// Copyright 2020 The Ebiten 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 ebiten import ( "fmt" "strings" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" "github.com/hajimehoshi/ebiten/v2/internal/ui" ) // Shader represents a compiled shader program. // // For the details about the shader, see https://ebiten.org/documents/shader.html. type Shader struct { shader *ui.Shader uniformNames []string uniformTypes []shaderir.Type uniformNameToIndex map[string]int uniformNameToType map[string]shaderir.Type } // NewShader compiles a shader program in the shading language Kage, and retruns the result. // // If the compilation fails, NewShader returns an error. // // For the details about the shader, see https://ebiten.org/documents/shader.html. func NewShader(src []byte) (*Shader, error) { ir, err := graphics.CompileShader(src) if err != nil { return nil, err } return &Shader{ shader: ui.NewShader(ir), uniformNames: ir.UniformNames, uniformTypes: ir.Uniforms, }, nil } // Dispose disposes the shader program. // After disposing, the shader is no longer available. func (s *Shader) Dispose() { s.shader.MarkDisposed() s.shader = nil } func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 { nameToF32s := map[string][]float32{} for name, v := range uniforms { switch v := v.(type) { case float32: nameToF32s[name] = []float32{v} case []float32: nameToF32s[name] = v default: panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v)) } } if s.uniformNameToIndex == nil { s.uniformNameToIndex = map[string]int{} s.uniformNameToType = map[string]shaderir.Type{} var idx int for i, n := range s.uniformNames { if strings.HasPrefix(n, "__") { continue } s.uniformNameToIndex[n] = idx s.uniformNameToType[n] = s.uniformTypes[i] idx++ } } us := make([][]float32, len(s.uniformNameToIndex)) for name, idx := range s.uniformNameToIndex { if v, ok := nameToF32s[name]; ok { us[idx] = v continue } t := s.uniformNameToType[name] us[idx] = make([]float32, t.FloatCount()) } // TODO: Panic if uniforms include an invalid name return us }