// Copyright 2022 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 graphics import ( "bytes" "fmt" "github.com/hajimehoshi/ebiten/v2/internal/shader" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) func shaderSuffix(unit shaderir.Unit) (string, error) { shaderSuffix := fmt.Sprintf(` var __imageDstTextureSize vec2 // imageDstTextureSize returns the destination image's texture size in pixels. // // Deprecated: as of v2.6. Use the pixel-unit mode. func imageDstTextureSize() vec2 { return __imageDstTextureSize } var __imageSrcTextureSizes [%[1]d]vec2 // imageSrcTextureSize returns the 0th source image's texture size in pixels. // As an image is a part of internal texture, the texture is usually bigger than the image. // The texture's size is useful when you want to calculate pixels from texels in the texel mode. // // Deprecated: as of v2.6. Use the pixel-unit mode. func imageSrcTextureSize() vec2 { return __imageSrcTextureSizes[0] } // The unit is the destination texture's pixel or texel. var __imageDstRegionOrigin vec2 // The unit is the source texture's pixel or texel. var __imageDstRegionSize vec2 // imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture. // The unit is the source texture's pixel or texel. // // As an image is a part of internal texture, the image can be located at an arbitrary position on the texture. // // Deprecated: as of v2.6. Use imageDstOrigin or imageDstSize. func imageDstRegionOnTexture() (vec2, vec2) { return __imageDstRegionOrigin, __imageDstRegionSize } // imageDstOrigin returns the destination image's origin on its texture. // The unit is the source texture's pixel or texel. // // As an image is a part of internal texture, the image can be located at an arbitrary position on the texture. func imageDstOrigin() vec2 { return __imageDstRegionOrigin } // imageDstSize returns the destination image's size. // The unit is the source texture's pixel or texel. func imageDstSize() vec2 { return __imageDstRegionSize } // The unit is the source texture's pixel or texel. var __imageSrcRegionOrigins [%[1]d]vec2 // The unit is the source texture's pixel or texel. var __imageSrcRegionSizes [%[1]d]vec2 // imageSrcRegionOnTexture returns the 0th source image's region (the origin and the size) on its texture. // The unit is the source texture's pixel or texel. // // As an image is a part of internal texture, the image can be located at an arbitrary position on the texture. // // Deprecated: as of v2.6. Use imageSrc0Origin or imageSrc0Size instead. func imageSrcRegionOnTexture() (vec2, vec2) { return __imageSrcRegionOrigins[0], __imageSrcRegionSizes[0] } `, ShaderSrcImageCount) for i := 0; i < ShaderSrcImageCount; i++ { shaderSuffix += fmt.Sprintf(` // imageSrc%[1]dOrigin returns the source image's region origin on its texture. // The unit is the source texture's pixel or texel. // // As an image is a part of internal texture, the image can be located at an arbitrary position on the texture. func imageSrc%[1]dOrigin() vec2 { return __imageSrcRegionOrigins[%[1]d] } // imageSrc%[1]dSize returns the source image's size. // The unit is the source texture's pixel or texel. func imageSrc%[1]dSize() vec2 { return __imageSrcRegionSizes[%[1]d] } `, i) pos := "pos" if i >= 1 { // Convert the position in texture0's positions to the target texture positions. switch unit { case shaderir.Pixels: pos = fmt.Sprintf("pos - __imageSrcRegionOrigins[0] + __imageSrcRegionOrigins[%d]", i) case shaderir.Texels: pos = fmt.Sprintf("((pos - __imageSrcRegionOrigins[0]) * __imageSrcTextureSizes[0]) / __imageSrcTextureSizes[%[1]d] + __imageSrcRegionOrigins[%[1]d]", i) default: return "", fmt.Errorf("graphics: unexpected unit: %d", unit) } } // __t%d is a special variable for a texture variable. shaderSuffix += fmt.Sprintf(` func imageSrc%[1]dUnsafeAt(pos vec2) vec4 { // pos is the position in positions of the source texture (= 0th image's texture). return __texelAt(__t%[1]d, %[2]s) } `, i, pos) switch unit { case shaderir.Pixels: shaderSuffix += fmt.Sprintf(` func imageSrc%[1]dAt(pos vec2) vec4 { // pos is the position of the source texture (= 0th image's texture). // If pos is in the region, the result is (1, 1). Otherwise, either element is 0. in := step(__imageSrcRegionOrigins[0], pos) - step(__imageSrcRegionOrigins[0] + __imageSrcRegionSizes[%[1]d], pos) return __texelAt(__t%[1]d, %[2]s) * in.x * in.y } `, i, pos) case shaderir.Texels: shaderSuffix += fmt.Sprintf(` func imageSrc%[1]dAt(pos vec2) vec4 { // pos is the position of the source texture (= 0th image's texture). // If pos is in the region, the result is (1, 1). Otherwise, either element is 0. // With the texel mode, all the source region sizes are the same (#1870). // As pos is in texels of the 0th texture, always use the 0th image region size. in := step(__imageSrcRegionOrigins[0], pos) - step(__imageSrcRegionOrigins[0] + __imageSrcRegionSizes[0], pos) return __texelAt(__t%[1]d, %[2]s) * in.x * in.y } `, i, pos) } } shaderSuffix += ` var __projectionMatrix mat4 func __vertex(dstPos vec2, srcPos vec2, color vec4, custom vec4) (vec4, vec2, vec4, vec4) { return __projectionMatrix * vec4(dstPos, 0, 1), srcPos, color, custom } ` return shaderSuffix, nil } func completeShaderSource(fragmentSrc []byte) ([]byte, error) { unit, err := shader.ParseCompilerDirectives(fragmentSrc) if err != nil { return nil, err } suffix, err := shaderSuffix(unit) if err != nil { return nil, err } var buf bytes.Buffer buf.Write(fragmentSrc) buf.WriteString(suffix) return buf.Bytes(), nil } func CompileShader(fragmentSrc []byte) (*shaderir.Program, error) { src, err := completeShaderSource(fragmentSrc) if err != nil { return nil, err } const ( vert = "__vertex" frag = "Fragment" ) ir, err := shader.Compile(src, vert, frag, ShaderSrcImageCount) if err != nil { return nil, err } if ir.VertexFunc.Block == nil { return nil, fmt.Errorf("graphics: vertex shader entry point '%s' is missing", vert) } if ir.FragmentFunc.Block == nil { return nil, fmt.Errorf("graphics: fragment shader entry point '%s' is missing", frag) } return ir, nil } func CalcSourceHash(fragmentSrc []byte) (shaderir.SourceHash, error) { src, err := completeShaderSource(fragmentSrc) if err != nil { return shaderir.SourceHash{}, err } return shaderir.CalcSourceHash(src), nil }