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https://github.com/hajimehoshi/ebiten.git
synced 2024-12-24 10:48:53 +01:00
ebiten: use Kage shaders instead of built-in shaders for a color matrix
Closes #2364
This commit is contained in:
parent
b457dc3307
commit
7fc79c50c3
35
image.go
35
image.go
@ -21,6 +21,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/affine"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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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/ui"
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@ -233,7 +234,22 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
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srcs := [graphics.ShaderImageCount]*ui.Image{img.image}
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i.image.DrawTriangles(srcs, vs, is, colorm, mode, filter, graphicsdriver.AddressUnsafe, i.adjustedRegion(), graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, nil, nil, false, canSkipMipmap(options.GeoM, filter))
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useColorM := !colorm.IsIdentity()
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var shader *ui.Shader
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var uniforms [][]float32
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if useColorM {
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s := builtinShader(graphicsdriver.Filter(filter), graphicsdriver.AddressUnsafe)
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var body [16]float32
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var translation [4]float32
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colorm.Elements(body[:], translation[:])
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uniforms = s.convertUniforms(map[string]interface{}{
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builtinshader.UniformColorMBody: body[:],
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builtinshader.UniformColorMTranslation: translation[:],
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})
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shader = s.shader
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}
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i.image.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, mode, filter, graphicsdriver.AddressUnsafe, i.adjustedRegion(), graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, shader, uniforms, false, canSkipMipmap(options.GeoM, filter))
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}
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// Vertex represents a vertex passed to DrawTriangles.
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@ -398,7 +414,22 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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srcs := [graphics.ShaderImageCount]*ui.Image{img.image}
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i.image.DrawTriangles(srcs, vs, is, colorm, mode, filter, address, i.adjustedRegion(), sr, [graphics.ShaderImageCount - 1][2]float32{}, nil, nil, options.FillRule == EvenOdd, false)
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useColorM := !colorm.IsIdentity()
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var shader *ui.Shader
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var uniforms [][]float32
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if useColorM {
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s := builtinShader(graphicsdriver.Filter(filter), graphicsdriver.Address(address))
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var body [16]float32
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var translation [4]float32
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colorm.Elements(body[:], translation[:])
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uniforms = s.convertUniforms(map[string]interface{}{
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builtinshader.UniformColorMBody: body[:],
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builtinshader.UniformColorMTranslation: translation[:],
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})
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shader = s.shader
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}
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i.image.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, mode, filter, address, i.adjustedRegion(), sr, [graphics.ShaderImageCount - 1][2]float32{}, shader, uniforms, options.FillRule == EvenOdd, false)
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}
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// DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
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155
internal/builtinshader/shader.go
Normal file
155
internal/builtinshader/shader.go
Normal file
@ -0,0 +1,155 @@
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// Copyright 2022 The Ebitengine 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 builtinshader
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import (
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"bytes"
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"fmt"
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"sync"
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"text/template"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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)
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const (
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UniformColorMBody = "ColorMBody"
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UniformColorMTranslation = "ColorMTranslation"
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)
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type key struct {
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Filter graphicsdriver.Filter
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Address graphicsdriver.Address
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UseColorM bool
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}
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var (
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shaders = map[key][]byte{}
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shadersM sync.Mutex
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)
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var tmpl = template.Must(template.New("tmpl").Parse(`package main
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{{if .UseColorM}}
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var ColorMBody mat4
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var ColorMTranslation vec4
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{{end}}
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{{if eq .Address .AddressRepeat}}
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func adjustTexelForAddressRepeat(p vec2) vec2 {
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origin, size := imageSrcRegionOnTexture()
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return mod(p - origin, size) + origin
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}
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{{end}}
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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{{if eq .Filter .FilterNearest}}
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{{if eq .Address .AddressUnsafe}}
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clr := imageSrc0UnsafeAt(texCoord)
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{{else if eq .Address .AddressClampToZero}}
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clr := imageSrc0At(texCoord)
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{{else if eq .Address .AddressRepeat}}
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clr := imageSrc0At(adjustTexelForAddressRepeat(texCoord))
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{{end}}
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{{else if eq .Filter .FilterLinear}}
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sourceSize := imageSrcTextureSize()
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texelSize := 1 / sourceSize
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// Shift 1/512 [texel] to avoid the tie-breaking issue (#1212).
