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https://github.com/hajimehoshi/ebiten.git
synced 2025-01-24 18:02:02 +01:00
shaderir: Implement vertex function
This commit is contained in:
parent
eb5a2efad8
commit
ddaed674dd
@ -51,6 +51,13 @@ func (p *Program) Glsl() string {
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lines = append(lines, p.glslFunc(&f)...)
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}
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// Vertex func
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if len(p.VertexFunc.Block.Stmts) > 0 {
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lines = append(lines, "void main(void) {")
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lines = append(lines, p.glslBlock(&p.VertexFunc.Block, 0, 0)...)
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lines = append(lines, "}")
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}
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var stLines []string
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for i, t := range p.structTypes {
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stLines = append(stLines, fmt.Sprintf("struct S%d {", i))
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@ -116,13 +123,13 @@ func (p *Program) glslFunc(f *Func) []string {
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var lines []string
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lines = append(lines, fmt.Sprintf("%s %s(%s) {", p.glslType(&f.Return), f.Name, argsstr))
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lines = append(lines, p.glslBlock(&f.Block, f, 0, idx)...)
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lines = append(lines, p.glslBlock(&f.Block, 0, idx)...)
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lines = append(lines, "}")
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return lines
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}
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func (p *Program) glslBlock(b *Block, f *Func, level int, localVarIndex int) []string {
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func (p *Program) glslBlock(b *Block, level int, localVarIndex int) []string {
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idt := strings.Repeat("\t", level+1)
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var lines []string
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@ -142,12 +149,24 @@ func (p *Program) glslBlock(b *Block, f *Func, level int, localVarIndex int) []s
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switch e.Variable.Type {
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case Uniform:
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return fmt.Sprintf("U%d", e.Variable.Index)
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case Attribute:
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return fmt.Sprintf("A%d", e.Variable.Index)
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case Varying:
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return fmt.Sprintf("V%d", e.Variable.Index)
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case Local:
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return fmt.Sprintf("l%d", e.Variable.Index)
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idx := e.Variable.Index
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if b == &p.VertexFunc.Block {
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na := len(p.Attributes)
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nv := len(p.Varyings)
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switch {
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case idx < na:
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return fmt.Sprintf("A%d", idx)
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case idx < na+nv:
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return fmt.Sprintf("V%d", idx-na)
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case idx == na+nv:
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return "gl_Position"
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default:
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return fmt.Sprintf("l%d", idx-(na+nv))
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}
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} else {
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return fmt.Sprintf("l%d", idx)
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}
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default:
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return fmt.Sprintf("?(unexpected variable type: %d)", e.Variable.Type)
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}
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@ -187,16 +206,16 @@ func (p *Program) glslBlock(b *Block, f *Func, level int, localVarIndex int) []s
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lines = append(lines, fmt.Sprintf("%s%s;", idt, glslExpr(&s.Exprs[0])))
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case BlockStmt:
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lines = append(lines, idt+"{")
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lines = append(lines, p.glslBlock(&s.Blocks[0], f, level+1, localVarIndex)...)
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lines = append(lines, p.glslBlock(&s.Blocks[0], level+1, localVarIndex)...)
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lines = append(lines, idt+"}")
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case Assign:
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, glslExpr(&s.Exprs[0]), glslExpr(&s.Exprs[1])))
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case If:
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lines = append(lines, fmt.Sprintf("%sif (%s) {", idt, glslExpr(&s.Exprs[0])))
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lines = append(lines, p.glslBlock(&s.Blocks[0], f, level+1, localVarIndex)...)
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lines = append(lines, p.glslBlock(&s.Blocks[0], level+1, localVarIndex)...)
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if len(s.Blocks) > 1 {
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lines = append(lines, fmt.Sprintf("%s} else {", idt))
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lines = append(lines, p.glslBlock(&s.Blocks[1], f, level+1, localVarIndex)...)
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lines = append(lines, p.glslBlock(&s.Blocks[1], level+1, localVarIndex)...)
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}
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lines = append(lines, fmt.Sprintf("%s}", idt))
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case For:
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@ -225,7 +244,7 @@ func (p *Program) glslBlock(b *Block, f *Func, level int, localVarIndex int) []s
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op = fmt.Sprintf("?(unexpected op: %s)", string(s.ForOp))
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}
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lines = append(lines, fmt.Sprintf("%sfor (int l%d = %d; l%d %s %d; %s) {", idt, v, s.ForInit, v, op, s.ForEnd, delta))
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lines = append(lines, p.glslBlock(&s.Blocks[0], f, level+1, localVarIndex)...)
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lines = append(lines, p.glslBlock(&s.Blocks[0], level+1, localVarIndex)...)
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lines = append(lines, fmt.Sprintf("%s}", idt))
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case Continue:
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lines = append(lines, idt+"continue;")
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@ -246,5 +265,3 @@ func (p *Program) glslBlock(b *Block, f *Func, level int, localVarIndex int) []s
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return lines
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}
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// TODO: Distinguish regular functions, vertex functions and fragment functions. e.g., Treat gl_Position correctly.
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@ -521,6 +521,51 @@ varying vec3 V0;`,
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for (int l3 = 0; l3 < 100; l3++) {
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l2 = l0;
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}
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}`,
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},
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{
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Name: "VertexFunc",
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Program: Program{
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Uniforms: []Type{
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{Main: Float},
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},
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Attributes: []Type{
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{Main: Vec4},
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{Main: Float},
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{Main: Vec2},
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},
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Varyings: []Type{
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{Main: Float},
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{Main: Vec2},
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},
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VertexFunc: VertexFunc{
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Block: block(
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nil,
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assignStmt(
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varNameExpr(Local, 5),
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varNameExpr(Local, 0),
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),
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assignStmt(
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varNameExpr(Local, 3),
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varNameExpr(Local, 1),
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),
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assignStmt(
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varNameExpr(Local, 4),
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varNameExpr(Local, 2),
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),
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),
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},
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},
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Glsl: `uniform float U0;
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attribute vec4 A0;
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attribute float A1;
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attribute vec2 A2;
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varying float V0;
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varying vec2 V1;
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void main(void) {
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gl_Position = A0;
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V0 = A1;
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V1 = A2;
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}`,
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},
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}
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@ -15,12 +15,12 @@
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package shaderir
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type Program struct {
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Uniforms []Type
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Attributes []Type
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Varyings []Type
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Funcs []Func
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VertexEntry string
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FragmentEntry string
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Uniforms []Type
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Attributes []Type
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Varyings []Type
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Funcs []Func
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VertexFunc VertexFunc
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FragmentFunc FragmentFunc
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structNames map[string]string
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structTypes []Type
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@ -37,6 +37,21 @@ type Func struct {
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Block Block
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}
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// VertexFunc takes pseudo params, and the number if len(attributes) + len(varyings) + 1.
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// If 0 <= index < len(attributes), the params are in-params and treated as attribute variables.
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// If len(attributes) <= index < len(attributes) + len(varyings), the params are out-params and treated as varying
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// variables.
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// The last param represents the position in vec4 (gl_Position in GLSL).
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type VertexFunc struct {
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Block Block
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}
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// FragmentFunc takes pseudo in-params, and the number is len(varyings) + 1.
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// The last param represents the coordinate of the fragment (gl_FragCoord in GLSL)
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type FragmentFunc struct {
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Block Block
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}
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type Block struct {
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LocalVars []Type
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Stmts []Stmt
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@ -100,8 +115,6 @@ type VariableType int
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const (
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Uniform VariableType = iota
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Attribute
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Varying
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Local
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)
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