mirror of
https://github.com/hajimehoshi/ebiten.git
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ebiten: move the builtin shader to internal/builtinshader
Updates #2861
This commit is contained in:
parent
21a906bc82
commit
bc9e9d8562
@ -179,7 +179,7 @@ func builtinShader(filter builtinshader.Filter, address builtinshader.Address) *
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return s
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return s
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}
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}
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src := builtinshader.Shader(filter, address, true)
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src := builtinshader.ShaderSource(filter, address, true)
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s, err := ebiten.NewShader(src)
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s, err := ebiten.NewShader(src)
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if err != nil {
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if err != nil {
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panic(fmt.Sprintf("colorm: NewShader for a built-in shader failed: %v", err))
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panic(fmt.Sprintf("colorm: NewShader for a built-in shader failed: %v", err))
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26
gameforui.go
26
gameforui.go
@ -21,32 +21,10 @@ import (
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"sync/atomic"
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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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/ui"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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)
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const screenShaderSrc = `//kage:unit pixels
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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// Blend source colors in a square region, which size is 1/scale.
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scale := imageDstSize()/imageSrc0Size()
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pos := srcPos
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p0 := pos - 1/2.0/scale
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p1 := pos + 1/2.0/scale
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// Texels must be in the source rect, so it is not necessary to check.
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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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// p is the p1 value in one pixel assuming that the pixel's upper-left is (0, 0) and the lower-right is (1, 1).
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rate := clamp(fract(p1)*scale, 0, 1)
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
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}
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`
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var screenFilterEnabled = int32(1)
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var screenFilterEnabled = int32(1)
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func isScreenFilterEnabled() bool {
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func isScreenFilterEnabled() bool {
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@ -76,7 +54,7 @@ func newGameForUI(game Game, transparent bool) *gameForUI {
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transparent: transparent,
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transparent: transparent,
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}
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}
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s, err := NewShader([]byte(screenShaderSrc))
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s, err := NewShader(builtinshader.ScreenShaderSource)
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if err != nil {
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if err != nil {
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panic(fmt.Sprintf("ebiten: compiling the screen shader failed: %v", err))
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panic(fmt.Sprintf("ebiten: compiling the screen shader failed: %v", err))
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}
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}
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@ -88,7 +88,7 @@ var (
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func init() {
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func init() {
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var wg errgroup.Group
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var wg errgroup.Group
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wg.Go(func() error {
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wg.Go(func() error {
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)))
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ir, err := graphics.CompileShader([]byte(builtinshader.ShaderSource(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)))
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if err != nil {
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if err != nil {
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return fmt.Errorf("atlas: compiling the nearest shader failed: %w", err)
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return fmt.Errorf("atlas: compiling the nearest shader failed: %w", err)
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}
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}
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@ -96,7 +96,7 @@ func init() {
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return nil
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return nil
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})
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})
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wg.Go(func() error {
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wg.Go(func() error {
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterLinear, builtinshader.AddressUnsafe, false)))
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ir, err := graphics.CompileShader([]byte(builtinshader.ShaderSource(builtinshader.FilterLinear, builtinshader.AddressUnsafe, false)))
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if err != nil {
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if err != nil {
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return fmt.Errorf("atlas: compiling the linear shader failed: %w", err)
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return fmt.Errorf("atlas: compiling the linear shader failed: %w", err)
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}
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}
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@ -123,10 +123,10 @@ func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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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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// ShaderSource returns the built-in shader source based on the given parameters.
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//
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//
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// The returned shader always uses a color matrix so far.
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// The returned shader always uses a color matrix so far.
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func Shader(filter Filter, address Address, useColorM bool) []byte {
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func ShaderSource(filter Filter, address Address, useColorM bool) []byte {
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shadersM.Lock()
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shadersM.Lock()
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defer shadersM.Unlock()
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defer shadersM.Unlock()
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@ -165,3 +165,26 @@ func Shader(filter Filter, address Address, useColorM bool) []byte {
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shaders[filter][address][c] = b
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shaders[filter][address][c] = b
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return b
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return b
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}
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}
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var ScreenShaderSource = []byte(`//kage:unit pixels
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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// Blend source colors in a square region, which size is 1/scale.
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scale := imageDstSize()/imageSrc0Size()
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pos := srcPos
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p0 := pos - 1/2.0/scale
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p1 := pos + 1/2.0/scale
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// Texels must be in the source rect, so it is not necessary to check.
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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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// p is the p1 value in one pixel assuming that the pixel's upper-left is (0, 0) and the lower-right is (1, 1).
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rate := clamp(fract(p1)*scale, 0, 1)
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
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}
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`)
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@ -31,7 +31,7 @@ import (
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var nearestFilterShader *graphicscommand.Shader
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var nearestFilterShader *graphicscommand.Shader
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func init() {
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func init() {
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)))
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ir, err := graphics.CompileShader([]byte(builtinshader.ShaderSource(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)))
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if err != nil {
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if err != nil {
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panic(fmt.Sprintf("graphicscommand: compiling the nearest shader failed: %v", err))
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panic(fmt.Sprintf("graphicscommand: compiling the nearest shader failed: %v", err))
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}
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}
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@ -22,7 +22,7 @@ import (
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)
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)
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func BenchmarkFilter(b *testing.B) {
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func BenchmarkFilter(b *testing.B) {
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src := builtinshader.Shader(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)
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src := builtinshader.ShaderSource(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)
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s, err := graphics.CompileShader(src)
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s, err := graphics.CompileShader(src)
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if err != nil {
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if err != nil {
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b.Fatal(err)
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b.Fatal(err)
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@ -107,7 +107,7 @@ func builtinShader(filter builtinshader.Filter, address builtinshader.Address, u
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shader = &Shader{shader: ui.LinearFilterShader}
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shader = &Shader{shader: ui.LinearFilterShader}
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}
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}
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} else {
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} else {
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src := builtinshader.Shader(filter, address, useColorM)
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src := builtinshader.ShaderSource(filter, address, useColorM)
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s, err := NewShader(src)
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s, err := NewShader(src)
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if err != nil {
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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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panic(fmt.Sprintf("ebiten: NewShader for a built-in shader failed: %v", err))
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