img := srcs[0]
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|
@ -15,147 +15,19 @@
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package graphicscommand
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import (
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"bytes"
|
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"fmt"
|
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"go/parser"
|
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"go/token"
|
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"strings"
|
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|
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||
"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)
|
||||
}
|
||||
}
|
||||
|
||||
func compileShader(src []byte) (*shaderir.Program, error) {
|
||||
var buf bytes.Buffer
|
||||
buf.Write(src)
|
||||
buf.WriteString(shaderSuffix)
|
||||
buf.WriteString(`var __projectionMatrix mat4
|
||||
|
||||
func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
|
||||
return __projectionMatrix * 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"
|
||||
)
|
||||
ir, err := shader.Compile(fs, f, vert, frag, graphics.ShaderImageNum)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
if ir.VertexFunc.Block == nil {
|
||||
return nil, fmt.Errorf("graphicscommand: vertex shader entry point '%s' is missing", vert)
|
||||
}
|
||||
if ir.FragmentFunc.Block == nil {
|
||||
return nil, fmt.Errorf("graphicscommand: fragment shader entry point '%s' is missing", frag)
|
||||
}
|
||||
|
||||
return ir, nil
|
||||
}
|
||||
|
||||
type Shader struct {
|
||||
shader graphicsdriver.Shader
|
||||
|
||||
uniformNames []string
|
||||
uniformTypes []shaderir.Type
|
||||
uniformNameToIndex map[string]int
|
||||
uniformNameToType map[string]shaderir.Type
|
||||
}
|
||||
|
||||
func NewShader(src []byte) *Shader {
|
||||
func NewShader(ir *shaderir.Program) *Shader {
|
||||
s := &Shader{}
|
||||
c := &newShaderCommand{
|
||||
result: s,
|
||||
src: src,
|
||||
ir: ir,
|
||||
}
|
||||
theCommandQueue.Enqueue(c)
|
||||
return s
|
||||
@ -167,38 +39,3 @@ func (s *Shader) Dispose() {
|
||||
}
|
||||
theCommandQueue.Enqueue(c)
|
||||
}
|
||||
|
||||
func (s *Shader) convertUniforms(uniforms map[string][]float32) [][]float32 {
|
||||
if s.shader == nil {
|
||||
panic("graphicscommand: shader is not compiled yet")
|
||||
}
|
||||
|
||||
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 := uniforms[name]; ok {
|
||||
us[idx] = v
|
||||
continue
|
||||
}
|
||||
t := s.uniformNameToType[name]
|
||||
us[idx] = make([]float32, t.FloatNum())
|
||||
}
|
||||
|
||||
// TODO: Panic if uniforms include an invalid name
|
||||
|
||||
return us
|
||||
}
|
||||
|
@ -22,6 +22,7 @@ import (
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/buffered"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
// Mipmap is a set of buffered.Image sorted by the order of mipmap level.
|
||||
@ -79,7 +80,7 @@ func (m *Mipmap) At(graphicsDriver graphicsdriver.Graphics, x, y int) (r, g, b,
|
||||
return m.orig.At(graphicsDriver, x, y)
|
||||
}
|
||||
|
||||
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageNum]*Mipmap, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms map[string][]float32, evenOdd bool, canSkipMipmap bool) {
|
||||
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageNum]*Mipmap, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, canSkipMipmap bool) {
|
||||
if len(indices) == 0 {
|
||||
return
|
||||
}
|
||||
@ -313,9 +314,9 @@ type Shader struct {
|
||||
shader *buffered.Shader
|
||||
}
|
||||
|
||||
func NewShader(src []byte) *Shader {
|
||||
func NewShader(ir *shaderir.Program) *Shader {
|
||||
return &Shader{
|
||||
shader: buffered.NewShader(src),
|
||||
shader: buffered.NewShader(ir),
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -76,7 +76,7 @@ type drawTrianglesHistoryItem struct {
|
||||
dstRegion graphicsdriver.Region
|
||||
srcRegion graphicsdriver.Region
|
||||
shader *Shader
|
||||
uniforms map[string][]float32
|
||||
uniforms [][]float32
|
||||
evenOdd bool
|
||||
}
|
||||
|
||||
@ -365,7 +365,7 @@ func (i *Image) ReplacePixels(pixels []byte, mask []byte, x, y, width, height in
|
||||
// 5: Color G
|
||||
// 6: Color B
|
||||
// 7: Color Y
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms map[string][]float32, evenOdd bool) {
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) {
|
||||
if i.priority {
|
||||
panic("restorable: DrawTriangles cannot be called on a priority image")
|
||||
}
|
||||
@ -410,7 +410,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, offsets [gra
|
||||
}
|
||||
|
||||
// appendDrawTrianglesHistory appends a draw-image history item to the image.
