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Cleanup
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parent
4536fadebe
commit
c7eeae7189
@ -15,11 +15,13 @@
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package main
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import (
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"fmt"
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"image"
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_ "image/jpeg"
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"log"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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)
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const (
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@ -71,11 +73,9 @@ func init() {
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}
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type Game struct {
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count int
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}
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func (g *Game) Update() error {
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g.count++
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return nil
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}
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@ -114,6 +114,8 @@ func (g *Game) Draw(screen *ebiten.Image) {
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opts.GeoM.Reset()
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opts.GeoM.Translate(dstSize, dstSize)
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screen.DrawImage(dsts[3], opts)
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ebitenutil.DebugPrint(screen, fmt.Sprintf("FPS: %.2f", ebiten.ActualFPS()))
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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@ -122,9 +124,10 @@ func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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func main() {
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ebiten.SetWindowSize(screenWidth, screenHeight)
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ebiten.SetVsyncEnabled(false)
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ebiten.SetWindowTitle("MRT (Ebitengine Demo)")
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if err := ebiten.RunGameWithOptions(&Game{}, &ebiten.RunGameOptions{
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GraphicsLibrary: ebiten.GraphicsLibraryDirectX,
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GraphicsLibrary: ebiten.GraphicsLibraryOpenGL,
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}); err != nil {
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log.Fatal(err)
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}
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@ -396,7 +396,7 @@ func (c *context) newShader(shaderType uint32, source string) (shader, error) {
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return shader(s), nil
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}
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func (c *context) newProgram(shaders []shader, attributes []string) (program, error) {
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func (c *context) newProgram(shaders []shader, attributes, fragData []string) (program, error) {
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p := c.ctx.CreateProgram()
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if p == 0 {
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return 0, errors.New("opengl: glCreateProgram failed")
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@ -410,6 +410,10 @@ func (c *context) newProgram(shaders []shader, attributes []string) (program, er
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c.ctx.BindAttribLocation(p, uint32(i), name)
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}
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for i, name := range fragData {
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c.ctx.BindFragDataLocation(p, uint32(i), name)
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}
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c.ctx.LinkProgram(p)
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if c.ctx.GetProgrami(p, gl.LINK_STATUS) == gl.FALSE {
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info := c.ctx.GetProgramInfoLog(p)
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@ -61,6 +61,14 @@ func (d *DebugContext) BindBuffer(arg0 uint32, arg1 uint32) {
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}
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}
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func (d *DebugContext) BindFragDataLocation(arg0 uint32, arg1 uint32, arg2 string) {
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d.Context.BindFragDataLocation(arg0, arg1, arg2)
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fmt.Fprintln(os.Stderr, "BindFragDataLocation")
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if e := d.Context.GetError(); e != NO_ERROR {
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panic(fmt.Sprintf("gl: GetError() returned %d at BindFragDataLocation", e))
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}
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}
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func (d *DebugContext) BindFramebuffer(arg0 uint32, arg1 uint32) {
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d.Context.BindFramebuffer(arg0, arg1)
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fmt.Fprintln(os.Stderr, "BindFramebuffer")
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@ -28,6 +28,7 @@ type defaultContext struct {
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gpAttachShader uintptr
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gpBindAttribLocation uintptr
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gpBindBuffer uintptr
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gpBindFragDataLocation uintptr
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gpBindFramebuffer uintptr
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gpBindRenderbuffer uintptr
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gpBindTexture uintptr
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@ -140,6 +141,12 @@ func (c *defaultContext) BindBuffer(target uint32, buffer uint32) {
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purego.SyscallN(c.gpBindBuffer, uintptr(target), uintptr(buffer))
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}
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func (c *defaultContext) BindFragDataLocation(program uint32, index uint32, name string) {
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cname, free := cStr(name)
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defer free()
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purego.SyscallN(c.gpBindFragDataLocation, uintptr(program), uintptr(index), uintptr(unsafe.Pointer(cname)))
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}
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func (c *defaultContext) BindFramebuffer(target uint32, framebuffer uint32) {
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purego.SyscallN(c.gpBindFramebuffer, uintptr(target), uintptr(framebuffer))
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}
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@ -483,6 +490,7 @@ func (c *defaultContext) LoadFunctions() error {
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c.gpAttachShader = g.get("glAttachShader")
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c.gpBindAttribLocation = g.get("glBindAttribLocation")
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c.gpBindBuffer = g.get("glBindBuffer")
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c.gpBindFragDataLocation = g.get("glBindFragDataLocation")
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c.gpBindFramebuffer = g.get("glBindFramebuffer")
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c.gpBindRenderbuffer = g.get("glBindRenderbuffer")
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c.gpBindTexture = g.get("glBindTexture")
