diff --git a/gameforui.go b/gameforui.go index b698c0a5d..29a66f97e 100644 --- a/gameforui.go +++ b/gameforui.go @@ -144,7 +144,7 @@ var ( // in your implementation of [FinalScreenDrawer], for example. func DefaultDrawFinalScreen(screen FinalScreen, offscreen *Image, geoM GeoM) { theScreenShaderOnce.Do(func() { - s, err := newShader(builtinshader.ScreenShaderSource, "screen") + s, err := newShader([]byte(builtinshader.ScreenShaderSource), "screen") if err != nil { panic(fmt.Sprintf("ebiten: compiling the screen shader failed: %v", err)) } diff --git a/internal/builtinshader/defs.go b/internal/builtinshader/defs.go new file mode 100644 index 000000000..0683fea87 --- /dev/null +++ b/internal/builtinshader/defs.go @@ -0,0 +1,53 @@ +// Code generated by gen.go using 'go generate'. DO NOT EDIT. + +// Copyright 2024 The Ebitengine Authors +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +package builtinshader + +//ebitengine:shader +const _ = "//kage:unit pixels\n\npackage main\n\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\tclr := imageSrc0UnsafeAt(srcPos)\n\n\n\n\n\t// Apply the color scale.\n\tclr *= color\n\n\n\treturn clr\n}\n\n" + +//ebitengine:shader +const _ = "//kage:unit pixels\n\npackage main\n\n\nvar ColorMBody mat4\nvar ColorMTranslation vec4\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\tclr := imageSrc0UnsafeAt(srcPos)\n\n\n\n\n\t// Un-premultiply alpha.\n\t// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.\n\tclr.rgb /= clr.a + (1-sign(clr.a))\n\t// Apply the clr matrix.\n\tclr = (ColorMBody * clr) + ColorMTranslation\n\t// Premultiply alpha\n\tclr.rgb *= clr.a\n\t// Apply the color scale.\n\tclr *= color\n\t// Clamp the output.\n\tclr.rgb = min(clr.rgb, clr.a)\n\n\n\treturn clr\n}\n\n" + +//ebitengine:shader +const _ = "//kage:unit pixels\n\npackage main\n\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\tclr := imageSrc0At(srcPos)\n\n\n\n\n\t// Apply the color scale.\n\tclr *= color\n\n\n\treturn clr\n}\n\n" + +//ebitengine:shader +const _ = "//kage:unit pixels\n\npackage main\n\n\nvar ColorMBody mat4\nvar ColorMTranslation vec4\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\tclr := imageSrc0At(srcPos)\n\n\n\n\n\t// Un-premultiply alpha.\n\t// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.\n\tclr.rgb /= clr.a + (1-sign(clr.a))\n\t// Apply the clr matrix.\n\tclr = (ColorMBody * clr) + ColorMTranslation\n\t// Premultiply alpha\n\tclr.rgb *= clr.a\n\t// Apply the color scale.\n\tclr *= color\n\t// Clamp the output.\n\tclr.rgb = min(clr.rgb, clr.a)\n\n\n\treturn clr\n}\n\n" + +//ebitengine:shader +const _ = "//kage:unit pixels\n\npackage main\n\n\n\n\nfunc adjustSrcPosForAddressRepeat(p vec2) vec2 {\n\torigin := imageSrc0Origin()\n\tsize := imageSrc0Size()\n\treturn mod(p - origin, size) + origin\n}\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\tclr := imageSrc0At(adjustSrcPosForAddressRepeat(srcPos))\n\n\n\n\n\t// Apply the color scale.\n\tclr *= color\n\n\n\treturn clr\n}\n\n" + +//ebitengine:shader +const _ = "//kage:unit pixels\n\npackage main\n\n\nvar ColorMBody mat4\nvar ColorMTranslation vec4\n\n\n\nfunc adjustSrcPosForAddressRepeat(p vec2) vec2 {\n\torigin := imageSrc0Origin()\n\tsize := imageSrc0Size()\n\treturn mod(p - origin, size) + origin\n}\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\n\tclr := imageSrc0At(adjustSrcPosForAddressRepeat(srcPos))\n\n\n\n\n\t// Un-premultiply alpha.\n\t// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.\n\tclr.rgb /= clr.a + (1-sign(clr.a))\n\t// Apply the clr matrix.