|
||||
func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms map[string][]float32, evenOdd bool) {
|
||||
func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) {
|
||||
if i.stale || i.volatile || i.screen {
|
||||
return
|
||||
}
|
||||
|
@ -16,17 +16,18 @@ package restorable
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
type Shader struct {
|
||||
shader *graphicscommand.Shader
|
||||
src []byte
|
||||
ir *shaderir.Program
|
||||
}
|
||||
|
||||
func NewShader(src []byte) *Shader {
|
||||
func NewShader(ir *shaderir.Program) *Shader {
|
||||
s := &Shader{
|
||||
shader: graphicscommand.NewShader(src),
|
||||
src: src,
|
||||
shader: graphicscommand.NewShader(ir),
|
||||
ir: ir,
|
||||
}
|
||||
theImages.addShader(s)
|
||||
return s
|
||||
@ -36,9 +37,9 @@ func (s *Shader) Dispose() {
|
||||
theImages.removeShader(s)
|
||||
s.shader.Dispose()
|
||||
s.shader = nil
|
||||
s.src = nil
|
||||
s.ir = nil
|
||||
}
|
||||
|
||||
func (s *Shader) restore() {
|
||||
s.shader = graphicscommand.NewShader(s.src)
|
||||
s.shader = graphicscommand.NewShader(s.ir)
|
||||
}
|
||||
|
@ -17,20 +17,27 @@ package testing
|
||||
import (
|
||||
"fmt"
|
||||
"strings"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
// ShaderProgramFill returns a shader source to fill the frambuffer.
|
||||
func ShaderProgramFill(r, g, b, a byte) []byte {
|
||||
return []byte(fmt.Sprintf(`package main
|
||||
func ShaderProgramFill(r, g, b, a byte) *shaderir.Program {
|
||||
ir, err := graphics.CompileShader([]byte(fmt.Sprintf(`package main
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
return vec4(%0.9f, %0.9f, %0.9f, %0.9f)
|
||||
}
|
||||
`, float64(r)/0xff, float64(g)/0xff, float64(b)/0xff, float64(a)/0xff))
|
||||
`, float64(r)/0xff, float64(g)/0xff, float64(b)/0xff, float64(a)/0xff)))
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
return ir
|
||||
}
|
||||
|
||||
// ShaderProgramImages returns a shader source to render the frambuffer with the given images.
|
||||
func ShaderProgramImages(numImages int) []byte {
|
||||
func ShaderProgramImages(numImages int) *shaderir.Program {
|
||||
if numImages <= 0 {
|
||||
panic("testing: numImages must be >= 1")
|
||||
}
|
||||
@ -40,10 +47,14 @@ func ShaderProgramImages(numImages int) []byte {
|
||||
exprs = append(exprs, fmt.Sprintf("imageSrc%dUnsafeAt(texCoord)", i))
|
||||
}
|
||||
|
||||
return []byte(fmt.Sprintf(`package main
|
||||
ir, err := graphics.CompileShader([]byte(fmt.Sprintf(`package main
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
return %s
|
||||
}
|
||||
`, strings.Join(exprs, " + ")))
|
||||
`, strings.Join(exprs, " + "))))
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
return ir
|
||||
}
|
||||
|
@ -59,7 +59,7 @@ func (i *Image) MarkDisposed() {
|
||||
i.mipmap = nil
|
||||
}
|
||||
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms map[string][]float32, evenOdd bool, canSkipMipmap bool) {
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, canSkipMipmap bool) {
|
||||
var srcMipmaps [graphics.ShaderImageNum]*mipmap.Mipmap
|
||||
for i, src := range srcs {
|
||||
if src == nil {
|
||||
|
@ -16,15 +16,16 @@ package ui
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
type Shader struct {
|
||||
shader *mipmap.Shader
|
||||
}
|
||||
|
||||
func NewShader(src []byte) *Shader {
|
||||
func NewShader(ir *shaderir.Program) *Shader {
|
||||
return &Shader{
|
||||
shader: mipmap.NewShader(src),
|
||||
shader: mipmap.NewShader(ir),
|
||||
}
|
||||
}
|
||||
|
||||
|
64
shader.go
64
shader.go
@ -15,6 +15,11 @@
|
||||
package ebiten
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"strings"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/ui"
|
||||
)
|
||||
|
||||
@ -23,17 +28,27 @@ import (
|
||||
// For the details about the shader, see https://ebiten.org/documents/shader.html.
|
||||
type Shader struct {
|
||||
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.
|
||||
//
|
||||
// As of v2.3.0, the error value is always nil, and
|
||||
// the actual complation happens lazily after the main loop starts.
|
||||
// If the compilation fails, NewShader returns an error.
|
||||
//
|
||||
// For the details about the shader, see https://ebiten.org/documents/shader.html.
|
||||
func NewShader(src []byte) (*Shader, error) {
|
||||
ir, err := graphics.CompileShader(src)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return &Shader{
|
||||
shader: ui.NewShader(src),
|
||||
shader: ui.NewShader(ir),
|
||||
uniformNames: ir.UniformNames,
|
||||
uniformTypes: ir.Uniforms,
|
||||
}, nil
|
||||
}
|
||||
|
||||
@ -43,3 +58,46 @@ func (s *Shader) Dispose() {
|
||||
s.shader.MarkDisposed()
|
||||
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.FloatNum())
|
||||
}
|
||||
|
||||
// TODO: Panic if uniforms include an invalid name
|
||||
|
||||
return us
|
||||
}
|
||||
|
Loading…
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