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@ -31,6 +31,7 @@ type Context interface {
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AttachShader(program uint32, shader uint32)
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BindAttribLocation(program uint32, index uint32, name string)
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BindBuffer(target uint32, buffer uint32)
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BindFragDataLocation(program uint32, index uint32, name string)
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BindFramebuffer(target uint32, framebuffer uint32)
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BindRenderbuffer(target uint32, renderbuffer uint32)
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BindTexture(target uint32, texture uint32)
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@ -265,7 +265,7 @@ func (g *Graphics) colorBufferVariableName(idx int) string {
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if g.colorBufferVariableNameCache == nil {
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g.colorBufferVariableNameCache = map[int]string{}
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}
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name := fmt.Sprintf("gl_FragData[%d]", idx)
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name := fmt.Sprintf("fragColor%d", idx)
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g.colorBufferVariableNameCache[idx] = name
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return name
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}
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@ -69,7 +69,11 @@ func (s *Shader) compile() error {
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}
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defer s.graphics.context.ctx.DeleteShader(uint32(fs))
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p, err := s.graphics.context.newProgram([]shader{vs, fs}, theArrayBufferLayout.names())
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colorNames := make([]string, s.ir.ColorsOutCount)
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for i := range colorNames {
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colorNames[i] = s.graphics.colorBufferVariableName(i)
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}
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p, err := s.graphics.context.newProgram([]shader{vs, fs}, theArrayBufferLayout.names(), colorNames)
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if err != nil {
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return err
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}
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@ -822,7 +822,7 @@ func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) (function, bool
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return function{}, false
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}
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// The first out-param is treated as gl_FragColor in GLSL.
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// The first out-param is treated as fragColor0 in GLSL.
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for i := range outParams {
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if outParams[i].typ.Main != shaderir.Vec4 {
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cs.addError(d.Pos(), "fragment entry point must only have vec4 return values for colors")
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@ -86,8 +86,7 @@ precision highp int;
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#define lowp
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#define mediump
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#define highp
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#endif
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`
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#endif`
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if version == GLSLVersionDefault {
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prelude += "\n\n" + utilFunctions
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}
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@ -230,6 +229,9 @@ func Compile(p *shaderir.Program, version GLSLVersion) (vertexShader, fragmentSh
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fslines = append(fslines, fmt.Sprintf("in %s;", c.varDecl(p, &t, fmt.Sprintf("V%d", i))))
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}
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}
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for i := 0; i < p.ColorsOutCount; i++ {
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fslines = append(fslines, fmt.Sprintf("out vec4 fragColor%d;", i))
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}
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var funcs []*shaderir.Func
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if p.VertexFunc.Block != nil {
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@ -291,6 +293,8 @@ func Compile(p *shaderir.Program, version GLSLVersion) (vertexShader, fragmentSh
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vs = strings.TrimSpace(vs) + "\n"
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fs = strings.TrimSpace(fs) + "\n"
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fmt.Println("FS:", fs)
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return vs, fs
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}
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@ -419,7 +423,7 @@ func (c *compileContext) localVariableName(p *shaderir.Program, topBlock *shader
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case idx < nv+1:
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return fmt.Sprintf("V%d", idx-1)
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default:
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return fmt.Sprintf("gl_FragData[%d]", idx-(nv+1))
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return fmt.Sprintf("fragColor%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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@ -607,11 +607,6 @@ func adjustProgram(p *shaderir.Program) *shaderir.Program {
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copy(newP.Funcs, p.Funcs)
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// Create a new function whose body is the same is the fragment shader's entry point.
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// The entry point will call this.
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// This indirect call is needed for these issues:
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// - Assignment to gl_FragColor doesn't work (#2245)
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// - There are some odd compilers that don't work with early returns and gl_FragColor (#2247)
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// Determine a unique index of the new function.
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var funcIdx int
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for _, f := range newP.Funcs {
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@ -659,7 +654,8 @@ func adjustProgram(p *shaderir.Program) *shaderir.Program {
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// Replace the entry point with just calling the new function.
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stmts := []shaderir.Stmt{
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{
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// Return: This will be replaced with assignment to gl_FragColor.
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// Return: This will be replaced with a call to the new function.
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// Then the output structure containing colors will be returned.
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Type: shaderir.Return,
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Exprs: []shaderir.Expr{
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// The function call
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