\n\tclr = (ColorMBody * clr) + ColorMTranslation\n\t// Premultiply alpha\n\tclr.rgb *= clr.a\n\t// Apply the color scale.\n\tclr *= color\n\t// Clamp the output.\n\tclr.rgb = min(clr.rgb, clr.a)\n\n\n\treturn clr\n}\n\n" + +//ebitengine:shader +const _ = "//kage:unit pixels\n\npackage main\n\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\n\n\tc0 := imageSrc0UnsafeAt(p0)\n\tc1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))\n\tc2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))\n\tc3 := imageSrc0UnsafeAt(p1)\n\n\n\trate := fract(p1)\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Apply the color scale.\n\tclr *= color\n\n\n\treturn clr\n}\n\n" + +//ebitengine:shader +const _ = "//kage:unit pixels\n\npackage main\n\n\nvar ColorMBody mat4\nvar ColorMTranslation vec4\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\n\n\tc0 := imageSrc0UnsafeAt(p0)\n\tc1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))\n\tc2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))\n\tc3 := imageSrc0UnsafeAt(p1)\n\n\n\trate := fract(p1)\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Un-premultiply alpha.\n\t// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.\n\tclr.rgb /= clr.a + (1-sign(clr.a))\n\t// Apply the clr matrix.\n\tclr = (ColorMBody * clr) + ColorMTranslation\n\t// Premultiply alpha\n\tclr.rgb *= clr.a\n\t// Apply the color scale.\n\tclr *= color\n\t// Clamp the output.\n\tclr.rgb = min(clr.rgb, clr.a)\n\n\n\treturn clr\n}\n\n" + +//ebitengine:shader +const _ = "//kage:unit pixels\n\npackage main\n\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\n\n\tc0 := imageSrc0At(p0)\n\tc1 := imageSrc0At(vec2(p1.x, p0.y))\n\tc2 := imageSrc0At(vec2(p0.x, p1.y))\n\tc3 := imageSrc0At(p1)\n\n\n\trate := fract(p1)\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Apply the color scale.\n\tclr *= color\n\n\n\treturn clr\n}\n\n" + +//ebitengine:shader +const _ = "//kage:unit pixels\n\npackage main\n\n\nvar ColorMBody mat4\nvar ColorMTranslation vec4\n\n\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\n\n\tc0 := imageSrc0At(p0)\n\tc1 := imageSrc0At(vec2(p1.x, p0.y))\n\tc2 := imageSrc0At(vec2(p0.x, p1.y))\n\tc3 := imageSrc0At(p1)\n\n\n\trate := fract(p1)\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Un-premultiply alpha.\n\t// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.\n\tclr.rgb /= clr.a + (1-sign(clr.a))\n\t// Apply the clr matrix.\n\tclr = (ColorMBody * clr) + ColorMTranslation\n\t// Premultiply alpha\n\tclr.rgb *= clr.a\n\t// Apply the color scale.\n\tclr *= color\n\t// Clamp the output.\n\tclr.rgb = min(clr.rgb, clr.a)\n\n\n\treturn clr\n}\n\n" + +//ebitengine:shader +const _ = "//kage:unit pixels\n\npackage main\n\n\n\n\nfunc adjustSrcPosForAddressRepeat(p vec2) vec2 {\n\torigin := imageSrc0Origin()\n\tsize := imageSrc0Size()\n\treturn mod(p - origin, size) + origin\n}\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\tp0 = adjustSrcPosForAddressRepeat(p0)\n\tp1 = adjustSrcPosForAddressRepeat(p1)\n\n\n\n\tc0 := imageSrc0At(p0)\n\tc1 := imageSrc0At(vec2(p1.x, p0.y))\n\tc2 := imageSrc0At(vec2(p0.x, p1.y))\n\tc3 := imageSrc0At(p1)\n\n\n\trate := fract(p1)\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Apply the color scale.