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// As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases.
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p0 := texCoord - texelSize/2 + texelSize/512
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p1 := texCoord + texelSize/2 + texelSize/512
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{{if eq .Address .AddressRpeat}}
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p0 = adjustTexelForAddressRepeat(p0)
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p1 = adjustTexelForAddressRepeat(p1)
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{{end}}
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{{if eq .Address .AddressUnsafe}}
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c0 := imageSrc0UnsafeAt(p0)
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c1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))
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c2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))
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c3 := imageSrc0UnsafeAt(p1)
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{{else}}
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c0 := imageSrc0At(p0)
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c1 := imageSrc0At(vec2(p1.x, p0.y))
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c2 := imageSrc0At(vec2(p0.x, p1.y))
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c3 := imageSrc0At(p1)
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{{end}}
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rate := fract(p0 * sourceSize)
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clr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
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{{end}}
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{{if .UseColorM}}
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// Un-premultiply alpha.
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// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.
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clr.rgb /= clr.a + (1-sign(clr.a))
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// Apply the clr matrix or scale.
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clr = (ColorMBody * clr) + ColorMTranslation
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// Premultiply alpha
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clr.rgb *= clr.a
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// Do not apply the color scale assuming the scale is (1, 1, 1, 1).
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// Clamp the output.
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clr.rgb = min(clr.rgb, clr.a)
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{{else}}
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// Apply the color scale.
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clr *= color
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{{end}}
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return clr
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}
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`))
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// Shader returns the built-in shader based on the given parameters.
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//
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// The returned shader always uses a color matrix so far.
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func Shader(filter graphicsdriver.Filter, address graphicsdriver.Address) []byte {
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shadersM.Lock()
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defer shadersM.Unlock()
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// Now UseColorM is always true. When UseColorM is true, the color scale in vertices is not used.
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// In the built-in shaders, the color scale is modified at the vertex shader (#1996),
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// and this modification cannot be represented in a Kage program.
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// A custom vertex shader in Kage (#2209), or changing the interpretation of scales (#2365) would solve the issue.
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const useColorM = true
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k := key{
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Filter: filter,
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Address: address,
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UseColorM: useColorM,
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}
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if s, ok := shaders[k]; ok {
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return s
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}
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var buf bytes.Buffer
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if err := tmpl.Execute(&buf, map[string]interface{}{
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"Filter": filter,
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"FilterNearest": graphicsdriver.FilterNearest,
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"FilterLinear": graphicsdriver.FilterLinear,
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"Address": address,
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"AddressUnsafe": graphicsdriver.AddressUnsafe,
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"AddressClampToZero": graphicsdriver.AddressClampToZero,
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"AddressRepeat": graphicsdriver.AddressRepeat,
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"UseColorM": useColorM,
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}); err != nil {
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panic(fmt.Sprintf("builtinshader: tmpl.Execute failed: %v", err))
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}
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b := buf.Bytes()
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shaders[k] = b
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return b
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}
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36
shader.go
36
shader.go
@ -15,7 +15,12 @@
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package ebiten
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import (
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"fmt"
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"sync"
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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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/ui"
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)
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@ -51,3 +56,34 @@ func (s *Shader) Dispose() {
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func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 {
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return s.shader.ConvertUniforms(uniforms)
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}
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type builtinShaderKey struct {
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filter graphicsdriver.Filter
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address graphicsdriver.Address
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}
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var (
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builtinShaders = map[builtinShaderKey]*Shader{}
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builtinShadersM sync.Mutex
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)
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func builtinShader(filter graphicsdriver.Filter, address graphicsdriver.Address) *Shader {
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builtinShadersM.Lock()
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defer builtinShadersM.Unlock()
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key := builtinShaderKey{
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filter: filter,
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address: address,
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}
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if s, ok := builtinShaders[key]; ok {
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return s
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}
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src := builtinshader.Shader(filter, address)
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s, err := NewShader(src)
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if err != nil {
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panic(fmt.Sprintf("ebiten: NewShader for a built-in shader failed: %v", err))
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}
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builtinShaders[key] = s
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return s
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}
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