\n\tclr *= color\n\n\n\treturn clr\n}\n\n" + +//ebitengine:shader +const _ = "//kage:unit pixels\n\npackage main\n\n\nvar ColorMBody mat4\nvar ColorMTranslation vec4\n\n\n\nfunc adjustSrcPosForAddressRepeat(p vec2) vec2 {\n\torigin := imageSrc0Origin()\n\tsize := imageSrc0Size()\n\treturn mod(p - origin, size) + origin\n}\n\n\nfunc Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {\n\n\tp0 := srcPos - 1/2.0\n\tp1 := srcPos + 1/2.0\n\n\n\tp0 = adjustSrcPosForAddressRepeat(p0)\n\tp1 = adjustSrcPosForAddressRepeat(p1)\n\n\n\n\tc0 := imageSrc0At(p0)\n\tc1 := imageSrc0At(vec2(p1.x, p0.y))\n\tc2 := imageSrc0At(vec2(p0.x, p1.y))\n\tc3 := imageSrc0At(p1)\n\n\n\trate := fract(p1)\n\tclr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)\n\n\n\n\t// Un-premultiply alpha.\n\t// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.\n\tclr.rgb /= clr.a + (1-sign(clr.a))\n\t// Apply the clr matrix.\n\tclr = (ColorMBody * clr) + ColorMTranslation\n\t// Premultiply alpha\n\tclr.rgb *= clr.a\n\t// Apply the color scale.\n\tclr *= color\n\t// Clamp the output.\n\tclr.rgb = min(clr.rgb, clr.a)\n\n\n\treturn clr\n}\n\n" diff --git a/internal/builtinshader/gen.go b/internal/builtinshader/gen.go new file mode 100644 index 000000000..5130ec58c --- /dev/null +++ b/internal/builtinshader/gen.go @@ -0,0 +1,84 @@ +// Copyright 2024 The Ebitengine Authors +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +//go:build ignore + +package main + +import ( + "bufio" + "fmt" + "os" + + "github.com/hajimehoshi/ebiten/v2/internal/builtinshader" +) + +func main() { + if err := xmain(); err != nil { + fmt.Fprintln(os.Stderr, err) + os.Exit(1) + } +} + +const license = `// Copyright 2024 The Ebitengine Authors +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +` + +func xmain() error { + f, err := os.Create("defs.go") + if err != nil { + return err + } + defer f.Close() + + w := bufio.NewWriter(f) + + if _, err := w.WriteString("// Code generated by gen.go using 'go generate'. DO NOT EDIT.\n\n"); err != nil { + return err + } + if _, err := w.WriteString(license); err != nil { + return err + } + if _, err := w.WriteString("\npackage builtinshader\n"); err != nil { + return err + } + + for _, s := range builtinshader.AppendShaderSources(nil) { + if _, err := w.WriteString("\n"); err != nil { + return err + } + if _, err := w.WriteString("//ebitengine:shader\n"); err != nil { + return err + } + if _, err := fmt.Fprintf(w, "const _ = %q\n", s); err != nil { + return err + } + } + + if err := w.Flush(); err != nil { + return err + } + return nil +} diff --git a/internal/builtinshader/shader.go b/internal/builtinshader/shader.go index 4892ba2b9..0a9eecbdc 100644 --- a/internal/builtinshader/shader.go +++ b/internal/builtinshader/shader.go @@ -12,6 +12,9 @@ // See the License for the specific language governing permissions and // limitations under the License. +//go:generate go run gen.go +//go:generate gofmt -s -w . + package builtinshader import ( @@ -166,7 +169,8 @@ func ShaderSource(filter Filter, address Address, useColorM bool) []byte { return b } -var ScreenShaderSource = []byte(`//kage:unit pixels +//ebitengine:shader +const ScreenShaderSource = `//kage:unit pixels package main @@ -185,16 +189,17 @@ func Fragment(dstPos vec4, srcPos vec2) vec4 { rate := clamp(fract(p1)*scale, 0, 1) return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y) } -`) +` -var ClearShaderSource = []byte(`//kage:unit pixels +//ebitengine:shader +const ClearShaderSource = `//kage:unit pixels package main func Fragment() vec4 { return vec4(0) } -`) +` func AppendShaderSources(sources [][]byte) [][]byte { for filter := Filter(0); filter < FilterCount; filter++ { @@ -202,6 +207,5 @@ func AppendShaderSources(sources [][]byte) [][]byte { sources = append(sources, ShaderSource(filter, address, false), ShaderSource(filter, address, true)) } } - sources = append(sources, ScreenShaderSource, ClearShaderSource) return sources }